---
product_id: 46690184
title: "Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made ― A National Bestselling Exposé of Development Hell"
brand: "jason schreier"
price: "108.41 DT"
currency: TND
in_stock: true
reviews_count: 13
url: https://www.desertcart.tn/products/46690184-blood-sweat-and-pixels-the-triumphant-turbulent-stories-behind-how
store_origin: TN
region: Tunisia
---

# Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made ― A National Bestselling Exposé of Development Hell

**Brand:** jason schreier
**Price:** 108.41 DT
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made ― A National Bestselling Exposé of Development Hell by jason schreier
- **How much does it cost?** 108.41 DT with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.tn](https://www.desertcart.tn/products/46690184-blood-sweat-and-pixels-the-triumphant-turbulent-stories-behind-how)

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## Description

NATIONAL BESTSELLER
“The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne
Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.
Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition
; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny
, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings
—even as it nearly ripped their studio apart.
Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes of the video game industry who scale mountains of obstacles in their quests to create the best games imaginable.
Go behind the screens for an inside look at how some of the most popular and acclaimed games of our time were made:
AAA Studios Under Pressure: Discover how Naughty Dog rebooted Uncharted 4
, how BioWare overcame countless technical nightmares on Dragon Age: Inquisition
, and why Bungie struggled to launch Destiny
.
The Solo Developer: Follow the five-year, single-handed effort of Eric Barone to create Stardew Valley
, the indie farming RPG that became a multi-million-dollar phenomenon.
The Kickstarter Revolution: Learn how a successful crowdfunding campaign for Pillars of Eternity saved developer Obsidian Entertainment from the brink of collapse.
Post-Launch Redemption: Witness the turbulent launches and subsequent reinventions of games like Diablo III and The Witcher 3
, proving that for some games, shipping is just the beginning.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Dimensions | 5.31 x 0.68 x 8 inches |
| Edition | 1st |
| Isbn 10 | 0062651234 |
| Isbn 13 | 978-0062651235 |
| Item Weight | 2.31 pounds |
| Language | English |
| Print Length | 304 pages |
| Publication Date | September 5, 2017 |
| Publisher | Harper Paperbacks |

## Images

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## Customer Reviews

### ⭐⭐⭐⭐⭐ Accessible to avid and casual gamers alike. Highly recommended.
*by  on Reviewed in the United States February 16, 2018*

"Oh, Jason," he said. "It's a miracle that any game is made."Finally, a book that captures the complexity of game development that anyone can pick up and enjoy. Jason Schreier of Kotaku spent two years traveling around the world to score in depth interviews with the industry's most renowned gaming studios. Drawing from sources speaking both on and off the record, Blood, Sweat, and Pixels provides a rare glimpse into the pain and passion that go into bringing a modern video game to market. In ten absorbing chapters Schreier covers the downright grueling development process behind such hits as Blizzard's Diablo III, Naughty Dog's Uncharted 4, CD Projekt Red's The Witcher 3 and, of course, Bungie's Destiny.Speaking of Destiny, it was Schreier's crucial 2015 exposé that laid the groundwork for this wonderful little book. (Portions of his chapter on Destiny are taken directly from that article.) As fans of the blockbuster series will remember, that Kotaku piece brought Destiny's murky origin story to light. Importantly, it provided the necessary background for understanding how the company that gave us Halo could have produced — at least at launch — such a lackluster title. Subpar development tools, a strained relationship with publisher Activision, and the complete reboot of the story (following the departure of lead writer Joe Staten) a year out from release had much to do with it. As a source tells Schreier, “A lot of the problems that came up in Destiny 1...are results of having an unwavering schedule and unwieldy tools."What we learned then from Scheier's keen reporting, and what comes across clear as day in his first book, is that making games is incredibly hard and almost impossibly demanding. Harder, perhaps, than any other creative medium. Thanks to their interactive nature and sheer potentiality, games are capable of delivering the boundless, memorable experiences we've come to love. But it's those same elements that make them such a chore to create, even for seasoned veterans.One of the designers at Obsidian (of Fallout: New Vegas fame) he interviews puts it this way: "making games is sort of like shooting movies, if you had to build an entirely new camera every time you started." Indeed, the tools and technologies used to develop the latest games are constantly in flux, as is the creative vision of the producers and directors at the top. A change in either area can prove hugely disruptive to the overall process — a process that hinges on pushing a marketable product out the door by an agreed upon deadline. It's that constant give and take between concept and technology, between developer and publisher, that defines the medium.Internal conflicts can also run a project off course. Artists and programmers might spend months, years even, sketching and coding characters, environments, quests, set pieces and combat mechanics, only to see it all thrown out as a result of higher-ups taking the game in an entirely different direction. When Naughty Dog replaced Uncharted 4's creative director Amy Hennig in 2014 — roughly two years into the game's development — the story was more or less scrapped. That meant that cut scenes, animation, and thousands of lines of recorded voicework on which the studio had already spent millions of dollars got the axe, too. For an artist emotionally invested in their work, this can be heartbreaking and demotivating.In other cases, such as the abortive Star Wars 1313, a decision by the publisher can bring it all crashing down. As Scheier recounts in the closing chapter, LucasArts, formerly a subsidiary of Lucasfilm, began work on a new action-adventure Star Wars game in 2010. The game debuted at E3 in 2012 to wide critical acclaim. Shortly afterward, the company was acquired by Disney. By 2013, Disney had shuttered the studio and canceled every one of its projects. For all the work the dedicated crew at LucasArts poured into their pet project, Star Wars 1313 was never meant to be.Given the many technical hitches, logistical nightmares, corporate pressures, and unforeseen obstacles that threaten success, it's no small wonder that any games are shipped at all. As Schreier points out, there's hardly a game on the market today that doesn't run up against insane crunch periods and dramatic setbacks over the course of its development. Whether it's a small team working on a 2D side-scroller à la Yacht Club Games' Shovel Knight or a massive effort spread across hundreds of staff in the case of BioWare's Dragon Age, producing a quality game in today's highly competitive environment is by any measure a herculean effort.Virtually every insider consulted for the book talks about how taxing the job can be on one's physical health and personal relationships. Burnout is common. And even with working around the clock for months on end — often sans overtime pay, as it's not required in the US — games rarely come out on time. Delays and cancellations are a feature, not a bug. To be sure, any successful career in game development is built on passion and an enthusiasm for creating unique playable spaces, but it's one that comes with significant costs that only the truly dedicated may be equipped to endure.Closing ThoughtsLeave it to Jason Schreier to shatter any utopic notions about game development. Behind the glossy visuals and destructible environments we take for granted on screen lies a hellish landscape of Sisyphean creative challenges and brutal working hours. As the title suggests, Blood, Sweat, and Pixels constantly reminds us that game production is as much about self-sacrifice as it is about crafting quality interactive experiences. And if these breezy oral histories are any indication, it's a principle that holds true whether you're a bootstrapped indie developer beholden to Kickstarter donors or a lowly cog in the big-budget corporate machine.Schreier is a most welcome guide, bringing more casual readers up to speed on esoteric conversations ranging from rendering paths and game engines to bug testing and content iteration times. It's a testament to his talents that the book never seems to flag, even when exploring games I didn't particularly care about. While I wish Schreier had ventured more deeply into the ethics of crunch culture, his penchant for meticulous, well researched investigative journalism is on full display here.If you have even a passing interest in gaming be sure to pick this one up. I came away with a better understanding of the personal sacrifices and creative compromises that appear to go hand in hand with making video games, and a newfound perspective on increasingly commonplace monetization strategies like paid downloadable content (PDLC) and microtransaction (MTX) systems. Above all, it left me with a more profound appreciation for my most cherished hobby.

