{"product_id":"procedural-generation-in-game-design-paperback","title":"Procedural Generation in Game Design - Paperback","description":"\u003cdiv\u003e\u003cp style=\"text-align: right;\"\u003e\u003ca href=\"https:\/\/reportcopyrightinfringement.com\/\" target=\"_blank\" rel=\"nofollow\"\u003e\u003cb\u003eReport copyright infringement\u003c\/b\u003e\u003c\/a\u003e\u003c\/p\u003e\u003c\/div\u003e\u003cp\u003eby \u003cb\u003eTanya Short\u003c\/b\u003e (Editor), \u003cb\u003eTarn Adams\u003c\/b\u003e (Editor)\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eMaking 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.\u003cb\u003e \u003c\/b\u003eThis 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.\u003cb\u003e \u003c\/b\u003eReaders 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'\u003cb\u003e Procedural Generation in Game Design\u003c\/b\u003e 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.\u003c\/p\u003e\u003cp\u003eKey Features: \u003c\/p\u003e\u003cul\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eIntroduces the differences between static\/traditional game design and procedural game design\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eIncludes industry leaders' experiences and lessons from award-winning games\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eWorld's finest guide for how to begin thinking about procedural design\u003c\/li\u003e \u003c\/ul\u003e\u003ch3\u003eAuthor Biography\u003c\/h3\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eTanya X. Short\u003c\/strong\u003e 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 her spare time, she acts as the co-director of Pixelles, a non-profit helping more women make games. \u003c\/p\u003e\u003cb\u003e \u003c\/b\u003e\u003cp\u003eTarn Adams is best known as the developer of Dwarf Fortress since 2002 with his older brother Zach. He learned programming in his childhood, and designed computer games as a hobby until he quit his first year of a mathematics post doctorate at Texas A\u0026amp;M to focus on game development in 2006.\u003c\/p\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 336\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 0.8 x 9.1 x 6.1 IN\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eIllustrated:\u003c\/strong\u003e Yes\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e June 01, 2017\u003c\/div\u003e\n            ","brand":"BooksCloud","offers":[{"title":"Default Title","offer_id":47212600918265,"sku":"9781498799195","price":118.24,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0789\/2782\/3097\/files\/eTVjVGRNdGVSejJBSzlmeGJXRElRdz09.webp?v=1768094643","url":"https:\/\/bookscloud.io\/products\/procedural-generation-in-game-design-paperback","provider":"BooksCloud Book Dropshipping","version":"1.0","type":"link"}