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Procedural Generation in Game Design

Procedural Generation in Game Design

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Availability:In StockContributor:Tanya Short (Editor), Tarn Adams (Editor)Publish date:2017-06-01Pages:336
Language:EnglishPublisher:A K PETERSISBN-13:9781498799195ISBN-10:1498799191UPC:9781498799195Book Category:Games & Activities, ComputersBook Subcategory:Video & Mobile, ProgrammingBook Topic:GamesSize:9.10 x 6.10 x 0.80 inchesWeight:1.2015Product ID:SCJ3CF625W

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...

Language:EnglishPublisher:A K PETERSISBN-13:9781498799195ISBN-10:1498799191UPC:9781498799195Book Category:Games & Activities, ComputersBook Subcategory:Video & Mobile, ProgrammingBook Topic:GamesSize:9.10 x 6.10 x 0.80 inchesWeight:1.2015Product ID:SCJ3CF625W

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 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...

Publisher: A K PETERS

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