Fr. 206.00

Procedural Storytelling in Game Design

Inglese · Copertina rigida

Spedizione di solito entro 1 a 3 settimane (non disponibile a breve termine)

Descrizione

Ulteriori informazioni










Thoroughly updated collection of chapters covering procedural generation in video game development where the games themselves create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Examines content and system creation.


Sommario










SECTION 1: Introduction to Procedural Generation. Chapter: When and Why to Use Procedural Generation.Chapter. Managing Output: Boredom versus Chaos Chapter: Aesthetics in Generation. Chapter: Ethics in Procedural Generation - Darius Kazemi. SECTION 2: Procedural Content. Chapter: Level Design Fundamentals. Chapter: Dungeons Chapter: Worlds Chapter: Puzzles Chapter: Infinite Items. Chapter: A.I. Chapter: Enemy Spawning & Challenge - Wyatt Cheng. Chapter: Animation Chapter: Audio - Bronson Zgeb. Chapter: Content ToolsSECTION 3: Procedural Narrative. Chapter: Characters. Chapter: Plot & Story Directors - Emily Short. Chapter: Text Generation - Harry Tuffs. Chapter: Personalities & Emotions. Chapter: Emergent Narrative & User Stories.SECTION 4: The Future Chapter: Generated Games. Chapter: Algorithms & Approaches. Chapter: Generating Meaning.


Info autore










Tanya X. Short is the director of Kitfox Games, the 4-person 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 her spare time, she acts as the co-director of Pixelles, a non-profit helping more women make games.
Tarn Adams is best known as the developer of Dwarf Fortress since 2002 with his older brother Zach. He learned programming in his childhood, and has been designing computer games as a hobby. He quit his first year of a mathematics post doctorate at Texas A&M to focus on game development in 2006.


Riassunto

Thoroughly updated collection of chapters covering procedural generation in video game development where the games themselves create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Examines content and system creation.

Dettagli sul prodotto

Autori Tanya X. Adams Short
Con la collaborazione di Tarn Adams (Editore), Tanya X. Short (Editore)
Editore Taylor & Francis Ltd.
 
Lingue Inglese
Formato Copertina rigida
Pubblicazione 30.04.2019
 
EAN 9781138595316
ISBN 978-1-138-59531-6
Pagine 404
Categorie Scienze naturali, medicina, informatica, tecnica > Informatica, EDP > Software applicativo

COMPUTERS / General, COMPUTERS / Programming / Games, Computer Games Design, Digital Animation

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