Procedural Generation in Game Design 1st Edition, Kindle Edition
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Editorial Reviews
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.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
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Not Enabled
- Print length : 340 pages
- Page numbers source ISBN : 1498799191
- Lending : Not Enabled
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Best Sellers Rank:
#338,093 in Kindle Store (See Top 100 in Kindle Store)
- #98 in Computer Games Programming
- #152 in Computer & Video Game Design
- #277 in Game Programming
- Customer Reviews:
Customer reviews
Top reviews from the United States
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My only complaint is that I wanted to read essays from Tanya and Tarn too!
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.
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.
I enjoyed every chapter of this book, but what really stood out to me were the two chapters focusing on graph grammars; one for level generation, and the other for story generation. Reading those chapters made me want to immediately go out and make games using them. In fact, I want to write a game right now. I think I'll do that.
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