“Coração” Da Experiência Estética Em Hyper Light Drifter Augusto Luiz Vieira Faria Saude1

Total Page:16

File Type:pdf, Size:1020Kb

“Coração” Da Experiência Estética Em Hyper Light Drifter Augusto Luiz Vieira Faria Saude1 Melancolia e nostalgia como “coração” da experiência estética em Hyper Light Drifter Augusto Luiz Vieira Faria Saude1 Universidade Federal de Juiz de Fora, Instituto de Artes e Design Figura 1: Arte promocional do jogo Hyper Light Drifter ABSTRACT em seus temas, mais ainda do que numa história sendo descrita In this paper will be presented a study about the artistic na sua frente ou pela pura mecânica, mas pela união destes recognition of videogames and their viability as a generator of elementos, por mecânicas que tem reflexos narrativos, e pela a aesthetic experiences, using as a case study the recent narrativa influenciando as mecânicas. independent game Hyper Light Drifter (Heart Machine Studios, 2016). This paper seeks to exalt the artistic and aesthetic Palavras-Chave: videogame, estética, jogos retrô, aspects that the player will experience when playing a game, specifically in this case Hyper Light Drifter, which deals, subtly, with emotional themes as melancholic and nostalgic, 1 INTRODUÇÃO inspired by a health problem in the heart that its creator has since the childhood. The analysis is made on the assumption Videogames são uma plataforma artística relativamente nova, that video games are art, and denoting their characteristics as mas já despontam como uma forma sofisticada de arte. Existe art and where they fit into the world of the arts. From this point, uma carga multimidiática em sua composição, que envolve the aspects of videogame are attributed to emotional aesthetic música, artes visuais, cinematografia, literatura, entre outras. relations, relative to moods that the game evokes and its Como as artes tradicionais, videogames estão levantando references in retrogaming. So, it is possible to trace different diversas discussões sobre estética, representação, narrativa, ways in which games can engage players in their themes and envolvimento emocional e moralidade, que vem sendo o foco narratives, even more so than in a story being described in front da filosofia da arte [1]. Usando o jogo Hyper Light Drifter of them or by pure mechanics, but by the union of these (Figura 1) como exemplo, é possível salientar elementos de elements, by mechanics that have narrative reflexes, and by the uma experiência estética que mergulha o jogador, através de narrative influencing the mechanics. suas mecânicas, visual, música e narrativa, numa jornada de melancolia, solidão, superação e efemeridade, utilizando Key words: videogame, aesthetics, retro games, modernizações de conceitos já há muito estabelecidos em jogos influentes das décadas de 90. RESUMO Num espaço de mais de quarenta anos, videogames se desenvolveram, partindo de artefatos rudimentares projetados Aqui será apresentado um estudo sobre o reconhecimento para explorar as capacidades de entreter dos mais novos artístico de videogames e sua viabilidade como gerador de inventos da computação para uma nova, sofisticada e popular experiências estéticas, usando como estudo de caso o recente forma de arte [1]. Isso é facilmente notado quando se compara jogo independente Hyper Light Drifter (Heart Machine um jogo como Pong, (Atari, 1972) que tinha como objetivo Studios, 2016). O trabalho busca exaltar aspectos artísticos e apenas divertir os jogadores um desafio e mecânicas simples, estéticos que o jogador irá experienciar ao jogar um jogo, emulando rudimentarmente uma partida de ping pong, com um especificamente neste caso, Hyper Light Drifter, que trata, de jogo como Gone Home (Fullbright Company, 2013) que narra maneira sutil, sobre temas emocionais melancólicos e a história de uma família por cartas e diários espalhados numa nostálgicos, inspirados num problema no coração que seu casa vazia, em que não existe um desafio claro e o que motiva criador carrega desde a infância. A análise é feita partindo do o jogador a continuar é a experiência