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Procedural Generation in Game Design 1st Edition, Kindle Edition

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Length: 340 pages Enhanced Typesetting: Enabled Page Flip: Enabled
Language: English

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Product description


Short, director of KitFox Games, and Adams, the independent co-creator of the popular game Dwarf Fortress, have edited a substantial collection of essays providing concepts and practical application of procedurally generated content and algorithms for game design purposes. Procedural generational the method of creating data via algorithm rather than by hand—is a principle developers can harness to allow the game to generate its own content (settings, objects, and stories) using a series of rules. This method can result in considerable savings over the more traditional game design. Unlike Procedural Content Generation in Games (Shaker, Togelius, Nelson, 2016), the material here is authored by independent developers (with one exception from Blizzard Entertainment), so the information is more accessible and actionable. The book should enable game developers evaluating procedural generation for their games to make an informed decision whether or not to use it. Those with a background in computer science or who are already using procedural generation may learn something new from the contributors’ experiences and methodologies.

--A. Chen, Cogswell College

Summing Up: Recommended. Upper-division undergraduates through faculty and professionals.

Product 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.

Product details

  • Format: Kindle Edition
  • File Size: 7716 KB
  • Print Length: 340 pages
  • Page Numbers Source ISBN: 1498799191
  • Simultaneous Device Usage: Up to 4 simultaneous devices, per publisher limits
  • Publisher: A K Peters/CRC Press; 1 edition (12 June 2017)
  • Sold by: Amazon Australia Services, Inc.
  • Language: English
  • ASIN: B071GL6NRD
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Enhanced Typesetting: Enabled
  • Average Customer Review: Be the first to review this item
  • Amazon Bestsellers Rank: #283,508 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Most helpful customer reviews on 4.5 out of 5 stars 9 reviews
Joe Zack
5.0 out of 5 starsPerfect for game programmers and procedural generation enthusiasts
15 July 2017 - Published on
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4 people found this helpful.
Jared B.
5.0 out of 5 starsYou love procedurally generated games? Of course you do, buy this book, read it and make your own.
24 January 2018 - Published on
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7 people found this helpful.
5.0 out of 5 starsGreat for the variety of applications for PCG that it ...
18 December 2017 - Published on
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4 people found this helpful.
5.0 out of 5 starsGreat little vignettes into many different aspects of procedurally generated content!
30 April 2019 - Published on
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Daniel Gee
2.0 out of 5 starsThis is not really a book that I can suggest ...
27 August 2017 - Published on
Verified Purchase
16 people found this helpful.