Procedural Storytelling in Game Design

2nd Edition

Tanya X. Short, Tarn Adams

A K Peters/CRC Press
April 3, 2019 Forthcoming
Reference - 396 Pages - 8 B/W Illustrations
ISBN 9781138595309 - CAT# K387271


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This book is an edited collection of chapters, each covering an aspect of video game development called procedural generation. This approach to development means that the games themselves create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. The reader will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Examines content and system creation. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.


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
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