Short, director of KitFox Games, and Adams, the independent co-creator of the popular game Dwarf Fortress, have edited a substantial collection of essays providing concepts and practical application of procedurally generated content and algorithms for game design purposes. Procedural generational the method of creating data via algorithm rather than by hand—is a principle developers can harness to allow the game to generate its own content (settings, objects, and stories) using a series of rules. This method can result in considerable savings over the more traditional game design. Unlike Procedural Content Generation in Games (Shaker, Togelius, Nelson, 2016), the material here is authored by independent developers (with one exception from Blizzard Entertainment), so the information is more accessible and actionable. The book should enable game developers evaluating procedural generation for their games to make an informed decision whether or not to use it. Those with a background in computer science or who are already using procedural generation may learn something new from the contributors’ experiences and methodologies.
--A. Chen, Cogswell College
Summing Up: Recommended. Upper-division undergraduates through faculty and professionals.
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.
Key Features:
"Sobre este título" puede pertenecer a otra edición de este libro.
EUR 3,52 gastos de envío en Estados Unidos de America
Destinos, gastos y plazos de envíoEUR 3,52 gastos de envío en Estados Unidos de America
Destinos, gastos y plazos de envíoLibrería: K. L. Givens Books, Bella Vista, AR, Estados Unidos de America
Soft cover. Condición: NF. Estado de la sobrecubierta: No Jacket as Issued. 1st Edition. Trade size paperback with no defects as it appears to be unread. Technical on gaming programming. 320 pages including the Index. Size: 8vo - over 7¾ - 9¾" tall. Book. Nº de ref. del artículo: 020492
Cantidad disponible: 1 disponibles
Librería: Books From California, Simi Valley, CA, Estados Unidos de America
paperback. Condición: Fine. Nº de ref. del artículo: mon0003756519
Cantidad disponible: 1 disponibles
Librería: Seattle Goodwill, Seattle, WA, Estados Unidos de America
paperback. Condición: Good. May have some shelf-wear due to normal use. Your purchase funds free job training and education in the greater Seattle area. Thank you for supporting Goodwill's nonprofit mission! Nº de ref. del artículo: 0KVOTW004O2M_ns
Cantidad disponible: 1 disponibles
Librería: Better World Books, Mishawaka, IN, Estados Unidos de America
Condición: Very Good. Used book that is in excellent condition. May show signs of wear or have minor defects. Nº de ref. del artículo: 52180657-6
Cantidad disponible: 1 disponibles
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Condición: As New. Unread book in perfect condition. Nº de ref. del artículo: 28704115
Cantidad disponible: Más de 20 disponibles
Librería: Lucky's Textbooks, Dallas, TX, Estados Unidos de America
Condición: New. Nº de ref. del artículo: ABLIING23Mar2716030242744
Cantidad disponible: Más de 20 disponibles
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Condición: New. Nº de ref. del artículo: 28704115-n
Cantidad disponible: Más de 20 disponibles
Librería: California Books, Miami, FL, Estados Unidos de America
Condición: New. Nº de ref. del artículo: I-9781498799195
Cantidad disponible: Más de 20 disponibles
Librería: Majestic Books, Hounslow, Reino Unido
Condición: New. Nº de ref. del artículo: 369601693
Cantidad disponible: 3 disponibles
Librería: Grand Eagle Retail, Fairfield, OH, Estados Unidos de America
Paperback. Condición: new. Paperback. 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 Shorts 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.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders experiences and lessons from award-winning games Worlds finest guide for how to begin thinking about procedural design Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Nº de ref. del artículo: 9781498799195
Cantidad disponible: 1 disponibles