MARC Record
Leader
001
003536693
003
BE-GnUNI
005
20250512205218.0
008
181012s2019 flu ||b |001 ||eng||
010
a| 2018048320
020
a| 9781138595309
q| (paperback : alk. paper)
040
a| Howest
042
a| pcc
050
0
0
a| QA76.76.C672
b| S543 2019
082
0
0
a| 794.8/1536
2| 23
084
a| 527.9
2| vsiso
245
0
0
a| Procedural storytelling in game design /
c| ed. by Tanya X. Short, Tarn Adams.
250
a| 2nd ed.
260
a| Boca Raton :
b| Taylor & Francis,
c| 2019.
300
a| XII, 392 p.: ill.
504
a| Includes bibliographical references and index.
520
a| This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World's finest guide for how to begin thinking about procedural design
650
4
a| Computer games
x| Design.
650
4
a| Level design (Computer science).
700
1
a| Short, Tanya X.,
d| ....-
0| (viaf)
700
1
a| Adams, Tarn,
d| ....-
0| (viaf)
852
4
b| HWPNT
c| PENTA
j| PENTA.527.9 SHOR 19
p| 100000001312
920
a| book