Who is Jason Schreier? We will answer this question and examine Blood Sweat and Pixels book for people who are passionate about video games.
Blood, Sweat and Pixels is a book that opens the door to the inside of the game world. A book that explains how difficult and complicated it is to produce games, even if you are a billion dollar company. A book based on the lives of game developers full of overtime.
Jason Schreier describes how difficult it was to produce games in an era where human taste is increasingly thin and demanding. He explains that the game world travels the boundaries of technology and art to tell an interactive story.
Who Is Jason Schreier?
Jason Schreier is one of the most successful journalists in the gaming world, especially for those who follow the international press closely. He is a respected person who has received great appreciation with the news and reviews he has done so far. He started his career by writing local news, and after 2010, he continued to write, especially on role-playing games, in major broadcasters and blogs.
In 2011, Schreier, who started to write news and reviews on video games at the website Kotaku, which is well known by game lovers, worked for a long time in Kotaku and reported that many companies, including billion-dollar game companies such as Rockstar, forced game developers to work overtime. Then, he introduced the stories of independent game developers to the world and increased the interest in independent games.
He then wrote a book called Blood, Sweat and Pixels, based on years of experience in the game world and his interviews.
Schreier, who resigned from Kotaku in 2020 after Kotaku changed hands in 2019, has been producing the content of Bloomberg News that keeps the pulse of the game world since 2020. He also continues to regularly broadcast Podcasts with his friends in Kotaku. Jason Schreier, who is always doing his own independent work in addition to his work, thinks the same as Urquhart to making games, as he describes in Blood Sweat and Pixels.
“As Obsidian’s CEO Feargus Urquhart told me: “We are at the very edge of technology. We are constantly moving things further. ” Urquhart says game development is just like making a movie, but with every new project you have to build a camera from scratch. ”- page 15″
I remember Hakan Günday’s interview that filming at the Golden Boll film festival was like a factory, but that this factory produced only one film, and that a factory was rebuilt for each movie, and the factory dissolved after producing a single film. I guess there is no need to explain how difficult it is to produce games in a world where such an analogy is made for cinema.
Blood Sweat And Pixels
I approach books that are over-advertised with hesitation. I was a little worried that the topics covered by the book Blood Sweat and Pixels were included in digital ads too much due to their nature, but let me say that I am extremely satisfied with the book I read. It is an inspiring and easy-to-read book that I think will especially encourage young people who are interested in these works.
Blood Sweat and Pixels tells the stories of the emergence of 10 games and the stages they went through while they were being made. The book was enriched by interviews with well-known names, including dozens of people who could not give their names due to some confidentiality agreements. Blood Sweat and Pixels contains 10 games: Pillars of Eternity, Uncharted4, Stardew Valley, Diablo III, Halo Wars, Dragon Age: Inquisition, Shovel Knight, Destiny, the Witcher 3, and the challenging creation processes of industry-leading games such as Star Wars 1313.
Stardew Valley, where one person closed home for five years and developed, the contrary birth of the Polish company CD Projekt Red, which is widely talked about today with Cyberpunk 2077, is particularly inspiring and interesting. I must say that it has been translated into many languages by good publications.
To sum up; My last assessment of the book Blood Sweat and Pixels is that even if the games described become out of date, it is a quality job that can be looked back on, perhaps for the first time ever to explain the game world in an entertaining way that everyone can understand, and that presents twenty-year-old documentation of the game industry.
In the meantime, I think one should look away from contemporary and compelling narratives and look at such inspiring, interest-oriented books.