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008 170117s2017 flu s 000 0 eng
010 _a2016054480
020 _a1138743313
020 _a1498799191
020 _a9781138743311
020 _a9781498799195
020 _z9781498799201 (PDF ebook)
035 _a(OCoLC)969973336
040 _aDLC
_beng
_erda
_cDLC
_dBDX
_dBTCTA
_dYDX
_dYDX
_dOCLCO
_dOCLCF
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042 _apcc
050 0 4 _aQA76.76.C672
_bP76 2017
082 0 0 _a794.8/1536
_223
092 _a794.81536
_bP9631
245 0 0 _aProcedural generation in game design /
_c[edited by] Tanya X. Short and Tarn Adams
264 1 _aBoca Raton :
_bCRC Press, Taylor & Francis Group,
_c2017
336 _atext
_2rdacontent
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references and index
505 0 _aSect. 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 _aMaking 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 _aComputer games
_xDesign
650 0 _aLevel design (Computer science)
700 1 _aAdams, Tarn,
_eeditor
700 1 _aShort, Tanya,
_eeditor
776 0 8 _iebook version :
_z9781498799201
856 _uhttps://drive.google.com/file/d/13lpoGhXU-NVMpeyN2rMadBa-11AlElqW/view?usp=sharing
999 _c13202
_d13202