Procedural generation in game design /
Procedural generation in game design /
[edited by] Tanya X. Short and Tarn Adams
Includes bibliographical references and index
Sect. I. Procedural generation. When and why to use procedural generation / Darren Grey -- Managing output : boredom versus chaos / Kenny Backus -- Aesthetics in procedural generation / Liam Welton -- Designing for modularity / Jason Grinblat -- Ethical procedural generation / Dr. Michael Cook -- sect. II. Procedural content. Level design I : case study / Chris Chung -- Level design II : handcrafted integration / Jim Shepard -- Level design III : architecture and destruction / Evan Hahn -- Cyclic generation / Dr. Joris Dormans -- Worlds / Dr. Mark R. Johnson -- Puzzles / Danny Day -- Procedural logic / Ben Kane -- Artificial intelligence / Mark R. Johnson -- Procedural enemy waves / Wyatt Cheng -- Generative artwork / Loren Schmidt -- Generative art toys / Kate Compton -- Audio and composition / Bronson Zgeb -- sect. III. Procedural narrative. Story and plot generation / Ben Kybartas -- Emergent narratives and story volumes / Jason Grinblat -- Poetry generation / Harry Tuffs -- Characters and personalities / Emily Short -- sect. IV. The procedural future. Understanding the generated / Gillian Smith -- Content tools case study / Kepa Auwae -- Automated game tuning / Aaron Isaksen -- Generating rules / Dr. Michael Cook -- Algorithms and approaches / Brian Bucklew -- Meaning / Dr. Mark R. Johnson
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 randomised maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behaviour. The book offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games
1138743313 1498799191 9781138743311 9781498799195
2016054480
Computer games--Design
Level design (Computer science)
QA76.76.C672 / P76 2017
794.8/1536
Includes bibliographical references and index
Sect. I. Procedural generation. When and why to use procedural generation / Darren Grey -- Managing output : boredom versus chaos / Kenny Backus -- Aesthetics in procedural generation / Liam Welton -- Designing for modularity / Jason Grinblat -- Ethical procedural generation / Dr. Michael Cook -- sect. II. Procedural content. Level design I : case study / Chris Chung -- Level design II : handcrafted integration / Jim Shepard -- Level design III : architecture and destruction / Evan Hahn -- Cyclic generation / Dr. Joris Dormans -- Worlds / Dr. Mark R. Johnson -- Puzzles / Danny Day -- Procedural logic / Ben Kane -- Artificial intelligence / Mark R. Johnson -- Procedural enemy waves / Wyatt Cheng -- Generative artwork / Loren Schmidt -- Generative art toys / Kate Compton -- Audio and composition / Bronson Zgeb -- sect. III. Procedural narrative. Story and plot generation / Ben Kybartas -- Emergent narratives and story volumes / Jason Grinblat -- Poetry generation / Harry Tuffs -- Characters and personalities / Emily Short -- sect. IV. The procedural future. Understanding the generated / Gillian Smith -- Content tools case study / Kepa Auwae -- Automated game tuning / Aaron Isaksen -- Generating rules / Dr. Michael Cook -- Algorithms and approaches / Brian Bucklew -- Meaning / Dr. Mark R. Johnson
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 randomised maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behaviour. The book offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games
1138743313 1498799191 9781138743311 9781498799195
2016054480
Computer games--Design
Level design (Computer science)
QA76.76.C672 / P76 2017
794.8/1536