この商品を友人に教える:
Procedural Generation in Game Design 第1 版
遠隔倉庫からの取り寄せ
Procedural Generation in Game Design
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 design336 pages, 13 black & white tables
| メディア | 書籍 Hardcover Book (ハードカバー付きの本) |
| リリース済み | 2017年6月7日 |
| ISBN13 | 9781138743311 |
| 出版社 | Taylor & Francis Ltd |
| ページ数 | 336 |
| 寸法 | 242 × 164 × 28 mm · 589 g |
| 言語 | 英語 |
| 編集者 | Adams, Tarn |
| 編集者 | Short, Tanya |