Eden – Narrativa, Interação E Imersão

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Eden – Narrativa, Interação E Imersão Universidade de Brasília Instituto de Artes Departamento de Design Eden – Narrativa, Interação e Imersão Gustavo Magalhães dos Santos Felipe Brasília – DF 2015 Gustavo Magalhães dos Santos Felipe EDEN – NARRATIVA, INTERAÇÃO E IMERSÃO Relatório apresentado ao Departamento de Desenho Industrial da Universidade de Brasília – UnB como requisito parcial para aprovação na Diplomação em Programação Visual, orientado pelo professor Tiago Barros. Brasília - DF 2015 AGRADECIMENTOS Agradeço à minha família, especialmente meus pais, que sempre apoiaram e apoiam minhas ambições profissionais, assim como sempre me aconselharam sobre tudo de grande importância tanto nesta área quanto em várias outras. Agradeço também a todos os meus amigos que ajudaram com ideias e conselhos, especialmente a Luis Cláudio Brito Batista, por estar presente em todos os momentos do projeto, desde sua concepção até a apresentação final, pois sem ele este projeto não seria possível. Gostaria de agradecer também ao meu orientador Tiago Barros Pontes e Silva, por seus concelhos, atenção e dedicação em todos os momentos. Graças a sua orientação foi possível direcionar o projeto pelos melhores caminhos, otimizando-o da melhor forma possível. Agradecemos também à banca avaliadora deste projeto, Pedro Cataldi e Rafael Pereira de Araújo, pois suas observações me deram a possibilidade de melhorar ainda mais o projeto, tanto em seu relatório, quanto em sua composição. RESUMO O seguinte projeto de diplomação propõe a criação de um jogo digital em três dimensões que tem seu foco no desenvolvimento da narrativa e na imersão do jogador por meio desta narrativa, da jogabilidade e da vinculação de seu emocional com a história e as personagens envolvidas na trama. Este projeto foi desenvolvido por meio de uma metodologia não-linear em que foram feitas pesquisas referentes a quesitos conceituais e contextuais do meio dos jogos, seguindo para um desenvolvimento visual e narrativo com o objetivo de promover e evidenciar a vinculação emocional do jogador, promovendo imersão do jogador. No jogo desenvolvido, o jogador vive a história de um rapaz que luta para sobreviver em um mundo vítima de um cataclisma acontecido há centenas de anos. Ao explorar um determinado local e encontrar uma menina que parece ter vindo do mundo antigo, parte em uma jornada para restaurar o planeta com a ajuda desta menina e seus poderes misteriosos. Palavras-chave: design; design de jogos; narrativa; imersão; experiência. LISTA DE IMAGENS Figura 1. Tétrade Elemental…………………………………………………………………...5 Figura 2. Shadow of the Colossus…………………………………………………………..12 Figura 3. Ico....................................................................................................................13 Figura 4. Exemplo de High Poly......................................................................................16 Figura 5. Exemplo de Low Poly ......................................................................................18 Figura 6. Exemplo de Mapa de Normal...........................................................................19 Figura 7. Exemplo de Rigging.........................................................................................20 Figura 8. Super Mario Bros. ...........................................................................................22 Figura 9. Sonic the Hedhehog 3......................................................................................22 Figura 10. Mark of the Ninja…………………………………………………………………23 Figura 11. Metroid Zero Mission……..............................................................................24 Figura 12. Castlevania: Symphony of the Night……………………………………………24 Figura 13. Painel de referências de Personagem...........................................................29 Figura 14. Painel de Referências de Companheiro Animal.............................................32 Figura 15: Painel de Referências de Criaturas...............................................................35 Figura 16. Painel de Referências de Ambiente e Cenário...............................................38 Figura 17. Painel de Referências de Estilo Gráfico.........................................................41 Figura 18. Rascunhos de Personagem – Abel................................................................54 Figura 19. Conceito Final – Abel.....................................................................................56 Figura 20. Rascunhos de Personagem – Aruna.............................................................59 Figura 21. Rascunhos de Personagem – Bow................................................................62 Figura 22. Highpoly Abel................................................................................................64 Figura 23. Controle de Xbox...........................................................................................66 Figura 24. Fluxograma da Primeira Fase........................................................................68 Figura 25. Linhas Guia para Estudo de Trine 2...............................................................72 Figura 26. Linhas Guia para Estudo de Trine 3...............................................................74 Figura 27. Rascunhos Primeira Fase – Antecâmara.......................................................75 Figura 28. Montagem do Cenário da Primeira Fase........................................................77 SUMÁRIO 1. Introdução....................................................................................................................1 2. Método.........................................................................................................................3 3. Jogos e Game Design.................................................................................................4 3.1. O que é jogo.............................................................................................................4 3.2. Diversão e jogos.......................................................................................................8 3.3. Narrativa nos jogos...................................................................................................9 3.4. Design subtrativo....................................................................................................11 4. Tecnologia, estilo de jogo e mecânicas.....................................................................15 4.1. Motor gráfico ou engine...........................................................................................15 4.2. Jogos em 3D............................................................................................................16 4.3. Estilo de jogo...........................................................................................................21 5. Público-alvo...............................................................................................................26 6. Pesquisas por Referências........................................................................................27 6.1. Referências de personagens..................................................................................27 6.1.1. Personagens humanos........................................................................................27 6.1.2. Companheiro animal............................................................................................31 6.2. Referências de criaturas.........................................................................................34 6.3. Referências de atmosfera e cenário.......................................................................37 6.4. Referências de estilo..............................................................................................40 7. Background e História dentro do jogo.......................................................................43 7.1. Primeira Versão......................................................................................................43 7.2. Segunda Versão - Background Final......................................................................46 7.3. História In-game.....................................................................................................47 8. Criação das Personagens.........................................................................................48 8.1. Personas.................................................................................................................49 8.1.1. Persona – Abel....................................................................................................50 8.1.2. Persona – Aruna..................................................................................................52 9. Desenvolvimento Gráfico das Personagens..............................................................54 9.1. Conceito Visual - Abel ...........................................................................................54 9.2. Conceito Visual – Aruna.........................................................................................58 9.3. Conceito visual – Bow............................................................................................61 9.4. Modelo 3D..............................................................................................................63 10. Definição das Mecânicas e Controles de Jogo........................................................65 11. Level design.............................................................................................................67
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