Game Dynamics Best Practices in Procedural and Dynamic Game Content
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
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Game Dynamics Best Practices in Procedural and Dynamic Game Content Generation
Game Dynamics
Oliver Korn Newton Lee •
Editors
Game Dynamics Best Practices in Procedural and Dynamic Game Content Generation
123
Editors Oliver Korn Offenburg University Offenburg Germany
ISBN 978-3-319-53087-1 DOI 10.1007/978-3-319-53088-8
Newton Lee Newton Lee Laboratories, LLC Tujunga, CA USA
ISBN 978-3-319-53088-8
(eBook)
Library of Congress Control Number: 2017931534 © Springer International Publishing AG 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Contents
A Very Short History of Dynamic and Procedural Content Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Blatz and Oliver Korn Procedural Content Generation in the Game Industry . . . . . . . . . . . . . . Alba Amato
1 15
Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design . . . . . . . . . . . . . . . . . . . . . . . . Wolfgang Walk, Daniel Görlich and Mark Barrett
27
Procedural Synthesis of Gunshot Sounds Based on Physically Motivated Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hüseyin Hacıhabiboğlu
47
Dynamic Player Pairing: Quantifying the Effects of Competitive Versus Cooperative Attitudes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gerry Chan, Anthony Whitehead and Avi Parush
71
FaceMaker—A Procedural Face Generator to Foster Character Design Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Valentin Schwind, Katrin Wolf and Niels Henze
95
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