Bataan Peninsula State University
Amazon cover image
Image from Amazon.com
Image from Google Jackets

Procedural generation in game design / [edited by] Tanya X. Short and Tarn Adams

Contributor(s): Material type: TextTextPublisher: Boca Raton : CRC Press, Taylor & Francis Group, 2017Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 1138743313
  • 1498799191
  • 9781138743311
  • 9781498799195
Subject(s): Additional physical formats: ebook version :: No titleDDC classification:
  • 794.8/1536 23
LOC classification:
  • QA76.76.C672 P76 2017
Online resources:
Contents:
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
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 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
Tags from this library: No tags from this library for this title. Log in to add tags.
Star ratings
    Average rating: 0.0 (0 votes)
Holdings
Item type Current library Call number Status Date due Barcode
E-Resources Main Library E-Resources 794.8/1536 P963 (Browse shelf(Opens below)) Available E003542

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

There are no comments on this title.

to post a comment.
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