Description: FREE SHIPPING UK WIDE Procedural Generation in Game Design by Tanya Short, Tarn Adams 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 FORMAT Paperback LANGUAGE English CONDITION Brand New Author Biography Tanya X. Short is the director of Kitfox Games, the indie game studio behind Moon Hunters and Shattered Planet. Previously, she worked as a designer at Funcom Games on The Secret World and Age of Conan: Hyborian Adventures. In her spare time, she acts as the co-director of Pixelles, a non-profit helping more women make games.Tarn Adams is best known as the developer of Dwarf Fortress since 2002 with his older brother Zach. He learned programming in his childhood, and designed computer games as a hobby until he quit his first year of a mathematics post doctorate at Texas A&M to focus on game development in 2006. Table of Contents 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 Review 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 handâ"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 contributorsâ™ experiences and methodologies. --A. Chen, Cogswell CollegeSumming Up: Recommended. Upper-division undergraduates through faculty and professionals. Long Description This book is an edited collection of chapters, each covering an aspect of video game development called procedural generation. This approach to development means that the games themselves create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. The reader will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Examines content and system creation. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Review Quote 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 Details ISBN1498799191 Publisher Taylor & Francis Inc ISBN-10 1498799191 ISBN-13 9781498799195 Format Paperback Imprint Productivity Press Place of Publication Portland Country of Publication United States Edited by Tanya Short Year 2017 Author Tarn Adams DEWEY 794.81536 Media Book Pages 336 Replaced by 9781138595309 Language English Publication Date 2017-06-01 AU Release Date 2017-06-01 NZ Release Date 2017-06-01 US Release Date 2017-06-01 Illustrations 13 Tables, black and white; 87 Halftones, black and white; 20 Illustrations, black and white UK Release Date 2017-06-01 Alternative 9781138743311 Audience Professional & Vocational We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! 30 DAY RETURN POLICY No questions asked, 30 day returns! 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ISBN-13: 9781498799195
Book Title: Procedural Generation in Game Design
Number of Pages: 336 Pages
Language: English
Publication Name: Procedural Generation in Game Design
Publisher: Taylor & Francis INC International Concepts
Publication Year: 2017
Subject: Computer Science
Item Height: 234 mm
Item Weight: 544 g
Type: Textbook
Author: Tarn Adams, Tanya Short
Item Width: 156 mm
Format: Paperback