Introdução a Jogos Digitais Yuri Karan Benevides Tomas Local: Sala 3 - Bloco A

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Introdução a Jogos Digitais Yuri Karan Benevides Tomas Local: Sala 3 - Bloco A Introdução a Jogos Digitais Yuri Karan Benevides Tomas Local: Sala 3 - Bloco A ● Local: Sala 3 - Bloco A ● 5 dias de aula ○ 10 aulas ○ 2 por dia Cronograma Avaliações T1 - Trabalho 1: Jogos indies T2 - Trabalho 2: Princípios de game design S - Seminário: Tipos de jogos Nota = (T1 + T2 + S) / 3 Ementa ● Definição de jogos digitais ● Princípios de game design ● Fases de produção de um jogo digital ● Tipos de jogos ● Segmentos e público Horário de atendimento ● Combinar com os alunos ● Sugestão ○ Terça-feira das 17h05min às 18h30min Aula introdutória Professor Yuri Karan Benevides Tomas Antes de mais nada... Começando do começo O que é um jogo? O que é um jogo digital? Vamos discutir ● O que é um jogo? ● O que faz um jogo ser um jogo? ● O que é um jogo digital? Elementos presentes em jogos ● Interatividade ○ Mecânicas ● Regras ○ Objetivos ● O que mais? Matéria IGN Brasil [1] ● Ensaio sobre definição de jogo e sobre os “filmes interativos” ○ Heavy Rain Homo ludens - Johan Huizinga ● Livro escrito em 1938 ● Discute a cultura dos jogos na sociedade e sua importância Homo ludens - Johan Huizinga “Muito antes da configuração digital em que vivemos hoje, o autor desenvolveu um trabalho bastante detalhado sobre a relação do jogo com as diversas áreas de atuação do homem, como a política, a guerra, a religião, o folclore, ou seja as manifestações culturais que se dão em diferentes épocas e contextos. Não há dúvidas de que precisamos adequar algumas questões apresentadas por Huizinga, graças à já comentada evolução tecnológica, mas o texto aponta caminhos para uma descoberta maravilhosa.” - Cadu, Blog Jogos Digitais. O Início Spacewar! ● Desenvolvido para TX-0 ● 1961 ○ Finalizado em 1962 ● Motivação ○ Demonstrar as capacidades do computador ● Tamanho: 2KB ● Primeiro jogo digital? ○ Relativo Computer Space ● Criado em 1971 ● Nolan Bushnell e Ted Dabney ● Criação da Atari em 1972 ● Não fez muito sucesso Pong ● 1972 ● Al Alcorn entra para a Atari ● Cria um jogo para arcade chamado Pong ● Popularização dos jogos eletrônicos Ascensão ● A cada Natal as vendas de jogos e consoles só aumentava ○ Cada vez mais jogos produzidos ○ Mais consoles no mercado Queda ● Venda de jogos ○ 1983 - US$ 3,2 bi ○ 1985 - US$100 mi ○ Queda de 97% ● Fatores ○ Mercado saturado de jogos e consoles ○ Competição dos PCs ■ Surgimento do Apple II e o Comodore ○ Muitos jogos sem qualidade Atari: Game Over ● Conta a história da ascensão e queda da empresa ○ Criação ○ Filosofia ○ Crescimento ○ Tomadas de decisão ○ Crise do mercado de jogos Poderia ter sido o fim ● O foco do mercado de jogos saiu dos Estados Unidos para o Japão ● Ascensão da Nintendo ● Famicom / Nintendo Entertainment System (NES) ○ 1983 - Japão ○ 1985 - Estado Unidos ○ 1986 - Europa ● Novo padrão de licenciamento de desenvolvedores third-party Video Game - The Movie ● Conta a história do mercado de jogos ○ Inovações ao longo do tempo ○ Reflexos na jogabilidade e enredo ● Perspectivas do futuro ● Participação de diversos produtores e designers de jogos famosos Um breve salto O mercado atual Informações sobre a indústria hoje Mercado nacional A produção brasileira de jogos digitais Quantas mulheres estão presentes nesta turma? Mulheres gamers no Brasil [2] Informação irrelevante? Pesquisas são importantes ● Análise do tipo de jogo e seu respectivo público ○ Smartphone ■ Android x iOS ○ Homens x Mulheres ○ Regiões do mundo diferentes ■ Culturas diferentes ■ O que agrada uns pode ofender a cultura do outro ● Exemplo ○ A escolha do sexo do protagonista ■ Qual a proporção de protagonistas femininas nos jogos? ● Qual era a proporção dez anos atrás? ○ Fator China Para mais detalhes: ● Daqui há pouco ○ Aula sobre monetização com o professor Thiago Estúdios e funções Estrutura típica de um time de desenvolvimento ● Projetam e desenvolvem o software que faz o jogo e as ferramentas utilizadas para criá-lo. ○ Podem ser desenvolvedores especializados ■ Inteligência artificial; ■ Áudio; ■ Física e colisão; Desenvolvedores ■ entre outros. ● Produzem todo o visual e áudio contidos no jogo ○ Artistas conceituais; ○ Modeladores 3D; ○ Artistas de textura; ○ Animadores; ○ Captura de movimentos; ○ Designer de som; ○ Dubladores; ○ Entre outros. Artistas Game ● Projeta a parte interativa do jogo ○ Experiência do jogador Designer ○ Gameplay ● Game Designer chefe ○ Macro visão: arco da história, sequência de capítulos, entre outros. ● Outros: ○ Escritores ■ Enredo ○ Level Design ● Não há um consenso quanto a função de um produtor. ● Contato entre o time de desenvolvimento (programadores e artistas) e o setor voltado ao business da empresa. ● Em algumas empresas faz o trabalho de gerenciar o cronograma e os recursos humanos ○ Um gerente de