de descobrir cada segredo princípio de que videogames são arte, e denotando suas guardado na casa e entender o que levou àquelas pessoas a não características como arte e onde eles se encaixam dentro do estarem em casa naquele momento. mundo das artes. A partir deste ponto, os aspectos de As mecânicas dos jogos também tiveram suas evoluções videogame são atribuídos a relações estéticas emocionais, conforme a tecnologia foi avançando. Tomando novamente relativas a estados de espírito que o jogo evoca e suas Pong como comparação, e colocando-o frente a frente com um referências em retrogaming. Com isso, é possível traçar jogo de temática similar, Mario Tennis Ultra Smash (Nintendo, diversas maneiras como jogos conseguem engajar jogadores 1 Email: [email protected] 2015). Ambos são games em que o objetivo é rebater uma bola belo passa a não estar mais nas coisas, no mundo na direção de seu oponente, tentando fazer com que ele não natural, mas no trato sensível com elas. Pelo tratamento consiga alcançar a bola e rebater de volta. Contudo, enquanto e profundidade que dispensa à compreensão da em Pong é possível apenas ir de baixo para cima com a sua produção e fruição do que é sensível, as reflexões “raquete”, uma linha de pixels organizados verticalmente, num estéticas constroem-se em constante dialogia entre a campo em duas dimensões, no spin of de Mario existem filosofia e a arte, confundindo-se inevitavelmente com a mecânicas de movimentação do personagem num espaço 3D, história de ambas. ” [4] regulação de potência da raquetada e aplicar efeitos nas jogadas. Aspectos estéticos estão contidos em videogames tanto Há também jogos em que a narrativa se sobrepõe à quanto em outras mídias. Contudo, da mesma forma que não é jogabilidade, como é o caso de Life is Strange (Dontnod possível se utilizar o mesmo senso estético ao se apreciar uma Entertainment, 2015), que a exploração dos cenários serve pintura e uma composição musical, dois tipos de arte como efeito imersivo, porém, o jogo acontece realmente completamente distintos em aspectos técnicos e sensíveis, durante a escolha de respostas nos diálogos entre os videogames requerem uma abordagem própria. personagens. Um jogo que mescla bem essa dinâmica de narrativa e diálogos com respostas escolhidas pelo jogador e “Por estética, estamos nos referindo a todos os aspectos dos uma mecânica de jogo robusta é a série de RPG espacial Mass videogames experimentados pelo jogador, seja diretamente Effect (Bioware, 2009). Outro exemplo desse tipo de mescla é - como áudio e gráficos - ou indiretamente - como regras. o aclamado RPG polonês de fantasia The Witcher 3 (Cd Projekt Assim, no que tange a estética, como usada aqui, não se Red, 2015), que funciona com um mundo aberto que o jogador limita a como um jogo parece ou soa, mas de forma mais explora e interage com uma série de personagens não-jogáveis ampla a como ela funciona como uma função das várias e cada um deles tem uma série de diálogos. opções de design dos desenvolvedores” (Tradução do autor)3 Para melhor compreender a problemática de videogames [5] como forma de arte, é necessário que uma definição sobre o termo videogames seja estabelecida. Para isso, utilizo, dentre Videogames se diferem das formas mais tradicionais de arte muitas outras possibilidades, aquela que Grant Tavinor formula por sua dependência tecnológica de meios digitais, porém em seu livro The Definition of Videogames de 2008 [2], em que compartilha profundas semelhanças com formas mais estuda formas para alcançar uma definição que abrangente para estabelecidas de arte e entretenimento em como elas engajam a mídia. suas audiências [1]. O caráter comercial dos jogos os assemelham ao tratamento de filmes populares, pois tem o “X é um videogame se for um artefato em uma mídia visual trabalho de muitas pessoas envolvidas, uma equipe, sendo digital, for planejado como um objeto de entretenimento, e produzido em demanda e tentando alcançar o maior número de for projetado para prover tal entretenimento através do pessoas possível, sendo considerados arte de massa. Porém, emprego de um ou mais modos de engajamento: regra e como argumenta Noël Carroll em A Philosophy of Mass Art de jogabilidade objetiva ou ficção interativa. ” (Tradução do 1998, tais características não desqualificam itens de serem autor). 