Sunday, March 27, 2011

Free PDF Procedural Generation in Game Design, by Tanya X. Short

Free PDF Procedural Generation in Game Design, by Tanya X. Short

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Procedural Generation in Game Design, by Tanya X. Short

Procedural Generation in Game Design, by Tanya X. Short


Procedural Generation in Game Design, by Tanya X. Short


Free PDF Procedural Generation in Game Design, by Tanya X. Short

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Procedural Generation in Game Design, by Tanya X. Short

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.

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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.

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Product details

Paperback: 338 pages

Publisher: Routledge; 1 edition (June 3, 2017)

Language: English

ISBN-10: 1498799191

ISBN-13: 978-1498799195

Product Dimensions:

6.1 x 0.8 x 9.2 inches

Shipping Weight: 1 pounds (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

8 customer reviews

Amazon Best Sellers Rank:

#197,353 in Books (See Top 100 in Books)

I heard about this book on Roguelike Radio and had to get it. I've been following the editors for years and a good chunk of the contributing authors. If you have an interesting in game programming or procedural generation then this is a great book to read. Perfect mix of high and low level concepts.My only complaint is that I wanted to read essays from Tanya and Tarn too!

AAAAAAAAAAAAAAAAAAAAAAAmazing. I love this book, I wish I had bought the hardcover because I want to reread this book over 20 times. Procedural Generation is a passion of mine and this combines many techniques I had never thought about. It will not give you "code" don't look at this book and want somebody to give you code, or even answers to your solutions. Procedurally generated content is a discussion not a one size fits all and this book shows many sides to that discussion. I believe they could write 20 more books on this same topic and techniques others have used and I would buy every single one. Thank you!

Great for the variety of applications for PCG that it covers.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.

This is not really a book that I can suggest to most people. The first portion is actually not one but a series of essays trying to warn you away from using proc gen, and then finally once they begin to talk about proc gen it's generally given in relatively vague outline terms, not actual code examples. This is "good" in the sense that it doesn't promote a particular language some might say, but people using their language of choice to write a game can generally convert from simple Python or Java or whatever into their own language, so actual code examples would have been much preferred. The fact that each chapter is written by a different author makes the writing style jump all over the place in a way that took quite a bit away from the experience for me.

I first heard of this book from the Rougelike Radio podcast that first discussed it (which I in turn learned about from Tarn's blog), and I thought this would be a nice birthday present for myself (spoiler: I was right). This is a great book on procedural generation. There are 27 great chapters on everything from level design to poetry to the logic and rules of games themselves. And while the chapters focus on specific things, almost all of them have lessons that pertain to all forms of procedural generation.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.

Great book. Lots of good little bits of information.

I read this over a weekend, rather than reading a chapter now and then, it was that good. Even though many of the chapters aren’t likely to be relevant to any game I’ll ever work on, all of them were interesting. And they tied together surprisingly well.If I had a complaint, it would be that the editors didn’t contribute at least a chapter each.

I enjoy the book a lot. It gives a lot of perspectives on using procedural generation. I have the ebook edition and regretfully, it uses black and white images instead of color ones. Maybe they can fix that?

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