Procedural Generation in Game Design Procedural Generation in Game Design

Procedural Generation in Game Design

    • 4,0 • 1 đánh giá
    • 67,99 US$
    • 67,99 US$

Lời Giới Thiệu Của Nhà Xuất Bản

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

THỂ LOẠI
Máy Vi Tính & Internet
ĐÃ PHÁT HÀNH
2017
12 tháng 6
NGÔN NGỮ
EN
Tiếng Anh
ĐỘ DÀI
336
Trang
NHÀ XUẤT BẢN
CRC Press
NGƯỜI BÁN
Taylor & Francis Group
KÍCH THƯỚC
11,3
Mb
Game Mechanics Game Mechanics
2012
Elements of Game Design Elements of Game Design
2020
Game Programming Patterns Game Programming Patterns
2014
Game Engine Architecture Game Engine Architecture
2018
Pragmatic Programmer, The Pragmatic Programmer, The
2019
Head First Object-Oriented Analysis and Design Head First Object-Oriented Analysis and Design
2006