Universidade Federal De Pernambuco Potencial Empático

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Universidade Federal De Pernambuco Potencial Empático Universidade Federal de Pernambuco Centro de Artes e Comunicação | Departamento de Design Programa de Pós-Graduação em Design _ Potencial Empático Visual em Personagens Pixel Art: um Referencial de Design para Jogos Digitais Rowan Henrique Sarmento Silveira Recife, Junho de 2017 Universidade Federal de Pernambuco Centro de Artes e Comunicação | Departamento de Design Programa de Pós-Graduação em Design Potencial Empático Visual em Personagens Pixel Art: um Referencial de Design para Jogos Digitais Dissertação apresentada à banca de Pós-Graduação em Design da Universidade Federal de Pernambuco como requisito para a obtenção do grau de Mestre. Área de Concentração: Design de Artefatos Digitais. Rowan Henrique Sarmento Silveira Orientação | Prof. Dr. André M. M. Neves Recife, Junho de 2017 Catalogação na fonte Bibliotecária Nathália Sena, CRB4-1719 S587p Silveira, Rowan Henrique Sarmento Potencial empático visual em personagens Pixel Art: um referencial de design para jogos digitais / Rowan Henrique Sarmento Silveira. – Recife, 2017. 166 f.: il. Orientador: André Menezes Marques das Neves. Dissertação (Mestrado) – Universidade Federal de Pernambuco, Centro de Artes e Comunicação. Design, 2017. Inclui referências. 1. Personagens de vídeo game. 2. Pixel art. 3. Potencial empático. 4. Representação gráfica I. Neves, André Menezes Marques das (Orientador). II. Título. 794.8 CDD (22.ed.) UFPE (CAC 2017- 202) UNIVERSIDADE FEDERAL DE PERNAMBUCO PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN PARECER DA COMISSÃO EXAMINADORA DE DEFESA DE DISSERTAÇÃO DE MESTRADO ACADÊMICO DE Rowan Henrique Sarmento Silveira “Potencial Empático Visual em Personagens Pixel Art: um Referencial de Design para Jogos Digitais.” ÁREA DE CONCENTRAÇÃO: Planejamento e Contextualização de Artefatos. A comissão examinadora, composta pelos professores abaixo, sob a presidência do primeiro, considera o(a) candidato(a) Rowan Henrique Sarmento Silveira APROVADO. Recife, 27 de junho de 2017. Prof. André Menezes Marques das Neves (UFPE) Prof. Paulo Carneiro da Cunha Filho (UFPE) Prof. Rogério Junior Correia Tavares (UFRN) Agradecimentos Às pessoas que contribuíram para a produção deste trabalho: meus pais, Damião e Marta pelo apoio em todos os níveis para realizar meus estudos em outra cidade; a Felipe, Victor e Jéssica por todas as discussões produtivas e pelos ouvidos pacientes durante todo o processo; à equipe e ao corpo acadêmico do programa de pós-graduação em Design da Universidade Federal de Pernambuco, em especial ao professor André Neves pela confiança na execução desta pesquisa e pela orientação fornecida, bem como a professora Eva Rolim, por excelente material bibliográfico sugerido. Por último, gostaria de extender meus agradecimentos também aos professores Paulo Cunha e Roger Tavares por aceitarem com grande receptividade fazer parte da banca avaliadora, além de terem fornecido um precioso feedback na etapa de qualificação desta pesquisa. A todos os aqui citados e a outros tantos direta ou indiretamente envolvidos para a realização deste trabalho, o meu muito obrigado! Rowan Sarmento Junho de 2017 Resumo O Pixel Art é um estilo de representação visual nostálgico e simplificado, que remete aos primeiros jogos de videogame e que ainda hoje possui expressividade no mercado de jogos digitais, principalmente através do cenário indie. Caracterizado por baixas resoluções gráficas, seus jogos podem encontrar limitações em representar de forma plena a aparência de personagens, não fazendo uso de todo o seu potencial empático, que por sua vez, ajuda a expressar a personalidade da personagem e direcionar o olhar do jogador em relação à mesma, agindo como um importante elemento imersivo. Este trabalho visa, através de exploração bibliográfica e de casos representativos, resultar em um referencial de design que facilite a configuração de personagens nesse contexto. Para tanto, divide-se em três etapas: Na etapa introdutória (que envolve os três primeiros capítulos), são lançados os conceitos-base para a investigação proposta, partindo principalmente da definição do pixel art e a ação da empatia na relação entre personagem e jogador; a etapa investigativa envolve os três capítulos seguintes e revela-se como a mais determinante deste trabalho, onde são investigados elementos diversos para a construção empática da personagem pixel art, como (respectivamente) elementos expressivos do corpo humano, representação gráfica de personagens e artifícios configurativos passíveis de serem utilizados para alavancar seu potencial empático dentro do jogo. A terceira etapa engloba o último capítulo e a conclusão deste trabalho: trata-se da verificação de uso dos principais elementos investigados nos capítulos anteriores, partindo