Procedural generation in game design / authors, Tanya X. Short and Tarn Adams.

"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 game...

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Bibliographic Details
Online Access: Full Text (via EBSCO)
Main Authors: Short, Tanya X. (Author), Adams, Tarn (Author)
Format: eBook
Language:English
Published: Boca Raton : Taylor & Francis, CRC Press, 2017.
Subjects:
Table of Contents:
  • Machine generated contents note: ch. 1 When and Why to Use Procedural Generation
  • Planning When To Use Procedural Generation / Darren Grey
  • Integral / Darren Grey
  • Drafting Content / Darren Grey
  • Modal / Darren Grey
  • Segmented / Darren Grey
  • When PCG Is A Bad Idea / Darren Grey
  • Quality Assurance / Darren Grey
  • Time Restrictions / Darren Grey
  • Authored Experience / Darren Grey
  • Multiplayer / Darren Grey
  • Just Random / Darren Grey
  • Overreliance on PCG / Darren Grey
  • Why Use Procedural Generation? / Darren Grey
  • Utilitarian / Darren Grey
  • Unique / Darren Grey
  • ch. 2 Managing Output: Boredom versus Chaos / Darren Grey
  • ch. 3 Aesthetics in Procedural Generation / Kenny Backus
  • Atmosphere In Sunless Sea / Liam Welton
  • Establishing The Rules / Liam Welton
  • Blurring The Boundaries / Liam Welton
  • Result / Liam Welton
  • ch. 4 Designing for Modularity / Liam Welton
  • Modules And Gestalts / Jason Grinblat
  • Assembly Mechanisms And Gestalt Spaces / Jason Grinblat
  • Enabling Play / Jason Grinblat
  • Mechanics As Shared Substrates / Jason Grinblat
  • Orthogonality / Jason Grinblat
  • Equivalence Of Impact / Jason Grinblat
  • Plotting Desirable Gestalts / Jason Grinblat
  • Inserting Memorable Asymmetry / Jason Grinblat
  • Reference / Jason Grinblat
  • ch. 5 Ethical Procedural Generation / Jason Grinblat
  • Talking In Code / Michael Cook
  • Big Wide World / Michael Cook
  • You Are What You Eat / Michael Cook
  • Talking The Talk / Michael Cook
  • Future / Michael Cook
  • ch. 6 Level Design I: Case Study / Michael Cook
  • Overview / Chris Chung
  • Rules / Chris Chung
  • How It Works / Chris Chung
  • Conclusion / Chris Chung
  • ch. 7 Level Design II: Handcrafted Integration / Chris Chung
  • Standard Dungeons / Jim Shepard
  • Crypt Generation / Jim Shepard
  • Best Practices / Jim Shepard
  • Dungeonmans Dungeon Generation Pseudocode / Jim Shepard
  • Dungeonmans Crypt Generation Pseudocode / Jim Shepard
  • ch. 8 Level Design III: Architecture and Destruction / Jim Shepard
  • Architecture Generation / Evan Hahn
  • Step 1: Calculate the Bounding Box / Evan Hahn
  • Step 2: Split the Box into Regions / Evan Hahn
  • Step 3: Skim Perimeter Regions / Evan Hahn
  • Step 4: Place Connections / Evan Hahn
  • Step 5: Assign Region Types / Evan Hahn
  • Step 6: Make Adjustments / Evan Hahn
  • Step 7: Generate the Regions / Evan Hahn
  • Discussion / Evan Hahn
  • ch. 9 Cyclic Generation / Evan Hahn
  • Cycles / Joris Dormans
  • Using Graphs To Express Cycles / Joris Dormans
  • Patterns / Joris Dormans
  • Implementation / Joris Dormans
  • Aside: Lock-And-Key Attributes / Joris Dormans
  • Locks Might Be Conditional, Dangerous, or Uncertain / Joris Dormans
  • Locks Are Permanent, Reversible, Temporary, or Collapsing / Joris Dormans
  • Locks Might Be Valves or Asymmetrical / Joris Dormans
  • Locks and Keys Can Be Safe or Unsafe / Joris Dormans
  • Keys Can Be Single Purpose or Multipurpose / Joris Dormans
  • Keys Are Particular or Nonparticular / Joris Dormans
  • Keys Might Be Consumed or Persistent / Joris Dormans
  • Keys Might Be Fixed in Place / Joris Dormans
  • Tilemaps / Joris Dormans
  • Discussion / Joris Dormans
  • ch. 10 Worlds / Joris Dormans
  • Brief History Of World Generation / Mark R. Johnson
  • Why Make Worlds? / Mark R. Johnson
  • Exploration / Mark R. Johnson
  • Expansive Or Complex Worlds / Mark R. Johnson
  • Gameplay Variation / Mark R. Johnson
  • Qualitative Procedural Generation / Mark R. Johnson
  • ch. 11 Puzzles / Mark R. Johnson
