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: 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 World's finest guide for how to begin thinking about procedural design
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Specifications
Book Details
Title
Procedural Generation in Game Design
Imprint
Productivity Press
Product Form
Paperback
Publisher
Taylor & Francis Inc
Genre
Computers
ISBN13
9781498799195
Book Category
Higher Education and Professional Books
BISAC Subject Heading
COM012040
Book Subcategory
Computing and Information Technology Books
ISBN10
9781498799195
Language
English
Dimensions
Height
234 mm
Length
156 mm
Weight
620 gr
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