Procedural generation in game design

Procedural generation in game design

by Short, Tanya X.

Type Book
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"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 …

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Title Statements

  • Full title :Procedural generation in game design / authors, Tanya X. Short and Tarn Adams.

Summary

"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."--Provided by publisher

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Edition Statements

  • Publication Date:2017.

Publication Statements

The Physical Object

  • Description:1 online resource

Edition Identifiers

  • ISBN:9781315156378, 1315156377, 9781498799201, 1498799205
  • oclc:ocn990267798
  • LC Classification:QA76.76.C672
  • Dewey Decimal:794.8/1536

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