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procedural-generation-in-game-design
Publisher: Routledge
Author: Short Tanya, Adams Tarn
ISBN-10 : 1498799191
ISBN-13 : 978-1498799195
Pages: 336
Language: English
Year: 2017
File: ebook PDF

The world’s best guide on how to start thinking about procedural design

Book Description:

Making a game can be time-consuming and can easily go over budget if not well planned. Using procedural generation in game design can help with complex and varied aspects of game development; thereby helping to reduce costs. This form of development allows games to create their play areas, objects and stories based on a set of rules, rather than relying on a developer to manually handle each element separately.

Readers will learn how to create random maps, weave random storylines, and manage complex systems that are prone to unpredictable behavior. Tanya Short and Tarn Adams’ book Procedural Generation in Game Design provides an extensive collection of chapters from various experts on the implementation and implementation of procedural generation in games. Designers from various studios provide specific examples from their games to illustrate many aspects of this new sub-discipline.

Key Features:

  • An introduction to 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 specific ways.
  • Includes experience from industry leaders and lessons from award-winning games
  • The world’s best guide on how to start thinking about procedural design

About the Author

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.

Procedural Generation in Game Design

Описание книги:

Использование процедурной генерации в игровом дизайне может помочь в сложных и разнообразных аспектах разработки игр; тем самым помогая снизить затраты. Эта форма разработки позволяет играм создавать свои игровые области, объекты и истории на основе набора правил, а не полагаться на разработчика, который вручную обрабатывает каждый элемент отдельно.

Читатели узнают, как создавать случайные карты, составлять случайные сюжетные линии и управлять сложными системами, которые склонны к непредсказуемому поведению. Книга Тани Шорт и Тарна Адамса «Процедурная генерация в игровом дизайне» содержит обширную коллекцию глав от различных экспертов по реализации и реализации процедурной генерации в играх. В ней дизайнеры из различных студий приводят конкретные примеры из своих игр, чтобы проиллюстрировать многие аспекты этой новой дисциплины.

Procedural Generation in Game Design

Table of contents

Section I. Procedural Generation
Chapter 1. When and Why to Use Procedural Generation
Chapter 2. Managing Output: Boredom versus Chaos
Chapter 3. Aesthetics in Procedural Generation
Chapter 4. Designing for Modularity
Chapter 5. Ethical Procedural Generation

Section II. Procedural Content
Chapter 6. Level Design I: Case Study
Chapter 7. Level Design II: Handcrafted Integration
Chapter 8. Level Design III: Architecture and Destruction
Chapter 9. Cyclic Generation
Chapter 10. Worlds
Chapter 11. Puzzles
Chapter 12. Procedural Logic
Chapter 13. Artificial Intelligence
Chapter 14. Procedural Enemy Waves
Chapter 15. Generative Artwork
Chapter 16. Generative Art Toys
Chapter 17. Audio and Composition

Section III. Procedural Narrative
Chapter 18. Story and Plot Generation
Chapter 19. Emergent Narratives and Story Volumes
Chapter 20. Poetry Generation
Chapter 21. Characters and Personalities

Section IV. The Procedural Future
Chapter 22. Understanding the Generated
Chapter 23. Content Tools Case Study
Chapter 24. Automated Game Tuning
Chapter 25. Generating Rules
Chapter 26. Algorithms and Approaches
Chapter 27. Meaning
Index

Procedural Generation in Game Design

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Book page in publishing

Procedural generation Wiki

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