Procedural Generation in Game Design






[PDF.qu73] Procedural Generation in Game Design
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 | #122755 in Books |  A K Peters Ltd |  2017-06-03 | Original language:English |  9.25 x6.25 x.50l, | File type: PDF | 336 pages

 | A K Peters Ltd

||0 of 0 people found the following review helpful.| Great book. Lots of good little bits of information|By Customer|Great book. Lots of good little bits of information.|3 of 3 people found the following review helpful.| A must have for anyone interested in procdural generation for games!|By Eli Zupke|I first heard of this book from the Rougelike Radio podcast that first discus|About the Author||Tanya X. Short is the director of Kitfox Games, the indie game studio behind Moon Hunters and Shattered Planet. Previously, she worked as a designer at Funcom Games on The Secret World and Age of Conan: Hyborian Adventures. In

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...



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