### ⭐⭐⭐⭐ Great book
*by  on Reviewed in the United States May 25, 2026*

This is a really interesting book for game developers. I found it so inspiring to read other people stories. I actually didn’t know what to expect when I bought this but it’s kind of a biography of different game developers stories for example of the guy from Stardew Valley I think that was the only game I knew but the other games are really popular. I just tend to only play cozy games but if you’re any game Dav or if you’re just interested in how games are made I really recommend this.

### ⭐⭐⭐⭐⭐ Must read for any creator
*by  on Reviewed in the United States September 28, 2017*

I often find journalism boring. And I find it far between good articles when it comes to game coverage. But in Blood, Sweat, and Pixels there are 10 excellent chapters covering the challenges, triumphs, and defeats in the making of 10 different games.There are two things, in my opinion, that make this book great.The first thing is Schreier's fantastic writing style.Schreier focuses on individuals and their tale in the creation of a game, making it very close and personal to read. It's not about a big, ambiguous organisation you can't identify with. It's a hot blooded human like you, and Schreier mixes description and dialogue in a way that makes them all come alive.Secondly, Schreier masters the element of curiosity and teasing. He tells the story slowly, constantly teasing that something is about to happen, making you gobble up page after page just to know what happens next.Schreier also has a knack of opening and closing each chapter in an excellent way. This is by far two of the hardest elements in writing. Sucking the reader in, and delivering an ending you can agree on, that leaves you with a feeling of satisfaction. Schreier opens and closes ALL 10 chapters to an A+. That is extraordinary in my opinion.So... Besides Schreier's excellent writing, each chapter is uniquely interesting and never boring, because the games, people behind them, and the circumstances are so different.The chapter on Stardew Valley focuses on the story of an one-man army, starting from scratch, and follows his adventure and obstacles to make a game he wanted to play himself.The chapter on Diablo 3 focuses on the weight of carrying the legacy of the legendary Diablo 2, how things can go very wrong, and the fight to turn the ship around and re-imagine Diablo 3 into what it should have been from the start.Each chapter is just so different and interesting. Some game developers fight with impossible deadlines, others try to free themselves of the shackles of their publisher, others make promises they suddenly have to deliver on, and others simply yearn for creating something new, instead of doing the same game over and over again.I must say this is the best book I have read in a long time. If you need inspiration, and maybe feel a bit helpless in your own creative struggle, regardless of your chosen field, this book will remind you that you are not alone, and regardless if you make it or not, that it is well worth the effort spent.5 out of 5. Please read this. And a big thanks to you, Mr. Schreier.

## Frequently Bought Together

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