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

part |54 pages

Procedural Generation

chapter |9 pages

Managing Output

Boredom versus Chaos

chapter |13 pages

Designing for Modularity

chapter |12 pages

Ethical Procedural Generation

part |129 pages

Procedural Content

chapter |6 pages

Level Design I

Case Study

chapter |9 pages

Level Design II

Handcrafted Integration

chapter |10 pages

Level Design III

Architecture and Destruction

chapter |14 pages

Cyclic Generation

chapter |10 pages

Worlds

chapter |11 pages

Puzzles

chapter |14 pages

Procedural Logic

chapter |9 pages

Artificial Intelligence

chapter |10 pages

Procedural Enemy Waves

chapter |7 pages

Generative Artwork

chapter |13 pages

Generative Art Toys

chapter |9 pages

Audio and Composition

part |43 pages

Procedural Narrative

chapter |11 pages

Story and Plot Generation

chapter |6 pages

Poetry Generation

chapter |13 pages

Characters and Personalities

part |83 pages

The Procedural Future

chapter |14 pages

Understanding the Generated

chapter |6 pages

Content Tools Case Study

chapter |14 pages

Automated Game Tuning

chapter |5 pages

Generating Rules

chapter |29 pages

Algorithms and Approaches

chapter |11 pages

Meaning