Bataan Peninsula State University

Procedural generation in game design / (Record no. 13202)

MARC details
000 -LEADER
fixed length control field 03492cam a2200409 i 4500
001 - CONTROL NUMBER
control field 43197
003 - CONTROL NUMBER IDENTIFIER
control field 0000000000
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240411193112.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 170117s2017 flu s 000 0 eng
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2016054480
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1138743313
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1498799191
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781138743311
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781498799195
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781498799201 (PDF ebook)
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)969973336
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Description conventions rda
Transcribing agency DLC
Modifying agency BDX
-- BTCTA
-- YDX
-- YDX
-- OCLCO
-- OCLCF
-- UKWOH
-- AJB
-- UKMGB
-- CTI
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 04 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.C672
Item number P76 2017
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.8/1536
Edition number 23
092 ## - LOCALLY ASSIGNED DEWEY CALL NUMBER (OCLC)
Classification number 794.81536
Item number P9631
245 00 - TITLE STATEMENT
Title Procedural generation in game design /
Statement of responsibility, etc. [edited by] Tanya X. Short and Tarn Adams
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Boca Raton :
Name of producer, publisher, distributor, manufacturer CRC Press, Taylor & Francis Group,
Date of production, publication, distribution, manufacture, or copyright notice 2017
336 ## - CONTENT TYPE
Content type term text
Source rdacontent
337 ## - MEDIA TYPE
Media type term computer
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term online resource
Source rdacarrier
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references and index
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note 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
520 8# - SUMMARY, ETC.
Summary, etc. 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
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Design
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Level design (Computer science)
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Adams, Tarn,
Relator term editor
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Short, Tanya,
Relator term editor
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information ebook version :
International Standard Book Number 9781498799201
856 ## - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="https://drive.google.com/file/d/13lpoGhXU-NVMpeyN2rMadBa-11AlElqW/view?usp=sharing">https://drive.google.com/file/d/13lpoGhXU-NVMpeyN2rMadBa-11AlElqW/view?usp=sharing</a>
Holdings
Withdrawn status Lost status Damaged status Not for loan Home library Current library Shelving location Date acquired Full call number Barcode Date last seen Price effective from Koha item type
        Main Library Main Library E-Resources 08/21/2021 794.8/1536 P963 E003542 03/07/2024 03/07/2024 E-Resources
Bataan Peninsula State University

  All rights Reserved
  Bataan Peninsula State University
  © 2024

Branches :

Abucay Campus: Bangkal, Abucay, Bataan, 2114
Bagac Campus: Bagumbayan, Bagac, Bataan 2107
Balanga Campus: Don Manuel Banzon Ave., Poblacion, City of Balanga, Bataan 2100
Dinalupihan Campus: San Ramon, Dinalupihan, Bataan, 2110
Orani Campus: Bayan, Orani, Bataan, 2112
Main Campus: Capitol Compound, Tenejero, City of Balanga, Bataan 2100

Powered by Koha