Gustavo Bülow

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Gustavo Bülow UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL ESCOLA DE ENGENHARIA FACULDADE DE ARQUITETURA PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN MESTRADO EM DESIGN Sistematização de Conhecimentos para o Desenvolvimento de Ambientes Virtuais Digitais Interativos Gustavo Bülow Orientador: Prof. Dr. José Luís Farinatti Aymone Porto Alegre 2011 Sistematização de Conhecimentos para o Desenvolvimento de Ambientes Virtuais Digitais Interativos Gustavo Bülow Dissertação apresentada ao Programa de Pós-Graduação em Design da UFRGS como requisito parcial para obtenção do título de Mestre em Design. Orientador: Prof. Dr. José Luís Farinatti Aymone Porto Alegre 2011 Gustavo Bülow Sistematização de Conhecimentos para o Desenvolvimento de Ambientes Virtuais Digitais Interativos _______________________________________________ Orientador: Prof. Dr. José Luís Farinatti Aymone PGDesign - Departamento de Design e Expressão Gráfica UFRGS - Universidade Federal do Rio Grande do Sul BANCA EXAMINADORA _______________________________________________ Prof. Dr. Marsal Ávila Alves Branco Instituto de Ciências Sociais Aplicadas Universidade Feevale _______________________________________________ Prof. Dr. Fábio Gonçalves Teixeira PGDesign - Departamento de Design e Expressão Gráfica UFRGS - Universidade Federal do Rio Grande do Sul _______________________________________________ Profa. Dra. Suely Dadalti Fragoso PGDesign - Departamento de Design e Expressão Gráfica UFRGS - Universidade Federal do Rio Grande do Sul Para minha família. AGRADECIMENTOS Em primeiro lugar agradeço minha esposa Cris e meu filho Edwin, que me acompanharam nesta jornada e sempre me deram força e inspiração. A meus pais Léo e Cleci, por tudo. A meu irmão Augusto e a meu amigo Fausto Richetti Blanco, pela troca inspiradora de ideias e pela ajuda na programação do ambiente virtual. A meu orientador, Prof. José Luís Farinatti Aymone, que me ajudou a transformar um punhado de ideias em uma pesquisa científica organizada. Aos professores Fábio Gonçalves Teixeira e Suely Dadalti Fragoso pelas críticas no exame de qualificação, contribuições importantíssimas. Aos professores Marsal Ávila Alves Branco e Cristiano Max Pereira Pinheiro, que criaram o curso de Jogos Digitais da Universidade Feevale e com isso acabaram transformando positivamente minha vida e a de muitas outras pessoas. Aos colegas Celso Santos Junior e Gabriela Trindade Perry pelos assessoramentos informais na BR-116, nas idas e voltas para a Universidade Feevale. A RBS TV, por permitir e apoiar este trabalho. Especialmente a André Armani, Basílio Rota, Túlio Milman, Alice Urbim e Fernando Ferreira pelas contribuições e ao pessoal da Editoria de Arte e Departamento de Divulgação, porque acredito que conviver com pessoas criativas nos faz mais criativos. Às vezes, você tem de botar a razão de lado e fazer uma coisa bonita. Oscar Niemeyer RESUMO Este trabalho tem por objetivo elaborar uma sistematização de conhecimentos técnicos, funcionais e compositivos, complementares aos conhecimentos tradicionais da arquitetura e do design, para o desenvolvimento de ambientes virtuais digitais interativos para jogos digitais e cenografia virtual para televisão. Para tanto, é elaborada uma fundamentação teórica baseada em pesquisa bibliográfica e é estudado um caso de produção de um cenário virtual para televisão. Como experiência de validação, é criado um ambiente virtual para jogo digital, utilizando-se a sistematização de conhecimentos proposta. Palavras chave: ambientes virtuais digitais interativos, cenografia virtual, ambientes para jogos digitais. ABSTRACT This paper aims to draw up a systematization of technical, functional and compositional knowledge, complementary to traditional knowledge of architecture and design, to the development of digital interactive virtual environments for videogames and virtual set design for television. Therefore, it is elaborated a theoretical framework based on literature review, and a case is studied where a virtual set for television is developed. As a validation experiment, it is created a virtual environment for a digital game, using the knowledge systematization proposed. Keywords: Digital Virtual Interactive Environments, Virtual Set, Level Design. LISTA DE FIGURAS FIGURA 01: ESQUEMA SOBRE A MULTIDISCIPLINARIEDADE DO DESENVOLVIMENTO DE AMBIENTES DE JOGOS 25 FIGURA 02: IMAGEM DO FILME “LE VOYAGE DANS LA LUNE”. ...................................................................... 39 FIGURA 03: OSCILLON NUMBER FOUR ...................................................................................................... 41 FIGURA 04: DAC-1, PRIMEIRO SISTEMA CAD ............................................................................................ 42 FIGURA 05. VIAGEM DA ESPAÇONAVE VOYAGER ........................................................................................ 44 FIGURA 06: CENA DE LUXO JR. ................................................................................................................ 45 FIGURA 07: CENA DE “O SEGREDO DO ABISMO”. ....................................................................................... 46 FIGURA 08: FINAL FANTASY: THE SPIRITS WITHIN ..................................................................................... 48 FIGURA 09: ZOË SALDAÑA INTERPRETANDO A PERSONAGEM NEYTIRI NO FILME AVATAR ............................. 49 FIGURA 10: CENÁRIO DA TELEVISÃO ALEMÃ ZDF COM ELEMENTOS FÍSICOS E VIRTUAIS. ............................... 52 FIGURA 11: CENÁRIO DA TELEVISÃO ALEMÃ ZDF COM ARTE INCIDENTAL 3D. ............................................... 52 FIGURA 12: CENÁRIO DA TELEVISÃO ALEMÃ ZDF MOBILIÁRIO FÍSICO E ILUMINAÇÃO SOFISTICADA ................. 53 FIGURA 13: CENOGRAFIA VIRTUAL DA TELEVISÃO GLOBAL, DO CANADÁ. ..................................................... 53 FIGURA 14: CENOGRAFIA VIRTUAL DA TELEVIÃO NBC NEWS, DOS EUA. ................................................... 54 FIGURA 15: ELEMENTOS VIRTUAIS APLICADOS EM CENÁRIO DA BBC, DA INGLATERRA. ................................ 54 FIGURA 16: ELEMENTOS VIRTUAIS APLICADOS EM CENÁRIO NA REDE GLOBO. ............................................. 55 FIGURA 17: CENÁRIO VIRTUAL NA PREVISÃO DO TEMPO DO JORNAL NACIONAL DA REDE GLOBO. ................ 55 FIGURA 18: CENÁRIO VIRTUAL DESENVOLVIDO PARA MATÉIRA SOBRE SEGURANÇA ...................................... 56 FIGURA 19: CENÁRIO VIRTUAL DO PROGRAMA DR. HOLYWOOD ................................................................. 56 FIGURA 20: TÊNIS PARA DOIS ................................................................................................................... 57 FIGURA 21: PONG, DE RALPH BAUER, 1973. ............................................................................................. 58 FIGURA 22: ODISSEY MAGNAVOX ............................................................................................................. 58 FIGURA 23: JOYSTICK PARA ATARI 2600 ................................................................................................... 60 FIGURA 24: JOGO ADVENTURE ................................................................................................................. 61 FIGURA 25. DOUBLE DRAGON, JOGO DIGITAL PARA O CONSOLE MASTER SYSTEM, DE 1987. ....................... 62 FIGURA 26: MARIO, O ENCANADOR DA NINTENDO E SONIC, O PORCO-ESPINHO DA SEGA. ............................ 63 FIGURA 27: RESIDENT EVIL. ..................................................................................................................... 64 FIGURA 28: CALL OF DUTTY – MODERN WARFARE II ................................................................................. 65 FIGURA 29: PERSONAGEM DO JOGO HADES2 ............................................................................................ 69 FIGURA 30: ESQUEMA BÁSICO DO FUNCIONAMENTO DE UM ESTÚDIO VIRTUAL .............................................. 70 FIGURA 31: SWITCHER DE PRODUÇÃO DA RBS TV .................................................................................... 70 FIGURA 32: JOGO DIGITAL PARA KINECT XBOX360 ................................................................................... 71 FIGURA 33: SISTEMA DE TRACKING POR INFRAVERMELHO. ......................................................................... 72 FIGURA 34: ESTÚDIO VIRTUAL DA RBS TV USADO NA PRODUÇÃO DO TELEDOMINGO EM 2009. ................... 73 FIGURA 35: IMAGEM DO DESENVOLIMENTO DO MODELO TRIDIMENSIONAL .................................................... 75 FIGURA 36: VEGETAÇÃO DO JOGO THOROUGBRED TYCOON. ..................................................................... 79 FIGURA 37: SHADERS PHONG E BLINN ...................................................................................................... 81 FIGURA 38: TEXTURA SIMPLES, BUMP E BUMP MAPPING. ............................................................................ 82 FIGURA 39: APLICAÇÃO DE NORMAL MAP NO 3DS MAX 2011. ..................................................................... 83 FIGURA 40: PERSONAGEM DO JOGO THOROUGHBRED TYCOON. ................................................................. 84 FIGURA 41: UM AMBIENTE COM TEXTURAS TILE. ........................................................................................ 85 FIGURA 42: IMAGEM QUE DETERMINA A TOPOGRAFIA DO TERRENO ............................................................. 86 FIGURA 43: IMAGEM QUE É ESTAMPADA NO TERRENO ................................................................................ 86 FIGURA
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