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Procedural Generation in Game Design
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Procedural Generation in Game Design

4.07  ·  Rating details ·  58 ratings  ·  5 reviews

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

Kindle Edition, 340 pages
Published June 12th 2017 by A K Peters/CRC Press
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Nick Carraway LLC
Aug 07, 2017 rated it really liked it  ·  review of another edition
1) "Procedural generation is a powerful tool and a great way to ruin your game design."

2) "'Humans are natural pattern-finding machines, and a procedural generation algorithm is often a pattern-creating machine. [...] What's usually the aim of any generator is to mask the fact that it's a generator; we don't think of human authors as automatons who endlessly create a bunch of slightly varied versions of the same thing until they get something they like, despite the fact they sometimes do. We wan
Mar 05, 2020 rated it really liked it
I gave this a high rating, but it's complicated.

First, this is a pretty entry-level book. If you've been around for a while, won't be new. And it doesn't reflect the thinking that goes on in top-tier AAA studios.

Having said that, it's a nice to have some articles about what indies are actually doing out there.

The other factor is there are few books to be found on this subject. Some blogs, sure, some articles in journals, but little you can buy that scratches that itch for this topic. This book
Viktoras Kornilovas
Feb 16, 2020 rated it really liked it
Interesting read involving numerous simple yet effective algorithms. Usually it’s better not to over engineer and the book explores just that. This simplicity comes at a cost, however, as some entire areas are missing. Particularly I’d liked terrain generation using gradient noises or assembling voxel terrains using marching cubes or surface nets. Maybe emergent patters like flocking or fractal animations. Overall it was a lovely easy read, but gems lie in simplicity isn’t it?
Nov 23, 2020 rated it liked it
Shelves: game-design, owned
A series of essays and articles on procedural content generation, explaining a ton of procedural generation systems and giving plenty of ideas for programming PCG for your own games (or just straight up stealing a method from this book).

Helped a lot with writing my Bachelor's thesis.
Herbert Wolverson
Dec 29, 2020 rated it it was amazing
This is an excellent overview of procedural generation techniques. It doesn't go into many implementation details, but serves as a wonderful source of ideas and inspiration for how to use procgen in game design & development. ...more
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