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between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design;
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between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design;
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to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from;
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filmmaking and content creation, a huge variety of analog story world design, eXtended realities, game design, and virtual reality (VR) design;
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filmmaking and content creation, a huge variety of analog story world design, eXtended realities, game design, and virtual reality (VR) design;
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-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years;
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of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game;
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grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge;
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grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge;
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, and applied design practices, narrative systems, storytelling technology, and humanities-inspired theoretical inquiry, empirical research and;
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Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and;
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Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game;
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This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and;
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This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and;
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How often have you heard anyone can design a game? While it seems like an easy job, game ideas are cheap and plentiful. Advancing those;
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and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by;
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and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by;
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, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the;
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Harness the power of procedural content generation to design unique games with Unity About This Book * Learn the basics of PCG;
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such as populating the game with enemies, adding treasures, and so on. You will acquire technical knowledge about procedural generation and;
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populating the game with enemies, adding treasures, and so on. You will acquire technical knowledge about procedural generation and tile-based;
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This is a guide to the basic storytelling principles essential for producing truly memorable video g;...
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, developers, game and narrative researchers, academics, undergraduate and graduate students studying storytelling, game design, gamification, and;
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alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design documentation;
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more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To;
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, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 24 papers presented in this 11th issue were;
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, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 17 papers presented in the 12th issue were;
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