null
Loading... Please wait...
FREE SHIPPING on All Unbranded Items LEARN MORE
Print This Page

Procedural Generation in Game Design

List Price: $76.99
SKU:
9781498799195
Quantity:
Minimum Purchase
25 unit(s)
  • Availability: Confirm prior to ordering
  • Branding: minimum 50 pieces (add’l costs below)
  • Check Freight Rates (branded products only)

Branding Options (v), Availability & Lead Times

  • 1-Color Imprint: $2.00 ea.
  • Promo-Page Insert: $2.50 ea. (full-color printed, single-sided page)
  • Belly-Band Wrap: $2.50 ea. (full-color printed)
  • Set-Up Charge: $45 per decoration
FULL DETAILS
  • Availability: Product availability changes daily, so please confirm your quantity is available prior to placing an order.
  • Branded Products: allow 10 business days from proof approval for production. Branding options may be limited or unavailable based on product design or cover artwork.
  • Unbranded Products: allow 3-5 business days for shipping. All Unbranded items receive FREE ground shipping in the US. Inquire for international shipping.
  • RETURNS/CANCELLATIONS: All orders, branded or unbranded, are NON-CANCELLABLE and NON-RETURNABLE once a purchase order has been received.
  • Product Details

    Author:
    Tanya Short, Tarn Adams
    Format:
    Paperback
    Pages:
    336
    Publisher:
    CRC Press (June 1, 2017)
    Language:
    English
    Audience:
    Professional and scholarly
    ISBN-13:
    9781498799195
    Weight:
    10.625oz
    Dimensions:
    6.125" x 9.1875"
    File:
    TAYLORFRANCIS-TayFran_260825144931065-20260825.xml
    Folder:
    TAYLORFRANCIS
    List Price:
    $76.99
    Country of Origin:
    United States
    Pub Discount:
    30
    Case Pack:
    20
    As low as:
    $73.14
    Publisher Identifier:
    P-CRC
    Discount Code:
    H
    Imprint:
    A K Peters/CRC Press
  • Overview

    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 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.