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  1. Procedural generation in game design
    Contributor: Short, Tanya X. (HerausgeberIn); Adams, Tarn (HerausgeberIn)
    Published: [2017]; © 2017
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton

    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... more

    Hochschule Mittweida (FH), Hochschulbibliothek
    No inter-library loan
    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan

     

    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.

     

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    Content information
    Source: Union catalogues
    Contributor: Short, Tanya X. (HerausgeberIn); Adams, Tarn (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781498799201
    RVK Categories: ST 324
    Subjects: Level design (Computer science); Computer games
    Scope: 1 Online-Ressource (xviii, 320 Seiten), Illustrationen, Diagramme