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short tanya x. (curatore); adams tarn (curatore) - procedural storytelling in game design

Procedural Storytelling in Game Design

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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 04/2019
Edizione: 1° edizione





Note Editore

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




Sommario

FOREWORD: CHRIS AVELLONE SECTION 1 Introduction CHAPTER 1 ¦ Getting Started with Generators DR. KATE COMPTON CHAPTER 2 ¦ Keeping Procedural Generation Simple DARIUS KAZEMI CHAPTER 3 ¦ Generated Right in the Feels JILL MURRAY CHAPTER 4 ¦ Adapting Content to Player Choices JURIE HORNEMAN CHAPTER 5 ¦ Ethical Procedural Generation DR. MICHAEL COOK SECTION 2 Structure and Systems CHAPTER 6 ¦ Retrospective: Murder on the Zinderneuf (1983) JIMMY MAHER CHAPTER 7 ¦ Designing for Narrative Momentum JON INGOLD CHAPTER 8 ¦ Curated Narrative in Duskers TIM KEENAN AND BENJAMIN HILL CHAPTER 9 ¦ Uncanny Text: Blending Static and Procedural Fiction KEVIN SNOW CHAPTER 10 ¦ Dramatic Play in The Sims DANIEL KLINE CHAPTER 11 ¦ Memorable Stories from Simple Rules in Curious Expedition RIAD DJEMILI CHAPTER 12 ¦ Amplifying Themes and Emotions in Systems DANIEL COOK CHAPTER 13 ¦ Emergent Narrative in Dwarf Fortress TARN ADAMS CHAPTER 14 ¦ Heavily Authored Dynamic Storytelling in Church in the Darkness RICHARD ROUSE III SECTION 3 Worlds and Context CHAPTER 15 ¦ Generating Histories JASON GRINBLAT CHAPTER 16 ¦ Procedural Descriptions in Voyageur BRUNO DIAS CHAPTER 17 ¦ Generating in the Real World MX. LAZER-WALKER CHAPTER 18 ¦ Dirty Procedural Narrative in We Happy Few ALEX EPSTEIN CHAPTER 19 ¦ Beyond Fun in Frostpunk MARTA FIJAK AND JAKUB STOKALSKI CHAPTER 20 ¦ Procedural Storytelling in Dungeons & Dragons STEVEN LUMPKIN SECTION 4 Characters CHAPTER 21 ¦ Maximizing the Impact of Generated Personalities TANYA X. SHORT CHAPTER 22 ¦ Procedural Characters in State of Decay 2 GEOFFREY CARD, JØRGEN TJERNØ, AND MATTHEW BOZARTH CHAPTER 23 ¦ Plot Generators ADAM SALTSMAN CHAPTER 24 ¦ Generating Personalities in The Shrouded Isle JONGWOO KIM CHAPTER 25 ¦ Dialog ELAN RUSKIN SECTION 5 Resources CHAPTER 26 ¦ Tarot as Procedural Storytelling CAT MANNING CHAPTER 27 ¦ Things You Can Do with Twitterbots GEORGE BUCKENHAM CHAPTER 28 ¦ Creating Tools for Procedural Storytelling EMILY SHORT




Autore

Tanya X. Short is the director of Kitfox Games, the 4-person 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 has been designing computer games as a hobby. He quit his first year of a mathematics post doctorate at Texas A&M to focus on game development in 2006.










Altre Informazioni

ISBN:

9781138595309

Condizione: Nuovo
Dimensioni: 9.25 x 6.25 in Ø 1.29 lb
Formato: Brossura
Illustration Notes:8 b/w images, 16 tables and 66 halftones
Pagine Arabe: 392
Pagine Romane: xvi


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