Corporate bullshit in gaming: what Jason Schreier tells about it in his new book Press Reset in Ukrainian
MAL'OPUS Publishing House has released the book "Press Reset: Burnout and Recovery in the Video Game Industry" by the famous game journalist Jason Schreier in Ukraine.
Here's What We Know
The book tells the story of developers who have learnt the hard way that the video game business is profitable but not reliable. In 9 chapters, Schreier describes how large corporations from Electronic Arts to Disney found and bought young studios, attracted creative developers to their teams, but these stories ended in almost the same way: quarrels, loss of profits, lack of interest in games, which led to the closure of internal studios, and dozens, sometimes hundreds of game creators lost their jobs and were forced to change their field of activity. However, some of the book's characters managed to recover from a series of catastrophic career shifts and find themselves in the video game industry.
At the same time, the reader will go behind the scenes of the creation of outstanding games, such as BioShock Infinite, Epic Mickey, Dead Space, and others. And dozens of exclusive interviews will give you a detailed insight into what it's like to create a game for several years and then, in one minute, be fired and have to look for a new studio for the sixth time in 5 years of working in the gaming industry. There will also be a place for the already funny stories when studios like Disney believed that the future of the industry lies in Facebook games and consoles will soon die.
The Ukrainian edition is unique in that three Ukrainian developers from Frogwares, Remedy Entertaimnent, and Bloober Team provided comments for it. You can find their quotes at the back of the book.
To buy "Press Reset: Burnout and Recovery in the Video Game Industry" is available on the official MAL'OPUS website for ₴390.
This is Schreyer's second book about video games. The first one was Blood, Sweat, and Pixels, which also talked about the difficulties of creating games. However, this time, the author focuses more on personal stories of people.