Buch, Englisch, 177 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 4085 g
Best Practices in Procedural and Dynamic Game Content Generation
Buch, Englisch, 177 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 4085 g
ISBN: 978-3-319-53087-1
Verlag: Springer International Publishing
The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Introduction.- A Very Short History of Dynamic and Procedural Content Generation.- Procedural Content Generation in the Game Industry.- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design.- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models.- Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes.- FaceMaker: A Procedural Face Generator to Foster Character Design Research.- A Primer on Procedural Character Generation for Games and Real Time Applications.- Procedural Terrain Generation: A Case Study from the Game Industry.- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms.