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Procedural Generation in Game DesignProcedural Generation in Game Design

Procedural Generation in Game Design

Tarn Adams, Tanya Short

3.0(2)on Hardcover

About this book

Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.

Details

OL Work ID
OL25032997W

Subjects

Computer games, designLevel design (Computer science)Computer gamesDesign

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HardcoverOpen Library
Book data from Open Library. Cover images courtesy of Open Library.