Ten case studies, ten different kinds of disaster averted (or not). Schreier’s gift is pacing — each chapter is a short thriller with a ship date at the end of it — and the cumulative effect is a kind of industrial sociology of modern game-making. Required reading for anyone who still thinks “crunch” is a scheduling quirk.
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The Reading Room
Blood, Sweat, and Pixels
The Triumphant, Turbulent Stories Behind How Video Games Are Made
Ten games, ten crises, ten shipping post-mortems — the book that made development dysfunction newsworthy.
- Author
- Jason Schreier
- Published
- 2017
- Publisher
- Harper Paperbacks
- Pages
- 304
- Shelved
- Essential