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Tanya Short Procedural Generation in Game Design (Paperback)

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Item specifics

Condition
Brand New: A new, unread, unused book in perfect condition with no missing or damaged pages. See all condition definitionsopens in a new window or tab
Book Title
Procedural Generation in Game Design
Publication Name
Procedural Generation in Game Design
Title
Procedural Generation in Game Design
Author
Tanya Short
Contributor
Tarn Adams (Edited by)
Format
Trade Paperback
EAN
9781498799195
ISBN
9781498799195
Publisher
A + K Peter's, The Limited
Genre
Computers
Topic
Programming / Games
Release Year
2017
Release Date
01/06/2017
Language
English
Country/Region of Manufacture
US
Item Height
0.9in
Item Length
9.3in
Item Weight
19.2 Oz
Publication Year
2017
Type
Textbook
Item Width
6.3in
Number of Pages
336 Pages

About this product

Product Information

This book is an edited collection of chapters, each covering an aspect of video game development called procedural generation. This approach to development means that the games themselves create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. The reader will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Examines content and system creation. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.

Product Identifiers

Publisher
A + K Peter's, The Limited
ISBN-10
1498799191
ISBN-13
9781498799195
eBay Product ID (ePID)
235102461

Product Key Features

Author
Tanya Short
Format
Trade Paperback
Language
English
Topic
Programming / Games
Publication Year
2017
Type
Textbook
Genre
Computers
Number of Pages
336 Pages

Dimensions

Item Length
9.3in
Item Height
0.9in
Item Width
6.3in
Item Weight
19.2 Oz

Additional Product Features

Lc Classification Number
Qa76.76.C672s543
Reviews
Short, director of KitFox Games, and Adams, the independent co-creator of the popular game Dwarf Fortress, have edited a substantial collection of essays providing concepts and practical application of procedurally generated content and algorithms for game design purposes. Procedural generational the method of creating data via algorithm rather than by hand¿is a principle developers can harness to allow the game to generate its own content (settings, objects, and stories) using a series of rules. This method can result in considerable savings over the more traditional game design. Unlike Procedural Content Generation in Games (Shaker, Togelius, Nelson, 2016), the material here is authored by independent developers (with one exception from Blizzard Entertainment), so the information is more accessible and actionable. The book should enable game developers evaluating procedural generation for their games to make an informed decision whether or not to use it. Those with a background in computer science or who are already using procedural generation may learn something new from the contributors¿ experiences and methodologies. --A. Chen, Cogswell College Summing Up: Recommended. Upper-division undergraduates through faculty and professionals.
Publication Name
Procedural Generation in Game Design
Table of Content
Preface Section I Procedural Generation Chapter 1 When and Why to Use Procedural Generation Darren Grey Chapter 2 Managing Output: Boredom versus Chaos Kenny Backus Chapter 3 Aesthetics in Procedural Generation Liam Welton Chapter 4 Designing for Modularity Jason Grinblat Chapter 5 Ethical Procedural Generation Dr. Michael Cook Section II Procedural Content Chapter 6 Level Design I: Case Study Chris Chung Chapter 7 Level Design II: Handcrafted Integration Jim Shepard Chapter 8 Level Design III: Architecture and Destruction Evan Hahn Chapter 9 Cyclic Generation Dr. Joris Dormans Chapter 10 Worlds Dr. Mark R. Johnson Chapter 11 Puzzles Danny Day Chapter 12 Procedural Logic Ben Kane Chapter 13 Artificial Intelligence Mark R. Johnson Chapter 14 Procedural Enemy Waves Wyatt Cheng Chapter 15 Generative Artwork Loren Schmidt Chapter 16 Generative Art Toys Kate Compton Chapter 17 Audio and Composition Bronson Zgeb Section III Procedural Narrative Chapter 18 Story and Plot Generation Ben Kybartas Chapter 19 Emergent Narratives and Story Volumes Jason Grinblat Chapter 20 Poetry Generation Harry Tuffs Chapter 21 Characters and Personalities Emily Short Section IV The Procedural Future Chapter 22 Understanding the Generated Gillian Smith Chapter 23 Content Tools Case Study Kepa Auwae Chapter 24 Automated Game Tuning Aaron Isaksen Chapter 25 Generating Rules Dr. Michael Cook Chapter 26 Algorithms and Approaches Brian Bucklew Chapter 27 Meaning Dr. Mark R. Johnson INDEX
Copyright Date
2017
Target Audience
College Audience
Lccn
2016-054480
Dewey Decimal
794.8/1536
Dewey Edition
23
Illustrated
Yes

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