Game Dynamics: Best Practices in Procedural and Dynamic Game Content GenerationOliver Korn, Newton Lee Springer, 29 бер. 2017 р. - 177 стор. This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge. |
Зміст
1 | |
2 Procedural Content Generation in the Game Industry | 14 |
An Advancement of the MDA Framework for Game Design | 27 |
4 Procedural Synthesis of Gunshot Sounds Based on Physically Motivated Models | 46 |
Quantifying the Effects of Competitive Versus Cooperative Attitudes | 71 |
6 FaceMakerA Procedural Face Generator to Foster Character Design Research | 94 |
7 A Primer on Procedural Character Generation for Games and RealTime Applications | 115 |
8 Procedural Terrain Generation A Case Study from the Game Industry | 133 |
The Quest of Meeting Shifting Design Goals with Flexible Algorithms | 151 |
174 | |
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Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation Oliver Korn,Newton Lee Попередній перегляд недоступний - 2018 |
Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation Oliver Korn,Newton Lee Попередній перегляд недоступний - 2017 |
Загальні терміни та фрази
acoustics Aesthetics algorithm application approach attitude pairings Audio avatar average face behavior biome challenge chapter cluster color competitive and cooperative create described effects enjoyed playing enjoyment environment example exergames expedition expressive range faceMaker facial female firearm flood fill game content game design game development Game Dynamics game industry game scenario game world game’s gameplay gamification gender pairings graph graphics grid gunshot sounds Human–Computer Interaction interface island iterative Korn main quest male MDA framework Mechanics Media mesh methods modular motivation muzzle blast narrative node parameters participants Perlin Perlin Noise player Player-Subject position procedural content projectile random recordings Renowned Explorers requirements Retrieved reverberation runtime scale shock wave Simplex Noise simulations social SpeedTree Springer International Publishing structure techniques terrain texture tiles Togelius Uncanny Valley University of Stuttgart Value Noise vertex video games visual Voronoi diagram