  • Procedurally Generating Puzzles / Danny Day
  • Puzzle-Spaces / Danny Day
  • Desired Outputs / Danny Day
  • Puzzle Generation Approaches / Danny Day
  • Random Start State / Danny Day
  • Backward From Goal State / Danny Day
  • Heuristics / Danny Day
  • Extra Bonus: Permutations / Danny Day
  • Desktop Dungeons, The Puzzle Roguelike / Danny Day
  • More Puzzle Than Roguelike? / Danny Day
  • More Roguelike Than Puzzle? / Danny Day
  • Player Hope As A Resource / Danny Day
  • Guaranteeing Solvability / Danny Day
  • Generating Hope / Danny Day
  • Conclusion / Danny Day
  • ch. 12 Procedural Logic / Danny Day
  • Background / Ben Kane
  • Usual Approach To Procedural Generation / Ben Kane
  • Different Application: Procedural Logic / Ben Kane
  • How The Rule Logic Is Generated / Ben Kane
  • Trivial Case / Ben Kane
  • Countable Problems / Ben Kane
  • Not So Trivial: Procedural Logic / Ben Kane
  • Generating Rules / Ben Kane
  • Queries: Asking Questions / Ben Kane
  • Solutions: Taking Action / Ben Kane
  • Improving The Process / Ben Kane
  • Better Queries / Ben Kane
  • Compound Queries / Ben Kane
  • Query Contexts / Ben Kane
  • Better Solutions / Ben Kane
  • Rigging The Deck: Random That Feels Good / Ben Kane
  • Dealing with Degenerates / Ben Kane
  • Avoiding the Impossible / Ben Kane
  • Putting It All Together / Ben Kane
  • Conclusion / Ben Kane
  • ch. 13 Artificial Intelligence / Ben Kane
  • Unpredictability And Artificial Intelligence / Mark R. Johnson
  • Movement And Combat / Mark R. Johnson
  • Ambient Behavior / Mark R. Johnson
  • Emergent Phenomena / Mark R. Johnson
  • Conversations / Mark R. Johnson
  • Dialects / Mark R. Johnson
  • Conversation System / Mark R. Johnson
  • Conclusion / Mark R. Johnson
  • ch. 14 Procedural Enemy Waves / Mark R. Johnson
  • Method 1: Spawn By Timer / Wyatt Cheng
  • Spawn By Timer Pseudocode / Wyatt Cheng
  • Commentary / Wyatt Cheng
  • Key Characteristics / Wyatt Cheng
  • Method 2: Spawn On Completion / Wyatt Cheng
  • Spawn On Completion Pseudocode / Wyatt Cheng
  • Commentary / Wyatt Cheng
  • Key Characteristics / Wyatt Cheng
  • Method 3: Continuously Escalating Total / Wyatt Cheng
  • Continuously Escalating Total Pseudocode / Wyatt Cheng
  • Commentary / Wyatt Cheng
  • Key Characteristics / Wyatt Cheng
  • Method 4: Hitpoint Progression / Wyatt Cheng
  • Hitpoint Progression Pseudocode / Wyatt Cheng
  • Commentary / Wyatt Cheng
  • Key Characteristics / Wyatt Cheng
  • Conclusion / Wyatt Cheng
  • ch. 15 Generative Artwork / Wyatt Cheng
  • Techniques / Loren Schmidt
  • Perception Of Intent / Loren Schmidt
  • ch. 16 Generative Art Toys / Loren Schmidt
  • Building Art Toys, For Experts And Novices / Kate Compton
  • Experience Of Art Toys / Kate Compton
  • Trading Control For Power / Kate Compton
  • Design And Construction Of Art Toys / Kate Compton
  • Inputs / Kate Compton
  • Data and Transformations / Kate Compton
  • Points and Rotations / Kate Compton
  • Connectivity and Meshes / Kate Compton
  • Gestural Curves / Kate Compton
  • Forces and Acceleration / Kate Compton
  • Rendering / Kate Compton
  • Outside The Generator: Judgment, Sharing, And Curation / Kate Compton
  • Conclusions: Creativity For Anyone / Kate Compton
  • ch. 17 Audio and Composition / Kate Compton
  • Procedural Audio In Skipping Stones / Bronson Zgeb
  • Sampling / Bronson Zgeb
  • Pitch / Bronson Zgeb
  • Implementation / Bronson Zgeb
  • Procedural Composition In Skipping Stones / Bronson Zgeb
  • Beat / Bronson Zgeb
  • Scale / Bronson Zgeb
  • Steps / Bronson Zgeb
  • Chords / Bronson Zgeb
  • Motif and Repetition / Bronson Zgeb
  • Conclusion / Bronson Zgeb
  • ch. 18 Story and Plot Generation / Bronson Zgeb
  • Grammars And Story Grammars / Ben Kybartas
  • Game World / Ben Kybartas
  • Story Model / Ben Kybartas
  • Rule Design / Ben Kybartas
  • Secondary Rewrite Rules / Ben Kybartas
  • Game World Simulation / Ben Kybartas
  • Metric-Guided Generation / Ben Kybartas
  • Conclusions / Ben Kybartas
  • ch.