de um checklist de enunciados relevantes nos vinte jogos pixel art voltados a personagens mais baixados na plataforma on-line Steam (Março de 2017), no intuito de perceber a extensão de suas aplicações. Tal verificação traz um retorno positivo, de forma que foi possível observar a utilização de grande parcela dos elementos e artifícios explorados na configuração dos jogos analisados. Palavras chave: Personagens de videogame. Pixel art. Potencial empático. Representação gráfica. Abstract The Pixel Art is a simplified and nostalgic visual representation style dating back to the beginning of the gaming industry, with considerably expressiveness to the present day. Known for its low graphic resolutions, pixel art games may find some constraints in fully representing a character’s appearance,resulting in its low use of empathic potential. The emphatic potential improves the expressiveness of a character traits, therefore it directs the player’s gaze through their looks and behavior as a important immersion feature. This work aims to result in a design reference to facilitate configurative processes through a bibliographic and representative cases exploration. For that, it is split in three main steps: for the introductory one (involving the three first chapters), the necessary base-concepts are exploited for the proposed investigation, encompassing subjects such as pixel art definitions and the empathic relation between player and character; the second step is a investigative one: it embraces the three next chapters and reveals itself as the most important for this work, since it holds elements such as human expressive features, character graphic representation and representational tips for boosting character design by empathic perspective (respectively), resulting in configurative tactics for a design reference. The third step relates to both last chapter and conclusion of this work: it’s about a use verification of the main elements found throughout the research done on the previous chapters, by a checklist of relevant statements applied to twenty most-downloaded character-based pixel art indie games found on Steam on-line platform (on March, 2017). Such verification is taken in order to perceive the usage extension of the configurative tactics previously found, turning out as a positive feedback, since it was possible to verify the presence of a expressive amount of those tactics in the analyzed games. Keywords: Videogame characters. Pixel art. Empathic potential. Graphic representation. Lista de Figuras Figura 1 Exemplos de jogos brasileiros indie em pixel art 14 Figura 2 Gráfico: Potencial empático-visual em personagens pixel art 26 Figura 3 Uma mesma imagem em diferentes resoluções 28 Figura 4 Personagem Pikachu em pixel art 29 Figura 5 Exemplos de características do pixel art no videogame 31 Figura 6 Personagens Mario e Samus Aran em diferentes estilos gráficos 32 Figura 7 Exemplo de evolução gráfica do pixel art no videogame 34 Figura 8 Detalhe do jogo indie Passage (Jason Rohrer, 2007) 36 Figura 9 Jogos indie em pixel art 37 Figura 10 Personagens antropomórficas em jogos pixel art 43 Figura 11 Gráfico de modalidades de comunicação não-verbal 44 Figura 12 Expressões-base de Isbister (2006) 46 Figura 13 Expressões-base de Goldfinger (1991) 47 Figura 14 Sprites das personagens Proto Man e Mega Man 50 Figura 15 Supressão de detalhes faciais em personagens antagonistas 52 Figura 16 Representações do olhar em configurações pixel art 53 Figura 17 Representações da personagem Alucard 54 Figura 18 Elementos de pantomima na expressividade de personagens 55 Figura 19 Padrões de referência de estereótipos em personagens 57 Figura 20 Representações das personagens Guy e Samus Aran 60 Figura 21 Escala de abstração de uma figura bovina 64 Figura 22 Abstração e percepção empática 66 Figura 23 Sprites da personagem-jogável Pac-Man 68 Figura 24 Abstração conceitual de personagens 71 Figura 25 Abstração gráfica na representação principal 72 Figura 26 Figura humana em jogos 8-bit 75 Figura 27 Realismo e cartum no rosto humano 81 Figura 28 Proporções masculinas sugeridas por Loomis (1956) Figura 29 Metáforas visuais do cartum em expressões humanas 84 Figura 30 Exemplos de personagens cartum 85 Figura 31 Escala de universalidade de representação e abstração do cartum 86 Figura 32 O cartum e auto-imagem mental 86 Figura 33 Amplificação e direcionamento empático no cartum 88 Figura 34 A irreverência e liberdade do cartum 89 Figura 35 A personagem Mônica como cartum e pixel art 91 Figura 36 Expressões faciais em personagens pixel art 92 Figura 37 Cartunização da personagem Guy 93 Figura 38 Tipos de abstração por Mangá 97 Figura 39 Mescla de realismo e cartum em personagens pixel art 98 Figura 40 Arte conceitual no jogo Warlords (Atari, 1980) 103 Figura 41 Jogos indie e diferentes tipos de
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