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Displaying results 26 to 32 of 32.

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

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Source: Union catalogues
    Contributor: Short, Tanya X. (Publisher); Adams, Tarn (Publisher)
    Language: English
    Media type: Book
    ISBN: 9781498799195; 9781138743311
    RVK Categories: ST 324
    Subjects: Level design (Computer science); Compter games; Design; Erzählen; Prozedurale Generierung; Computerspiel
    Scope: xviii, 320 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  2. Level design for games
    creating compelling game experiences
    Author: Co, Phil
    Published: 2006
    Publisher:  New Riders Games, Berkeley, CA

    Berliner Hochschule für Technik, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0321375971
    RVK Categories: SU 500
    Subjects: Level design (Computer science); Computer games; Computer games; Entwurf; Computerspiel
    Scope: xii, 339 p., ill.
    Notes:

    Includes index.

  3. Game level design
    Author: Byrne, Ed
    Published: 2005
    Publisher:  Charles River Media, Hingham, Mass.

    Berliner Hochschule für Technik, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 1584503696; 9781584503699
    RVK Categories: SU 500
    Edition: 1. ed.
    Series: Game development series
    Subjects: Computer games; Level design (Computer science); Video games; Computerspiel; Entwurf
    Scope: XXIV, 344 S., Ill., graph. Darst.
  4. Procedural storytelling in game design
    Contributor: Short, Tanya X. (HerausgeberIn); Adams, Tarn (HerausgeberIn)
    Published: [2019]; © 2019
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton

    University of Europe for Applied Sciences GmbH, Campus Berlin, Bibliothek
    CE - 19 (2)
    Unlimited inter-library loan, copies and loan
    Bibliothek im Kurt-Schwitters-Forum
    FIL 680 /11(2)
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Ilmenau
    MDW AP 15963 S559(2)
    Unlimited inter-library loan, copies and loan
    Fachhochschule Kiel, Zentralbibliothek
    Inf 88-31/1
    Unlimited inter-library loan, copies and loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2020.00115:1
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2020.00115:2
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Rostock
    AP 15963 S559(2)
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Contributor: Short, Tanya X. (HerausgeberIn); Adams, Tarn (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781138595316; 9781138595309
    RVK Categories: AP 15963
    Edition: Second edition
    Subjects: Level design (Computer science); Computer games
    Scope: xvi, 392 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

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

    University of Europe for Applied Sciences GmbH, Campus Berlin, Bibliothek
    CE - 19 (1)
    Unlimited inter-library loan, copies and loan
    University of Europe for Applied Sciences GmbH, Campus Hamburg, Bibliothek
    CE - 9
    Unlimited inter-library loan, copies and loan
    Bibliothek im Kurt-Schwitters-Forum
    FIL 680 /12
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    Hochschule Mittweida (FH), Hochschulbibliothek
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    Source: Union catalogues
    Contributor: Short, Tanya X. (HerausgeberIn); Adams, Tarn (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781498799195; 9781138743311
    RVK Categories: ST 324
    Subjects: Level design (Computer science); Computer games
    Scope: xviii, 320 Seiten, Illustrationen, Diagramme
    Notes:

    Includes bibliographical references and index

  6. 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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    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
  7. An architectural approach to level design
    Published: 2014
    Publisher:  CRC Press/A.K. Peters, Boca Raton, Fla. [u.a.]

    "This book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for... more

    University of Europe for Applied Sciences GmbH, Campus Berlin, Bibliothek
    CE - 16
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Bremen
    02.s.6047
    Unlimited inter-library loan, copies and loan
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    Unlimited inter-library loan, copies and loan
    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 159
    No inter-library loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 14 B 6231
    Unlimited inter-library loan, copies and loan
    Macromedia Library Leipzig
    SU 500
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2014.07909:1
    Unlimited inter-library loan, copies and loan
    Macromedia Library Stuttgart
    SU 500
    No inter-library loan
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0699
    Unlimited inter-library loan, copies and loan

     

    "This book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players. This involves elements of spatial psychology, human survival instincts, visual communication, and spatial storytelling, among others. Topics are discussed in a non-software specific context so readers using different types of programs can utilize the content. The book includes an overview of real-world tools and techniques that level designers will find useful in crafting their interactive worlds. "--

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781466585416
    RVK Categories: ST 324 ; ST 230
    Subjects: Level design (Computer science); Software architecture
    Scope: xxxiv, 433 S., Ill., 24 cm
    Notes:

    Includes bibliographical references and index

    Author: Christopher W. Totten (George Mason University, Fairfax, Virginia)