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Procedural Generation in Game Design 1st Edition, Kindle Edition
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 design
Review
Short, director of KitFox Games, and Adams, the independent co-creator of the popular game Dwarf Fortress, have edited a substantial collection of essays providing concepts and practical application of procedurally generated content and algorithms for game design purposes. Procedural generational the method of creating data via algorithm rather than by hand—is a principle developers can harness to allow the game to generate its own content (settings, objects, and stories) using a series of rules. This method can result in considerable savings over the more traditional game design. Unlike Procedural Content Generation in Games (Shaker, Togelius, Nelson, 2016), the material here is authored by independent developers (with one exception from Blizzard Entertainment), so the information is more accessible and actionable. The book should enable game developers evaluating procedural generation for their games to make an informed decision whether or not to use it. Those with a background in computer science or who are already using procedural generation may learn something new from the contributors’ experiences and methodologies.
--A. Chen, Cogswell College
Summing Up: Recommended. Upper-division undergraduates through faculty and professionals.
--This text refers to the hardcover edition.About the Author
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 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&M to focus on game development in 2006.
--This text refers to the hardcover edition.- ISBN-13978-1138743311
- Edition1st
- PublisherA K Peters/CRC Press
- Publication dateJune 12, 2017
- LanguageEnglish
- File size7716 KB
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Product details
- ASIN : B071GL6NRD
- Publisher : A K Peters/CRC Press; 1st edition (June 12, 2017)
- Publication date : June 12, 2017
- Language : English
- File size : 7716 KB
- Simultaneous device usage : Up to 4 simultaneous devices, per publisher limits
- Text-to-Speech : Enabled
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Not Enabled
- Sticky notes : On Kindle Scribe
- Print length : 340 pages
- Page numbers source ISBN : 1498799191
- Best Sellers Rank: #1,044,429 in Kindle Store (See Top 100 in Kindle Store)
- #338 in Computer Games Programming
- #357 in Computer & Video Game Design
- #737 in Video & Electronic Games
- Customer Reviews:
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It does warn you early into the book to not expect every problem to be solved instantly by PCG (a fair message) and it doesn't dig into the technical implementation details beyond a surface discussion.
This is NOT a technical recipe book for building a bunch of different PCG systems you can use in games.
Great starting point if you're interested in learning about PCG in other ways than you've already been exposed to.
The variety of authors is very beneficial since each topic has its complex gotchas. It feels as if the authors talking about subjects have grappled firsthand with the problems that you'd face within that topic.
The only minor fault is some of the charts don't line up with where you'd want them to be: 'As seen in Figure N-1' and Figure N-1 would turn out to be on the next page.
My only complaint is that I wanted to read essays from Tanya and Tarn too!
I've learned an awful lot from this book despite being keen on procgen for many years. It's given me ideas on how to approach problems myself. i thoroughly recommend it. I keep dipping into different chapters, finding something new each time.
Top reviews from other countries
But Tarn isn’t the author but the ‘editor’ (alongside Tanya X Short). My mistake. The book itself is from a series of guest contributors each writing chapters.
This lends the book to feel more like an industry blog than a text book. While these chapters are somewhat logically sorted in to sections, it’s very incoherent.
For example, procedural poetry is given the same amount of space as algorithms. The actual bones of this stuff. In fact the chapter on algorithms is right at the back of the book, many pages after the specifics and intricacies of generating poetry.
What I was hoping for was a cover-to-cover read that flowed something like: Philosophy of proc gen, theory of the fundamentals, practical applications and maybe some worked examples to bring it all together. Instead it’s lived examples, where the authors talk in detail about the specific problems and approaches in their games. It also often assumes knowledge of the game, despite many being obscure indie titles.
For a book so frequently concerned with game coherence and avoiding feeling random, it fails to do it for itself. And often feels like it was written by ChatGPT.
I’ve yet to finish the book. Instead I think it’s best used as reference for specific topics. But realistically I’m more likely to Google or trawl the Gamasutra archive. In fact, it would better if this book were a blog as ultimately that is it’s format.
Reviewed in the United Kingdom on October 10, 2023
But Tarn isn’t the author but the ‘editor’ (alongside Tanya X Short). My mistake. The book itself is from a series of guest contributors each writing chapters.
This lends the book to feel more like an industry blog than a text book. While these chapters are somewhat logically sorted in to sections, it’s very incoherent.
For example, procedural poetry is given the same amount of space as algorithms. The actual bones of this stuff. In fact the chapter on algorithms is right at the back of the book, many pages after the specifics and intricacies of generating poetry.
What I was hoping for was a cover-to-cover read that flowed something like: Philosophy of proc gen, theory of the fundamentals, practical applications and maybe some worked examples to bring it all together. Instead it’s lived examples, where the authors talk in detail about the specific problems and approaches in their games. It also often assumes knowledge of the game, despite many being obscure indie titles.
For a book so frequently concerned with game coherence and avoiding feeling random, it fails to do it for itself. And often feels like it was written by ChatGPT.
I’ve yet to finish the book. Instead I think it’s best used as reference for specific topics. But realistically I’m more likely to Google or trawl the Gamasutra archive. In fact, it would better if this book were a blog as ultimately that is it’s format.






