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Procedural Generation in Game Design

Language EnglishEnglish
E-book Adobe ePub DRM
E-book Procedural Generation in Game Design Tanya Short
Libristo code: 40061102
Publishers A K Peters/CRC Press, June 2017
Making a game can be an intensive process, and if not planned accurately can easily run over budget.... Full description
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29 714 Ft
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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 designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysIncludes industry leaders' experiences and lessons from award-winning gamesWorld's finest guide for how to begin thinking about procedural design

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About the book

Full name Procedural Generation in Game Design
Language English
Binding E-book - Adobe ePub DRM
Date of issue 2017
Number of pages 336
EAN 9781351642910
Libristo code 40061102
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