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Procedural Generation in Game Design

Procedural Generation in Game Design

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Procedural Generation in Game Design

<P>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.<B> </B>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.<B> </B>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’<B> Procedural Generation in Game Design</B> 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.</P>

Technical Specifications

Country
USA
Binding
Kindle Edition
Edition
1
EISBN
9781351633185
Format
Kindle eBook
Label
A K Peters/CRC Press
Manufacturer
A K Peters/CRC Press
NumberOfPages
336
PublicationDate
2017-06-12
Publisher
A K Peters/CRC Press
ReleaseDate
2017-06-12
Studio
A K Peters/CRC Press

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