You've got your dream job--making video games. You have a great project, great designs, and clever controls. One morning, you get a call from your producer. Turns out that wall-jumping trick won't work because the artists don't have time to design a separate animation just for the plumber to move that way. Also, your lead designer keeps micromanaging the programmers, which is driving them crazy. Your E3 demo is due in two weeks, and you know there's no way you can get it done in less than four. You'll have to cut out some of the game's biggest features just to hit your deadlines. And suddenly the investor is asking if maybe you can slash that $10 million budget down to $8 million, even if yo
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games are Made
ΠΡΠΎΡ ΡΠΎΠ²Π°Ρ Π·Π°ΠΊΠΎΠ½ΡΠΈΠ»ΡΡ
ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ ΠΈ Ρ Π°ΡΠ°ΠΊΡΠ΅ΡΠΈΡΡΠΈΠΊΠΈ
- Π’ΠΈΠΏ ΠΎΠ±Π»ΠΎΠΆΠΊΠΈ ΠΡΠ³ΠΊΠΈΠΉ ΠΏΠ΅ΡΠ΅ΠΏΠ»ΡΡ
- ΠΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ ΡΡΡΠ°Π½ΠΈΡ 278
- ΠΠ΅Ρ, Π³ 280
- Π Π°Π·ΠΌΠ΅Ρ 2x13.4x20.3
- ΠΠ·Π΄Π°ΡΠ΅Π»ΡΡΡΠ²ΠΎ Harper Collins Publishers
- ΠΠΎΠ΄ ΠΈΠ·Π΄Π°Π½ΠΈΡ 2017
- ISBN 978-0-06-265123-5
- ID ΡΠΎΠ²Π°ΡΠ° 2971960