De som köpt den här boken har ofta också köpt How to Win At Chess av Levy Rozman, Gothamchess (inbunden).
Köp båda 2 för 915 krMaking 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 r...
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.
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.