• Produktbild: Procedural Generation in Game Design
  • Produktbild: Procedural Generation in Game Design

Procedural Generation in Game Design

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

01.06.2017

Abbildungen

20 b/w images, 13 tables and 87 halftones

Herausgeber

Tanya Short + weitere

Verlag

KNV Besorgung

Seitenzahl

340

Maße (L/B/H)

23,4/15,6/1,9 cm

Gewicht

518 g

Farbe

Dunkellila / Seidengrau

Sprache

Englisch

ISBN

978-1-4987-9919-5

Beschreibung

Rezension

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 handâEUR"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 contributorsâEUR(TM) experiences and methodologies. --A. Chen, Cogswell College Summing Up: Recommended. Upper-division undergraduates through faculty and professionals.

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

01.06.2017

Abbildungen

20 b/w images, 13 tables and 87 halftones

Herausgeber

Verlag

KNV Besorgung

Seitenzahl

340

Maße (L/B/H)

23,4/15,6/1,9 cm

Gewicht

518 g

Farbe

Dunkellila / Seidengrau

Sprache

Englisch

ISBN

978-1-4987-9919-5

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: GPSR Kontakt

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  • Produktbild: Procedural Generation in Game Design
  • Produktbild: Procedural Generation in Game Design
  • PrefaceSection I Procedural GenerationChapter 1 When and Why to Use Procedural Generation Darren GreyChapter 2 Managing Output: Boredom versus Chaos Kenny BackusChapter 3 Aesthetics in Procedural Generation Liam WeltonChapter 4 Designing for Modularity Jason Grinblat Chapter 5 Ethical Procedural Generation Dr. Michael CookSection II Procedural ContentChapter 6 Level Design I: Case Study Chris ChungChapter 7 Level Design II: Handcrafted Integration Jim ShepardChapter 8 Level Design III: Architecture and Destruction Evan HahnChapter 9 Cyclic Generation Dr. Joris DormansChapter 10 Worlds Dr. Mark R. JohnsonChapter 11 Puzzles Danny DayChapter 12 Procedural Logic Ben KaneChapter 13 Artificial Intelligence Mark R. JohnsonChapter 14 Procedural Enemy Waves Wyatt ChengChapter 15 Generative Artwork Loren SchmidtChapter 16 Generative Art Toys Kate ComptonChapter 17 Audio and Composition Bronson ZgebSection III Procedural NarrativeChapter 18 Story and Plot Generation Ben KybartasChapter 19 Emergent Narratives and Story Volumes Jason GrinblatChapter 20 Poetry Generation Harry TuffsChapter 21 Characters and Personalities Emily ShortSection IV The Procedural FutureChapter 22 Understanding the Generated Gillian SmithChapter 23 Content Tools Case Study Kepa AuwaeChapter 24 Automated Game Tuning Aaron IsaksenChapter 25 Generating Rules Dr. Michael CookChapter 26 Algorithms and Approaches Brian BucklewChapter 27 Meaning Dr. Mark R. JohnsonINDEX