Procedural Generation Game Design (44 results)

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  • Language: English

    Published by A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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    Paperback. Condition: 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.

  • Language: English

    Published by Independently published, 2026

    9798198354036

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  • Language: English

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    9798198354036

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  • Language: English

    Published by Packt Publishing, 2016

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  • Language: English

    Published by Packt Publishing, 2016

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  • Language: English

    Published by A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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  • Language: English

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  • Language: English

    Published by Packt Publishing, 2016

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  • Language: English

    Published by A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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  • Language: English

    Published by Taylor & Francis Group, 2017

    1498799191 / 9781498799195

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  • Language: English

    Published by A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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  • Language: English

    Published by A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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  • Language: English

    Published by A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

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  • Language: English

    Published by Taylor & Francis Group, 2017

    1498799191 / 9781498799195

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  • Language: English

    Published by Taylor & Francis Inc, 2017

    1498799191 / 9781498799195

    • Softcover

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  • Language: English

    Published by Taylor and Francis Inc, US, 2017

    1498799191 / 9781498799195

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    Paperback. Condition: 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.

  • Language: English

    Published by A K Peters/CRC Press, 2017

    1498799191 / 9781498799195

    • Softcover

    Seller: Ria Christie Collections, Uxbridge, United KingdomRia Christie Collections

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    Condition: New. In English.

  • Language: English

    Published by Independently Published Mai 2026, 2026

    9798198354036

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    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. Neuware - Reactive PublishingProcedural Generation and AI in Game Design introduces readers to the core techniques behind dynamic, replayable video game experiences.This book explores how procedural generation and artificial intelligence can be combined to create rich, responsive game worlds. Through practical examples using Python and Unity, it covers the implementation of stochastic algorithms, dynamic systems, and optimization methods for achieving better balance and variety in gameplay.Readers will learn how to build adaptive content, generate environments and mechanics algorithmically, and integrate AI to enhance game systems. The focus remains on clear, implementable approaches that bridge technical concepts with real game design outcomes.Whether you are an intermediate developer or an experienced programmer interested in procedural and AI-driven design, this book offers structured guidance for applying these powerful tools in Unity-based game projects.Key Topics: - Procedural generation fundamentals- Stochastic algorithms and randomness in design- Dynamic systems and adaptive content- Balance optimization techniques- Integration of Python with Unity for procedural workflows.

  • Language: English

    Published by Taylor and Francis Inc, US, 2017

    1498799191 / 9781498799195

    • Softcover

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    Paperback. Condition: 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.

  • Language: English

    Published by A K Peters Ltd, 2017

    1498799191 / 9781498799195

    • Softcover

    Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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

  • Language: English

    Published by Taylor and Francis Inc, US, 2017

    1498799191 / 9781498799195

    • Softcover

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    Paperback. Condition: 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.

  • Language: English

    Published by Taylor and Francis Inc, US, 2017

    1498799191 / 9781498799195

    • Softcover

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    Paperback. Condition: 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.

  • Language: English

    Published by A K Peters/CRC Press, 2017

    1138743313 / 9781138743311

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  • Language: English

    Published by A K Peters/CRC Press, 2017

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  • Language: English

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    Condition: New. 1st edition NO-PA16APR2015-KAP.

  • Language: English

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    HRD. Condition: New. New Book. Shipped from UK. Established seller since 2000.

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    Condition: New. In English.