Procedural generation in game design 1st ed., kindle ed.
Author
Additional Author(s)
Short, Tanya
Adams, Tarn
Publisher
Boca Raton: A K Peters, 2017
Language
English
ISBN
9781138743311
Series
Subject(s)
COMPUTER GAMES--DESIGN
LEVEL DESIGN (COMPUTER SCIENCE)
Notes
Please contact library staf for borrowing kindle device
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Abstract
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.