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Procedural Storytelling in Game Design

Editat de Tanya X. Short, Tarn Adams
en Limba Engleză Paperback – 13 mar 2019
This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.
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
  • World’s finest guide for how to begin thinking about procedural design
  • Citește tot Restrânge

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    Specificații

    ISBN-13: 9781138595309
    ISBN-10: 1138595306
    Pagini: 408
    Ilustrații: 16 Tables, black and white; 66 Halftones, black and white; 8 Illustrations, black and white
    Dimensiuni: 156 x 234 x 27 mm
    Greutate: 0.71 kg
    Ediția:2 New edition
    Editura: CRC Press
    Colecția A K Peters/CRC Press

    Public țintă

    Professional Practice & Development

    Cuprins

    SECTION 1: Introduction to Procedural Generation. Chapter: When and Why to Use Procedural Generation.Chapter. Managing Output: Boredom versus Chaos Chapter: Aesthetics in Generation. Chapter: Ethics in Procedural Generation – Darius Kazemi. SECTION 2: Procedural Content. Chapter: Level Design Fundamentals. Chapter: Dungeons Chapter: Worlds Chapter: Puzzles Chapter: Infinite Items. Chapter: A.I. Chapter: Enemy Spawning & Challenge – Wyatt Cheng. Chapter: Animation Chapter: Audio – Bronson Zgeb. Chapter: Content ToolsSECTION 3: Procedural Narrative. Chapter: Characters. Chapter: Plot & Story Directors – Emily Short. Chapter: Text Generation – Harry Tuffs. Chapter: Personalities & Emotions. Chapter: Emergent Narrative & User Stories.SECTION 4: The Future Chapter: Generated Games. Chapter: Algorithms & Approaches. Chapter: Generating Meaning.

    Descriere

    Thoroughly updated collection of chapters covering procedural generation in video game development where the games themselves create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Examines content and system creation.