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      Book

      Procedural Generation in Game Design
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      Book

      Procedural Generation in Game Design

      DOI link for Procedural Generation in Game Design

      Procedural Generation in Game Design book

      Procedural Generation in Game Design

      DOI link for Procedural Generation in Game Design

      Procedural Generation in Game Design book

      ByTanya X. Short, Tarn Adams
      Edition 1st Edition
      First Published 2017
      eBook Published 13 June 2017
      Pub. Location New York
      Imprint A K Peters/CRC Press
      DOI https://doi.org/10.1201/9781315156378
      Pages 336
      eBook ISBN 9781315156378
      Subjects Arts
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      Short, T.X., & Adams, T. (2017). Procedural Generation in Game Design (1st ed.). A K Peters/CRC Press. https://doi.org/10.1201/9781315156378

      ABSTRACT

      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 design
      • Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways
      • Includes industry leaders’ experiences and lessons from award-winning games
      • World’s finest guide for how to begin thinking about procedural design

      TABLE OF CONTENTS

      part |54 pages

      Procedural Generation

      chapter |10 pages

      When and Why to Use Procedural Generation

      ByDarren Grey

      chapter |9 pages

      Managing Output

      Boredom versus Chaos
      ByKenny Backus

      chapter |5 pages

      Aesthetics in Procedural Generation

      ByLiam Welton

      chapter |13 pages

      Designing for Modularity

      ByJason Grinblat

      chapter |12 pages

      Ethical Procedural Generation

      ByMichael Cook

      part |129 pages

      Procedural Content

      chapter |6 pages

      Level Design I

      Case Study
      ByChris Chung

      chapter |9 pages

      Level Design II

      Handcrafted Integration
      ByJim Shepard

      chapter |10 pages

      Level Design III

      Architecture and Destruction
      ByEvan Hahn

      chapter |14 pages

      Cyclic Generation

      ByJoris Dormans

      chapter |10 pages

      Worlds

      ByMark R. Johnson

      chapter |11 pages

      Puzzles

      ByDanny Day

      chapter |14 pages

      Procedural Logic

      ByBen Kane

      chapter |9 pages

      Artificial Intelligence

      ByMark R. Johnson

      chapter |10 pages

      Procedural Enemy Waves

      ByWyatt Cheng

      chapter |7 pages

      Generative Artwork

      ByLoren Schmidt

      chapter |13 pages

      Generative Art Toys

      ByKate Compton

      chapter |9 pages

      Audio and Composition

      ByBronson Zgeb

      part |43 pages

      Procedural Narrative

      chapter |11 pages

      Story and Plot Generation

      ByBen Kybartas

      chapter |9 pages

      Emergent Narratives and Story Volumes

      ByJason Grinblat

      chapter |6 pages

      Poetry Generation

      ByHarry Tuffs

      chapter |13 pages

      Characters and Personalities

      ByEmily Short

      part |83 pages

      The Procedural Future

      chapter |14 pages

      Understanding the Generated

      ByGillian Smith

      chapter |6 pages

      Content Tools Case Study

      ByKepa Auwae

      chapter |14 pages

      Automated Game Tuning

      ByAaron Isaksen

      chapter |5 pages

      Generating Rules

      ByMichael Cook

      chapter |29 pages

      Algorithms and Approaches

      ByBrian Bucklew

      chapter |11 pages

      Meaning

      ByMark R. Johnson
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