  • 19 Emergent Narratives and Story Volumes / Ben Kybartas
  • Motivation / Jason Grinblat
  • Voice In The Machine / Jason Grinblat
  • Fiasco: A Case Study / Jason Grinblat
  • Unpacking Your Themes / Jason Grinblat
  • Grist For The Narrative Mill / Jason Grinblat
  • ch. 20 Poetry Generation / Jason Grinblat
  • ch. 21 Characters and Personalities / Harry Tuffs
  • Introduction / Emily Short
  • Source Material / Emily Short
  • Realization / Emily Short
  • Selecting Dialogue / Emily Short
  • Layering Dialogue Features / Emily Short
  • Character And World Interaction / Emily Short
  • Creation / Emily Short
  • Orthogonal / Emily Short
  • Mechanically Significant / Emily Short
  • Easy To Communicate / Emily Short
  • Meaningful In Combination / Emily Short
  • Recurring Strategies / Emily Short
  • Combining Output From Several Layers Of Simulation Or Gameplay / Emily Short
  • Bringing Character Into Every Interaction / Emily Short
  • Juxtaposing Events And Interpretation / Emily Short
  • Callbacks To Earlier Events / Emily Short
  • Pitfalls / Emily Short
  • Overgeneralization / Emily Short
  • Overrealism / Emily Short
  • Untamed Simulation / Emily Short
  • ch. 22 Understanding the Generated / Emily Short
  • Expressive Range And Generative Spaces / Gillian Smith
  • Qualities Of The Generated / Gillian Smith
  • Types Of Qualities / Gillian Smith
  • Example / Gillian Smith
  • Formalizing Qualities Into Metrics / Gillian Smith
  • Example / Gillian Smith
  • Metrics Versus Requirements / Gillian Smith
  • Qualities Of The Generator / Gillian Smith
  • Visualizing Expressive Range / Gillian Smith
  • Histograms / Gillian Smith
  • Example / Gillian Smith
  • Distance-Based Clustering / Gillian Smith
  • Conclusion / Gillian Smith
  • References / Gillian Smith.
  • Note continued: ch. 23 Content Tools Case Study / Gillian Smith
  • System Overview / Kepa Auwae
  • Example Room / Kepa Auwae
  • ch. 24 Automated Game Tuning / Kepa Auwae
  • Step 1: Set Parameters / Aaron Isaksen
  • Step 2: Generate The Game Level / Aaron Isaksen
  • Step 3: Simulate The Game / Aaron Isaksen
  • Step 4: Analyze The Data / Aaron Isaksen
  • Step 5: Visualize The Data And Make Adjustments / Aaron Isaksen
  • Conclusion / Aaron Isaksen
  • Acknowledgments / Aaron Isaksen
  • ch. 25 Generating Rules / Aaron Isaksen
  • Mix And Match / Michael Cook
  • Game Design 101 / Michael Cook
  • Throwing Out The Rulebook / Michael Cook
  • ch. 26 Algorithms and Approaches / Michael Cook
  • Random Numbers / Brian Bucklew
  • Pseudorandom Number Generators / Brian Bucklew
  • Making Use of Repeatable Series / Brian Bucklew
  • Seeds and Hashing / Brian Bucklew
  • Rolling Dice / Brian Bucklew
  • Normal Distributions / Brian Bucklew
  • Weighted Distributions / Brian Bucklew
  • Heightmaps / Brian Bucklew
  • Box Linear Filters / Brian Bucklew
  • Midpoint Displacement / Brian Bucklew
  • Perlin and Simplex Noise / Brian Bucklew
  • Sequence Generation / Brian Bucklew
  • Lindenmayer Systems (L-Systems) / Brian Bucklew
  • Markov Chains / Brian Bucklew
  • Filling Space / Brian Bucklew
  • Random Walks / Brian Bucklew
  • One-Dimensional Random Walks / Brian Bucklew
  • Two-Dimensional Random Walks / Brian Bucklew
  • Cellular Automata / Brian Bucklew
  • Settling / Brian Bucklew
  • Wang Tiles / Brian Bucklew
  • Partitioning Space / Brian Bucklew
  • Binary Space Partition / Brian Bucklew
  • Voronoi Diagrams / Brian Bucklew
  • Dijkstra Maps / Brian Bucklew
  • Tree Mapping / Brian Bucklew
  • Putting It All Together / Brian Bucklew
  • ch. 27 Meaning / Brian Bucklew
  • Meaning In Games / Mark R. Johnson
  • Meaninglessness In Games / Mark R. Johnson
  • Designer And Player Meaning / Mark R. Johnson
  • Meaning In Qualitative Procedural Generation / Mark R. Johnson
  • Conclusion / Mark R. Johnson.