
Roguelike Radio Episode 137: Book on Procedural Generation in Game Design
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Jun 18, 2017 Tarn Adams, co-creator of Dwarf Fortress, Tanya X Short, co-founder of Kitfox Games, and Mark Johnson, a games academic and developer, dive into their new book on procedural generation in game design. They discuss the origins of the book, the careful selection of contributors, and the balance between academic and practical insights. Topics include the use of AI in games, unique chapters like ethical PCG, and the challenges faced by high-budget titles. Their practical tips on when to employ procedural generation are sure to enlighten game designers.
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Episode notes
Curate Authors By Strengths
- Curate contributors who have practical experience and passion for the topic.
- Ask targeted authors for specific chapters and let them write from their strengths.
Natural Sectioning Emerged From Authors
- Procedural generation topics naturally grouped into hands-on content, narrative, and future research.
- Following authors' passions produced a coherent four-section structure.
Edit Authors Respectfully But Firmly
- Let authors draft freely then follow up with targeted edits and suggestions.
- Be prepared for varied quality and to do substantive editing on some chapters.











