Procedural Generation in Game Design Contributor(s): Short, Tanya (Editor), Adams, Tarn (Editor) |
|
ISBN: 1498799191 ISBN-13: 9781498799195 Publisher: A K PETERS OUR PRICE: $66.45 Product Type: Paperback - Other Formats Published: June 2017 |
Additional Information |
BISAC Categories: - Games & Activities | Video & Electronic - Computers | Programming - Games |
Dewey: 794.815 |
LCCN: 2016054480 |
Physical Information: 0.8" H x 6.1" W x 9.1" (1.20 lbs) 336 pages |
Descriptions, Reviews, Etc. |
Publisher Description: Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features:
|