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Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Directorio de la Universidad NUESTRA PORTADA Diseño: Luis Joaquin Aguirre Figueroa Dr. Heriberto Grijalva Monteverde RECTOR Directorio de la Revista Dra. Arminda Guadalupe García de León Peñúñuri VICERRECTORA DE LA UNIDAD REGIONAL CENTRO Dr. Enrique Fernando Velázquez Contreras RESPONSABLE DE PROYECTO SECRETARIO GENERAL ACADÉMICO D.C.G Andrés Abraham Elizalde García, M.E. CREATIVIDAD M.C. María Magdalena González Agramón América Enríquez Galaz SECRETARIA GENERAL ADMINISTRATIVA Yadira Mendoza Salazar Dr. Rosario Fortino Corral Rodríguez LOS 10 + Arlette Rocio Murrieta Lamadrid DIRECTOR DE LA DIVISIÓN DE BELLAS ARTES Y HUMANIDADES Rosa Alba Bustamante Tánori Alejandra Gonzalez Montijo Ing. Heriberto Encinas Velarde Luiana Elizabeth Rodriguez Marquez JEFE DE DEPARTAMENTO DE ARQUITECTURA Y DISEÑO IN_TEC Ramón Arturo Flores Rodríguez M.C. Mónica Aguilar Tobín Fatima Michelle Samaniego Arvizu COORDINADORA DE LA LICENCIATURA DE DISEÑO GRÁFICO CONOCE A Adilene Aguilar Galvez Cynthia Edith Gárate Sánchez Irasema Valenzuela Sánchez Punto y Línea GRÁFICOS SOCIALES Clara Fernanda Landeros Escobedo ILUSTRACIÓN Brianda Maldonado Esquer Susana Ivonne Amaya Yocupicio Volumen 4, No. 1, Enero-Marzo 2015 Publicación trimestral editada por la Universidad de TENDENCIAS Sonora, a través del Departamento de Arquitectura y Fernanda Coronel Torres Danitza Angelica Palacios Careaga Diseño Gráfico. Blvd. Luis Encinas y Rosales s/n. Col. Ana Luz Rábago Torres Centro. C.P. 83000, Hermosillo, Sonora. Tel. 259-21-78 y 80. FOTOGRAFÍA Victor Manuel Navarro Morales Impreso en los talleres del Departamento de Arquitectura Luz Ivette Cruz Arreola y Diseño de la Universidad de Sonora. Este número se terminó de editar el 24 de Noviembre del 2014. Tiraje: LA BOMBILLA Luis Joaquin Aguirre Figueroa 150 ejemplares. Daniela Itzel Cadena Badilla Comentarios y colaboraciones al celular 662 149 87 55 con Andrés Elizalde o al correo andres.elizalde@guaymas. uson.mx Diseño y Videojuegos Misión El tema central de este número nace de la inquietud de mostrar algunos de los aspectos que relacionan directamente la actividad del diseño con los juegos de video, que van desde el simple gusto por explorar la Fomentar la cultura del diseño gráfico en nuestra aventura del videojuego, hasta conocer y diseñar para sociedad mediante la investigación y el trabajo en este medio. Es en la década de los setenta cuando nace el ping pong equipo, con artículos que promuevan la creatividad y la en arcade y para televisión (el cual es motivo de nuestra retroalimentación, de forma que permita a los alumnos portada). A partir de ahi va mejorando en resolución y aplicar sus conocimientos en la práctica profesional. colores comenzando por el monocromático y llegando hasta los millones de colores que vemos en la actualidad. También los recursos y la tecnología van creciendo y retomamos parte de este avance en la sección Intech, Visión donde se muestra la hiperrealidad y la forma más avanzada del control, el cual ahora lo podemos hacer con los ojos. Lo que inspira a los creativos, la evolución de los Ser reconocida como la mejor revista de diseño gráfico caracteres, los ilustradores de videojuegos, los fotógrafos que se han dedicado de lleno a esta actividad, los a nivel universitario, en diseño, impresión y contenido, y ganadores de los premios Game Awards y un papercraft que sea la plataforma para el desarrollo de talento de los de Yoshi nos llevan por un recorrido en este recorrido que estudiantes de la División de Humanidades y Bellas Artes a muchos diseñadores inspira: los videojuegos. de la Universidad de Sonora. - Editorial Punto y Línea. 4 InspiraciónCREATIVIDAD para los creativos Siempre nos han dicho que para crear algo hay que inspirarse, pero a los creativos de los videojuegos ¿Qué los inspira? Como sabemos existen varias categorías de videojuegos y para cada una de ellas la inspiración ha sido un poco dife- rente, es por ello que a continuación te mencionamos unas cuantas de las categorías que existen y te decimos en qué se han inspirado algunos de los creativos. ARCADE Vienen siendo los rompebloques, laberintos, de velocidad y los que son con camino de obstáculos; como por ejemplo el conocidísimo Pacman que fue creado por Toru Iwatani para Namco en 1979, para el cual se inspiró en un antiguo cuento japonés para la idea del juego, y la figura de Pacman, dice haberla tomado de una pizza a la que le faltaba un trozo. El nombre origi- nal era Puckman, que procede de la palabra japonesa que significa el movi- miento de la boca al masticar, lo que va haciendo nuestro comecocos durante el juego. PELEAS Donde se incluyen combates directos entre los per- sonajes, usando los puños o armas, un ejemplo de ésta categoría es Tekken donde la mayoría de los per- sonajes están basados en famosos actores de artes marciales, con los que tienen mucha semejanza tanto en el físico como en el estilo de lucha, como por ejemplo: Lei Wulong (Jackie Chan), Yoshimitsu (Predator o Depredador), Eddy (Cesar Carneiro), Raven (Wesley Snipes en Blade), entre otros, cabe mencionar que otros juegos como Mortal Kombat y Street Fighter también basaron varios de sus perso- najes en actores reales. AVENTURA DE ACCIÓN Dentro de éste género entra Silent Hill, han decla- rado que son admiradores del filme Jacob’s Ladder y su técnica de inducir miedo a través de un nivel de percepción más psicológico. Para los primeros cuatro juegos fueron notables influencias los libros de Stephen King, Dean Koontz y Kunio Yanagita, los filmes de David Lynch, Stanley Kubrick y Alejandro Jodorowsky, el arte de Hieronymus Bosch, Pieter Brueghel el Viejo y Francis Bacon, y la música rock industrial, new age y techno alemán. Inspiración para los creativos 5 Éstos son sólo unos de los muchos géneros que existen dentro de los videojuegos, así que si deseas crear uno, es importante que primero analices el género para el cual vas a crear, veas juegos ya creados dentro del mismo y busques tu propia inspiración. DISPAROS Un ejemplo muy conocido es Metal Slug, digno de notar que el juego en su mayo- ría se inspiraron en las operaciones bélicas ocurridas durante la Segunda Guerra Mundial, como los escenarios y los vehículos, aunque hay vehículos modernos como el Slug Airplane inspirado claramente en el avión Bae Harrier (Aguilucho), uno de los aviones enemigos el Flying Tara está inspirado en el Focke Wulf FW-190 alemán, curiosamente para evitar que se le vinculara con él mismo, se le pintó de azul y blanco. El mismo símbolo de la Armada Rebelde es una alegoria a la esvás- tica de los nazis de la Segunda Guerra Mundial, se adoptó la X para evitar que fuera motivo de polémica en Europa. JUEGOS DE ROL Éstos son popularmente conocidos como RPG, un juego muy conocido dentro de éstos es Final Fantasy inspirado en parte por el popular juego de Enix, Dragon Quest (conocido en Estados Unidos como Dragon Warrior). Sakaguchi tenía el plan de retirarse después de la terminación del proyecto así que lo denominó Final Fantasy (“Fantasía final” en inglés) porque era su juego final, aunque igualmente iba a ser el juego final de la empresa. AVENTURAS Dentro de ésta categoría se encuentra Metroid Prime que entre las influencias mencionadas por los mismos desarrolladores se encuentran las citadas series de la misma empresa Mario por la combinación de su estilo de juego de plataformas, y The Legend of Zelda por el aspecto de exploración que ambas poseen, e incluso se ha expresado sobre la atmósfera de la película Alien. 6 LOS 10 + LA EVOLUCIÓN DE LOS personajes MÁS recordados 10 Muchas cosas han cambiado en la industria de los videojuegos desde que, en el ya lejano 1981 Shigeru Miyamoto creara un primitivo juego de plataformas en 2D hasta la fecha. En todo este tiempo, la evolución gráfica que han seguido tanto los videojuegos en sí como los personajes que los protagonizaban ha sido, como no podía ser de otra manera, absoluta. Prueba de ello es ésta imagen que muestra el aspecto que han ido teniendo a lo largo de los años Mario, Donkey Kong, Kirby, entre otros. En su mayoría la evolución de dichos personajes depende de la consola de videjuego. 10. pikachu El diseño de Pikachu, fue pro- porcionado por Ken Sugimori, un amigo del creador de los videojuegos de pokémon, Sato- shi Tajiri. En los primeros video- juegos de Pokémon, todas las criaturas fueron retratadas en sprites de dos dimensiones, pero en versiones posteriores, su apariencia se ha proyectado en gráficos en 3D. 7 9. SONIC Es la mascota oficial de Sega. Su primera aparición fue en 1991 en Rad Mobile como el adorno de un auto (para hacer publici- dad). Sonic se caracteriza por ser super rápido (en varios medios se le conoce como el personaje más rápido del mundo), teniendo varias habilidades que le permiten aumentar su velocidad. Su diseño fue pensado en la velocidad por eso sus zapatos, que es lo mas notorio de su evolución, además de este cambio se da tambien en su estatura. irby . K 8 Fue creado por Masahiro Sakurai. Hizo su primera aparición en 1992 con el anime de Kirby, más tarde llegó a la consola portátil de Game Boy. Desde ese entonces Kirby apare- ció en diferentes consolas con juegos en 2D hasta que salió Kirby 64: The Crystal Shards donde se puede apre- ciar a Kirby en 3D. Kirby también cuenta con dos animes, uno es el de 1992 a 1997, anteriormente un manga de Fujio Akatsuka recordado por ser blanco y negro , y el otro fue japonés, europeo y Americano: Kirby: Right Back at Ya! que salió al aire el 6 de octubre de 2001.
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