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Game dynamicsbest practices in proce...
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Korn, Oliver.
Game dynamicsbest practices in procedural and dynamic game content generation /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Game dynamicsedited by Oliver Korn, Newton Lee.
Reminder of title:
best practices in procedural and dynamic game content generation /
other author:
Korn, Oliver.
Published:
Cham :Springer International Publishing :2017.
Description:
x, 177 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Video gamesDesign.
Online resource:
http://dx.doi.org/10.1007/978-3-319-53088-8
ISBN:
9783319530888$q(electronic bk.)
Game dynamicsbest practices in procedural and dynamic game content generation /
Game dynamics
best practices in procedural and dynamic game content generation /[electronic resource] :edited by Oliver Korn, Newton Lee. - Cham :Springer International Publishing :2017. - x, 177 p. :ill., digital ;24 cm.
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.
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.
ISBN: 9783319530888$q(electronic bk.)
Standard No.: 10.1007/978-3-319-53088-8doiSubjects--Topical Terms:
250160
Video games
--Design.
LC Class. No.: GV1469.3
Dewey Class. No.: 794.81
Game dynamicsbest practices in procedural and dynamic game content generation /
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edited by Oliver Korn, Newton Lee.
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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.
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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.
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Computer Science (Springer-11645)
based on 0 review(s)
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電子館藏
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000000138813
電子館藏
1圖書
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EB GV1469.3 G192 2017
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1 records • Pages 1 •
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http://dx.doi.org/10.1007/978-3-319-53088-8
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