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Game Dynamics : Best Practices in Procedural and Dynamic Game Content Generation / edited by Oliver Korn, Newton Lee.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Korn, Oliver, editor.
Lee, Newton, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Language:
English
Subjects (All):
User interfaces (Computer systems).
Computational intelligence.
Application software.
User Interfaces and Human Computer Interaction.
Computational Intelligence.
Computer Appl. in Arts and Humanities.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computational Intelligence.
Computer Appl. in Arts and Humanities.
Physical Description:
1 online resource (X, 177 pages) : 92 illustrations, 77 illustrations in color
Edition:
First edition 2017.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2017.
System Details:
text file PDF
Summary:
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.
Contents:
Introduction
A Very Short History of Dynamic and Procedural Content Generation
Procedural Content Generation in the Game Industry
Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design
Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models
Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes
FaceMaker: A Procedural Face Generator to Foster Character Design Research
A Primer on Procedural Character Generation for Games and Real Time Applications
Procedural Terrain Generation: A Case Study from the Game Industry
Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms.
Other Format:
Printed edition:
ISBN:
978-3-319-53088-8
9783319530888
Access Restriction:
Restricted for use by site license.

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