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{ "item_title" : "Procedural Generation in Game Design", "item_author" : [" Tanya Short", "Tarn Adams "], "item_description" : "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 designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysIncludes industry leaders' experiences and lessons from award-winning gamesWorld's finest guide for how to begin thinking about procedural design", "item_img_path" : "https://covers4.booksamillion.com/covers/bam/1/49/879/919/1498799191_b.jpg", "price_data" : { "retail_price" : "72.99", "online_price" : "72.99", "our_price" : "72.99", "club_price" : "72.99", "savings_pct" : "0", "savings_amt" : "0.00", "club_savings_pct" : "0", "club_savings_amt" : "0.00", "discount_pct" : "10", "store_price" : "" } }
Procedural Generation in Game Design|Tanya Short

Procedural Generation in Game Design

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Overview

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

This item is Non-Returnable

Details

  • ISBN-13: 9781498799195
  • ISBN-10: 1498799191
  • Publisher: A K PETERS
  • Publish Date: June 2017
  • Dimensions: 9.1 x 6.1 x 0.8 inches
  • Shipping Weight: 1.2 pounds
  • Page Count: 336

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