Procedural Generation in Game DesignKey Characteristics -- METHOD 3: CONTINUOUSLY ESCALATING TOTAL -- Continuously Escalating Total Pseudocode -- Commentary -- Key Characteristics -- METHOD 4: HITPOINT PROGRESSION -- Hitpoint Progression Pseudocode -- Commentary -- Key Characteristics -- CONCLUSION -- 15: Generative Artwork -- TECHNIQUES -- PERCEPTION OF INTENT -- 16: Generative Art Toys -- BUILDING ART TOYS, FOR EXPERTS AND NOVICES -- EXPERIENCE OF ART TOYS -- TRADING CONTROL FOR POWER -- DESIGN AND CONSTRUCTION OF ART TOYS -- Inputs -- Data and Transformations -- Points and Rotations -- Connectivity and Meshes -- Gestural Curves -- Forces and Acceleration -- Rendering -- OUTSIDE THE GENERATOR: JUDGMENT, SHARING, AND CURATION -- CONCLUSIONS: CREATIVITY FOR ANYONE -- 17: Audio and Composition -- PROCEDURAL AUDIO IN SKIPPING STONES -- Sampling -- Pitch -- Implementation -- PROCEDURAL COMPOSITION IN SKIPPING STONES -- Beat -- Scale -- Steps -- Chords -- Motif and Repetition -- CONCLUSION -- 3: Procedural Narrative -- 18: Story and Plot Generation -- GRAMMARS AND STORY GRAMMARS -- GAME WORLD -- STORY MODEL -- RULE DESIGN -- SECONDARY REWRITE RULES -- GAME WORLD SIMULATION -- METRIC-GUIDED GENERATION -- CONCLUSIONS -- 19: Emergent Narratives and Story Volumes -- MOTIVATION -- THE VOICE IN THE MACHINE -- FIASCO: A CASE STUDY -- UNPACKING YOUR THEMES -- GRIST FOR THE NARRATIVE MILL -- 20: Poetry Generation -- 21: Characters and Personalities -- INTRODUCTION -- SOURCE MATERIAL -- REALIZATION -- Selecting Dialogue -- Layering Dialogue Features -- Character and World Interaction -- CREATION -- Orthogonal -- Mechanically Significant -- Easy to Communicate -- Meaningful in Combination -- RECURRING STRATEGIES -- Combining Output from Several Layers of Simulation or Gameplay -- Bringing Character into Every Interaction -- Juxtaposing Events and Interpretation -- Callbacks to Earlier Events |
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