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Procedural Generation in Game Design
Arts, Film & Photography

Procedural Generation in Game Design

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"Procedural generation in game design" by Adams, Tarn; Short, Tanya X, published by Taylor & Francis; A K Peters/CRC Press. 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. Book details: 336 pages, published 2017. Order now on BookShops.in with fast, reliable delivery across India.

Book Specifications

ISBN-139781138743311
ISBN-101138743313
PublisherA K Peters Ltd
Languageenglish
Print Length336 pages
CategoryArts, Film & Photography

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