Blood, Sweat, and Pixels
📅 Finished on: 2026-05-06
Making a video game is complicated for many reasons, and many releases are rushed
Really good! It explains why it is so hard to work on a video game: art has no deadline, and many things, like fun and replayability, only reveal themselves at the end, and technologies and trends change quickly. Crunch is normalized there.
I loved reading about the Shovel Knight team and the creator of Stardew Valley chasing their ambitious dreams, sustained by donations for years. About the spin around Destiny, LucasArts’ bad luck, the challenges of using Frostbite to make Dragon Age: Inquisition, all major games that became legendary. Well-written stories with plenty of behind-the-scenes insights. Disorganization and market volatility hurt.