It’s no wonder why such harsh deadlines are set. The developer skill and expertise required by game studios, and the time and size of the required resource, helps to explain the huge financial impact these projects have. However, after reflecting on the stories in this book, it makes me realise that the “crunches” we suffer are nothing to the crunch and stresses experienced by game developers in many small teams and large development studios alike.Įvery chapter explains in detail the pain and reward faced by game developers and management teams on an ongoing basis. Working in the software industry myself, I often hear about the notion of “crunch time”, which is a term we’ve borrowed from the game devleopment industry at times when critical updates, fixes, or deadlines are pressing. The book’s subtitle, “ The Triumphant, Turbulent Stories Behind How Video Games Are Made”, sums it up pretty well. This book contains a number of stories about how some of the most well-known (and other less well-known) video games are made. This post contains some of my thoughts on the book Blood, Sweat, and Pixels by Jason Schreier. Blood, Sweat, and Pixels by Jason Schreier
0 Comments
Leave a Reply. |