
Parametri
- 336pagine
- 12 ore di lettura
Maggiori informazioni sul libro
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.
Acquisto del libro
Procedural Generation in Game Design, Tarn Adams, Tanya X. Short
- Lingua
- Pubblicato
- 2017
- Rilegatura
- (In brossura)
Metodi di pagamento
Ancora nessuna valutazione.
- Titolo
- Procedural Generation in Game Design
- Lingua
- Inglese
- Autori
- Tarn Adams, Tanya X. Short
- Editore
- A K Peters/CRC Press
- Pubblicato
- 2017
- Formato
- In brossura
- Pagine
- 336
- ISBN10
- 1498799191
- ISBN13
- 9781498799195
- Serie
- Categoria
- Tag
- USA, Giochi, Realtà virtuale, Animazione
- Descrizione
- 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.