Isbn: 9781498799195 - procedural generation in game design (18 risultati)

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  • Lingua: Inglese

    Editore: A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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    Paperback. Condizione: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority.

  • Lingua: Inglese

    Editore: A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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  • Lingua: Inglese

    Editore: A K Peters/CRC Press, 2017

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  • Lingua: Inglese

    Editore: Taylor & Francis Group, 2017

    1498799191 / 9781498799195

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  • Lingua: Inglese

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  • Lingua: Inglese

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  • Lingua: Inglese

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    1498799191 / 9781498799195

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  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2017

    1498799191 / 9781498799195

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    Paperback. Condizione: New. 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.…

  • Lingua: Inglese

    Editore: Taylor & Francis Group, 2017

    1498799191 / 9781498799195

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  • Lingua: Inglese

    Editore: Taylor & Francis Group, 2017

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  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2017

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    Paperback. Condizione: New. 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.…

  • Lingua: Inglese

    Editore: A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: A K Peters Ltd, 2017

    1498799191 / 9781498799195

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    Paperback. Condizione: Brand New. 320 pages. 9.25x6.25x0.50 inches. In Stock.

  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2017

    1498799191 / 9781498799195

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    Paperback. Condizione: New. 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.…

  • Lingua: Inglese

    Editore: Taylor and Francis Inc, US, 2017

    1498799191 / 9781498799195

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    Paperback. Condizione: New. 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.…

  • Lingua: Inglese

    Editore: A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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    PAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Lingua: Inglese

    Editore: A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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    PAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Lingua: Inglese

    Editore: CRC Press, 2017

    1498799191 / 9781498799195

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    Buch. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. 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 reductio.…