projetos Produtor Variações ● A estrutura do time de desenvolvimento dependerá do tipo de jogo a ser desenvolvido e do tamanho do time ○ Novas funções podem aparecer em estúdios grandes ○ Funções podem não ser necessárias em estúdios pequenos ○ Funcionários podem possuir mais de uma função ■ Diretor + game designer + artista Game Engine Architecture - Jason Gregory ● Descreve diversos elementos presentes no desenvolvimento de jogos. ● Foco em motores de jogo Outros termos Fabricantes de consoles x Estúdios ● First party ○ Estúdio pertencente a própria fabricante ou a uma subdivisão ■ Polyphony Digital ● Second party ○ Estúdio independente da fabricante com alguma parceria com ela ■ Game Freak, Kojima Productions ● Third party ○ Estúdio totalmente independente da fabricante ■ Ubisoft Publisher ● Vantagens ○ Marketing ○ Contato com varejistas ○ Expertise ● Diminuição da necessidade de distribuição física dos jogos ○ Um motivo a menos para que um estúdio necessite de uma publisher Indie games Cenário ● Evolução da estrutura da Internet no mundo ● Surgimento de serviços de distribuição digital como: ○ 2002 - Xbox Live ○ 2003 - Steam ○ 2006 - Playstation Network (PSN) ○ 2008 - Google Play (Antigamente chamado de Android Market) ○ 2011 - Origin ○ Entre outras Cenário ● Facilidade de comunicação ■ Redes sociais ■ Plataformas de compartilhamento de portfólio e de trabalho ● Behance ● Unity Asset Store ● Possibilidade de trabalhos à distância ● Aparecimento de ferramentas de desenvolvimento como Unity e Blender ○ Eliminando a possibilidade da criação de um motor de jogo próprio ○ Aumentando a produtividade Indie games ● Independent games ● Jogo criado sem apoio financeiro de uma publisher ou de terceiros ○ Sem restrição criativa ○ Geralmente projetos de baixo orçamento ■ Muitas vezes implica em escopo limitado ● Times de desenvolvimento menores do que as tradicionais ○ Funcionários multifuncionais ■ Produtor + Desenvolvedor + artista + game designer ○ Bom em tudo, especialista em nada Alguns exemplos ● 2008 - Braid ● 2008 - Spelunky ● 2008 - World of Goo ● 2009 - Minecraft ● 2010 - Super Meat Boy ● 2010 - Limbo ● 2011 - Bastion ● 2012 - Fez Indie Game - The Movie ● Mostra diversos momentos da produção de alguns jogos indies como: ○ Braid ○ Super Meat Boy ○ Fez ● Produções de alto risco ○ Pouquíssimos recursos financeiros ○ No máximo duas a três pessoas produzindo ○ Projetos de longa duração ○ O fracasso não era opção ■ Sem dinheiro para tocar um projeto futuro Indie Game - Life After ● Mostra a vida dos protagonistas de Indie Game - The Movie dois anos após o primeiro documentário ● Também apresenta outros criadores de jogos Desenvolvedor indie virou o novo roqueiro ● Todos querem montar sua banda ● Mostrar seu som ● Alcançar o sucesso Indie bubble ou indiepocalypse ● Todos acham que podem ser o próximo Minecraft ● Quantidade de jogos indie lançados aumentou consideravelmente ○ Maior concorrência ○ Mais difícil se destacar nas lojas ● Nem todos os sonhadores se preparam o suficiente antes de agir What Do We Mean When We Say Indiepocalypse? [3] ● Apresentação na GDC ○ Game Developers Conference ● Analisa os dados coletados pela Steam Spy Trabalho 1 Trabalho 1 ● Dissertar sobre o indiepocalypse Dicas: ○ Argumentar ○ Defender a sua existência ● Google ○ Contestar ○ Indiepocalypse ● Escrever um texto de no mínimo 30 linhas ■ Apocalipse indie ● Vídeo de ao menos 7 minutos ○ Indie bubble ■ Bolha indie ● Steam Spy ● Gama Sutra ● Entrega: 11/04 ([email protected]) ● Steam ● Assunto do e-mail: “T1 Introdução Jogos” Jogos sérios ● Conteúdo educacional ● Treinamento ● Exemplo: ○ Treinamento e simulação ○ Educação ○ Advergames Unity 2014 Cross Industry Highlight Reel [4] ● Vídeo demonstrando algumas aplicações de jogos sérios Motores de jogos Motores de jogos ● Software para facilitar o desenvolvimento de jogo ● Adiciona uma camada de abstração ● Entre os recursos disponíveis ○ Renderização ○ Física ○ Animação ○ IA ○ entre outros Sem um motor de jogo ● Parte do foco do desenvolvimento deixaria de ser o jogo em si ○ Perda de foco / Distração ○ Maior tempo gasto ■ Necessidade de orçamento maior ○ Time de desenvolvimento maior Unity [5] ● Curva de aprendizado menor ○ Grande comunidade ■ Tutoriais, documentação, etc. ■ C# é mais fácil de aprender do que C++ ● Em C++ o programador tem mais controle sobre o código ○ Alocação de memória ○ Garbage collector ● Em C# algumas coisas são feitas automaticamente ● Comercialização pioneira ○ Existência de uma versão grátis muito antes concorrentes Como ganham grana Jogos ● Super Hot ● Ori and the Blind Florest ● Cities: Skylines ● Kerbal Space Program ● Firewatch ● Cuphead ● Gang Beasts ● Broforce ● Hearthstone Made with Unity [6] ● Site do próprio Unity ● Reune uma lista de jogos feitos com Unity Unreal Engine 4 [7] ● Epic Games ● C++ ● Maior comunidade ● Melhor suporte
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