Preface
Section I Procedural Generation
Chapter 1 ◾ When and Why to Use Procedural Generation
Darren Grey
Chapter 2 ◾ Managing Output: Boredom versus Chaos
Kenny Backus
Chapter 3 ◾ Aesthetics in Procedural Generation
Liam Welton
Chapter 4 ◾ Designing for Modularity
Jason Grinblat
Chapter 5 ◾ Ethical Procedural Generation
Dr. Michael Cook
Section II Procedural Content
Chapter 6 ◾ Level Design I: Case Study
Chris Chung
Chapter 7 ◾ Level Design II: Handcrafted Integration
Jim Shepard
Chapter 8 ◾ Level Design III: Architecture and Destruction
Evan Hahn
Chapter 9 ◾ Cyclic Generation
Dr. Joris Dormans
Chapter 10 ◾ Worlds
Dr. Mark R. Johnson
Chapter 11 ◾ Puzzles
Danny Day
Chapter 12 ◾ Procedural Logic
Ben Kane
Chapter 13 ◾ Artificial Intelligence
Mark R. Johnson
Chapter 14 ◾ Procedural Enemy Waves
Wyatt Cheng
Chapter 15 ◾ Generative Artwork
Loren Schmidt
Chapter 16 ◾ Generative Art Toys
Kate Compton
Chapter 17 ◾ Audio and Composition
Bronson Zgeb
Section III Procedural Narrative
Chapter 18 ◾ Story and Plot Generation
Ben Kybartas
Chapter 19 ◾ Emergent Narratives and Story Volumes
Jason Grinblat
Chapter 20 ◾ Poetry Generation
Harry Tuffs
Chapter 21 ◾ Characters and Personalities
Emily Short
Section IV The Procedural Future
Chapter 22 ◾ Understanding the Generated
Gillian Smith
Chapter 23 ◾ Content Tools Case Study
Kepa Auwae
Chapter 24 ◾ Automated Game Tuning
Aaron Isaksen
Chapter 25 ◾ Generating Rules
Dr. Michael Cook
Chapter 26 ◾ Algorithms and Approaches
Brian Bucklew
Chapter 27 ◾ Meaning
Dr. Mark R. Johnson
INDEX
Tanya X. Short is the director of Kitfox Games, the indie game
studio behind Moon Hunters and Shattered Planet. Previously, she
worked as a designer at Funcom Games on The Secret World and Age of
Conan: Hyborian Adventures. In her spare time, she acts as the
co-director of Pixelles, a non-profit helping more women make
games.
Tarn Adams is best known as the developer of Dwarf Fortress since
2002 with his older brother Zach. He learned programming in his
childhood, and designed computer games as a hobby until he quit his
first year of a mathematics post doctorate at Texas A&M to
focus on game development in 2006.
Short, director of KitFox Games, and Adams, the independent
co-creator of the popular game Dwarf Fortress, have edited a
substantial collection of essays providing concepts and practical
application of procedurally generated content and algorithms for
game design purposes. Procedural generational the method of
creating data via algorithm rather than by hand—is a principle
developers can harness to allow the game to generate its own
content (settings, objects, and stories) using a series of rules.
This method can result in considerable savings over the more
traditional game design. Unlike Procedural Content Generation in
Games (Shaker, Togelius, Nelson, 2016), the material here is
authored by independent developers (with one exception from
Blizzard Entertainment), so the information is more accessible and
actionable. The book should enable game developers evaluating
procedural generation for their games to make an informed decision
whether or not to use it. Those with a background in computer
science or who are already using procedural generation may learn
something new from the contributors’ experiences and
methodologies.
--A. Chen, Cogswell CollegeSumming Up: Recommended. Upper-division
undergraduates through faculty and professionals.
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