Book Image

Procedural Content Generation for Unity Game Development

By : Ryan Watkins
Book Image

Procedural Content Generation for Unity Game Development

By: Ryan Watkins

Overview of this book

Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games. These concepts are put into practice using C# and Unity is used as the game development engine. This book provides the fundamentals of learning and continued learning using PCG. You'll discover the theory of PCG and the mighty Pseudo Random Number Generator. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity. This book also takes you through the full development of a 2D game. Starting with level generation, you'll learn how PCG can make the game environment for you. You'll move into item generation and learn the different techniques to procedurally create game items. Thereafter, you'll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game. Finally, you'll get to try out your new PCG skills on 3D terrain generation.
Table of Contents (18 chapters)
Procedural Content Generation for Unity Game Development
Credits
Disclaimer
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

About the Reviewers

Joshua Byrom has been programming and gaming for over two decades, and has written numerous articles on the subjects of game programming and artificial intelligence. Around the age of eight, he was introduced to computers by his father, which generated in him a deep interest for computer science, particularly computer programming.

Since then, Joshua has written code for companies such as BMC Solutions Inc., AutoTrader.com, and Elite Property Services LLC. He has also worked for the army, where he wrote genetic algorithms for the U.S. Military. Currently, he works as a software architect, where he develops and maintains web applications for local lawyers, realtors, and retailers.

In addition, Joshua writes programming articles for online publishing, runs a small business that creates and publishes independent mobile and web applications, and provides code consulting for indie start-ups.

Currently, Joshua is located in Newnan, GA, and when he isn't lost thousands of lines deep in code, he likes to read both prose and poetry, or play video games.

Michele Pirovano is a freelance game developer and game researcher based in Bergamo, Italy. He holds a PhD in computer science from the Politecnico di Milano, where he graduated with a thesis on the design of autonomous exergaming systems.

His main interest is the application of artificial intelligence, procedural content generation, and complex mathematical systems to video games. He has written many articles on the use of computational intelligence in games, and continues to investigate both serious games and applied AI.

He is also the founder of the independent one-man game development studio Curiosity Killed the Cat. He is currently working on .Age, a rogue-lite village simulation game. He also loves cats.

Till Riemer is a game developer from Germany. He is currently living in Copenhagen, where he is working on the upcoming RPG Expeditions: Viking at indie developer Logic Artists.

As a teenager, Till started to get into programming and has always been fascinated with the prospects of adaptive AI in video games. He joined the games industry as a programmer on the acclaimed RPG Blackguards at Daedalic in 2013, and recently received an MSc in games technology from the IT University of Copenhagen, where he conducted his master's thesis about the creation of procedural side quests for role-playing games. Previously, he received a BSc in computer science.

In his free time, he works on a side project called Drakk Navis, a ship-racing game for tablets, but also loves to sit down with a guitar once in a while. He is also part of the team organizing events for the Copenhagen Indie scene and has represented the Danish Global Game Jam organizers at GDC in 2015. You can follow him on Twitter at @TillRiemer.

Gennaro Vessio received the Laurea Magistrale degree in informatics from the Department of Informatics at the University of Bari, Italy. Currently, he is a PhD student of the same department. His research is currently focused on the application of formal methods to the design and analysis of routing protocols for mobile ad hoc networks.

Concerning procedural content generation, he investigated, together with other colleagues, a grammar-based approach to the procedural generation of the environment of an endless game.