Procedural Generation in Game Design
CRC Press (Verlag)
978-1-138-74331-1 (ISBN)
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
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.
Preface
Section I Procedural Generation
Chapter 1 ◾ When and Why to Use Procedural Generation
Darren Grey
Chapter 2 ◾ Managing Output: Boredom versus Chaos
Kenny Backus
Chapter 3 ◾ Aesthetics in Procedural Generation
Liam Welton
Chapter 4 ◾ Designing for Modularity
Jason Grinblat
Chapter 5 ◾ Ethical Procedural Generation
Dr. Michael Cook
Section II Procedural Content
Chapter 6 ◾ Level Design I: Case Study
Chris Chung
Chapter 7 ◾ Level Design II: Handcrafted Integration
Jim Shepard
Chapter 8 ◾ Level Design III: Architecture and Destruction
Evan Hahn
Chapter 9 ◾ Cyclic Generation
Dr. Joris Dormans
Chapter 10 ◾ Worlds
Dr. Mark R. Johnson
Chapter 11 ◾ Puzzles
Danny Day
Chapter 12 ◾ Procedural Logic
Ben Kane
Chapter 13 ◾ Artificial Intelligence
Mark R. Johnson
Chapter 14 ◾ Procedural Enemy Waves
Wyatt Cheng
Chapter 15 ◾ Generative Artwork
Loren Schmidt
Chapter 16 ◾ Generative Art Toys
Kate Compton
Chapter 17 ◾ Audio and Composition
Bronson Zgeb
Section III Procedural Narrative
Chapter 18 ◾ Story and Plot Generation
Ben Kybartas
Chapter 19 ◾ Emergent Narratives and Story Volumes
Jason Grinblat
Chapter 20 ◾ Poetry Generation
Harry Tuffs
Chapter 21 ◾ Characters and Personalities
Emily Short
Section IV The Procedural Future
Chapter 22 ◾ Understanding the Generated
Gillian Smith
Chapter 23 ◾ Content Tools Case Study
Kepa Auwae
Chapter 24 ◾ Automated Game Tuning
Aaron Isaksen
Chapter 25 ◾ Generating Rules
Dr. Michael Cook
Chapter 26 ◾ Algorithms and Approaches
Brian Bucklew
Chapter 27 ◾ Meaning
Dr. Mark R. Johnson
INDEX
Erscheinungsdatum | 22.06.2017 |
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Zusatzinfo | 13 Tables, black and white; 87 Halftones, black and white; 20 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 589 g |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 1-138-74331-3 / 1138743313 |
ISBN-13 | 978-1-138-74331-1 / 9781138743311 |
Zustand | Neuware |
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