2 [2]. considerados arte, já que muitas delas podem ser notadas em obras de arte incontestáveis, como nos livros de Dickens [6]. Ao submetermos Hyper Light Drifter a essa definição, é A dependência tecnológica da mídia gera a possibilidade de possível descrevê-lo como um videogame por se encaixar nos interação jogador-jogo, e constitui uma capacidade artística parâmetros estabelecidos, sendo ele um artefato somente única que permite modos de expressão artística anteriormente possível de ser experienciado numa mídia digital, tendo sido não alcançáveis [7]. Tal interação se dá por meio da planejado como entretenimento, criando desafios para o jogabilidade e das mecânicas de jogo que, a grosso modo, são jogador confrontar, e esse entretenimento só é provido através as regras que regem o Círculo Mágico4 de um videogame de suas mecânicas de jogabilidade. Além disso, há elementos (Figura 2). Sua condição como arte interativa pode ser narrativos extremamente relevantes para a apreensão completa corroborada por Dominc Lopes em seu livro The Ontology of da experiência de jogá-lo. Interactive Art de 2001, em que afirma que obras interativas são aquelas cujas propriedades estruturais são parcialmente 2 VIDEOGAMES E ESTÉTICA determinadas pela ação do interator em que as propriedades A busca do homem pela compreensão do que envolve a criação estruturais do trabalho são quaisquer propriedades intrínsecas e a fruição de obras de caráter artístico é antiga, como pode ser ou representacionais cuja apreensão é necessária para o vista nos pensamentos de Aristóteles em Poética. Porém essa engajamento estético com ele [8]. discussão tomou moldes mais definidos no século XVIII quando filósofos como Baumgarten e Kant se propuseram a discutir o assunto de forma a torna-lo mais sofisticado [3]. Assim, de maneira sintética, este ramo da filosofia, desde então, tem discutido e analisado obras de arte a fim de melhor definir seus aspectos da realidade sensorial que as cerca.
Recommended publications
  • Links to the Past User Research Rage 2
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is.
    [Show full text]
  • Microsoft Xbox One
    Microsoft Xbox One Last Updated on September 26, 2021 Title Publisher Qty Box Man Comments #IDARB Other Ocean 8 To Glory: Official Game of the PBR THQ Nordic 8-Bit Armies Soedesco Abzû 505 Games Ace Combat 7: Skies Unknown Bandai Namco Entertainment Aces of the Luftwaffe: Squadron - Extended Edition THQ Nordic Adventure Time: Finn & Jake Investigations Little Orbit Aer: Memories of Old Daedalic Entertainment GmbH Agatha Christie: The ABC Murders Kalypso Age of Wonders: Planetfall Koch Media / Deep Silver Agony Ravenscourt Alekhine's Gun Maximum Games Alien: Isolation: Nostromo Edition Sega Among the Sleep: Enhanced Edition Soedesco Angry Birds: Star Wars Activision Anthem EA Anthem: Legion of Dawn Edition EA AO Tennis 2 BigBen Interactive Arslan: The Warriors of Legend Tecmo Koei Assassin's Creed Chronicles Ubisoft Assassin's Creed III: Remastered Ubisoft Assassin's Creed IV: Black Flag Ubisoft Assassin's Creed IV: Black Flag: Walmart Edition Ubisoft Assassin's Creed IV: Black Flag: Target Edition Ubisoft Assassin's Creed IV: Black Flag: GameStop Edition Ubisoft Assassin's Creed Syndicate Ubisoft Assassin's Creed Syndicate: Gold Edition Ubisoft Assassin's Creed Syndicate: Limited Edition Ubisoft Assassin's Creed: Odyssey: Gold Edition Ubisoft Assassin's Creed: Odyssey: Deluxe Edition Ubisoft Assassin's Creed: Odyssey Ubisoft Assassin's Creed: Origins: Steelbook Gold Edition Ubisoft Assassin's Creed: The Ezio Collection Ubisoft Assassin's Creed: Unity Ubisoft Assassin's Creed: Unity: Collector's Edition Ubisoft Assassin's Creed: Unity: Walmart Edition Ubisoft Assassin's Creed: Unity: Limited Edition Ubisoft Assetto Corsa 505 Games Atari Flashback Classics Vol. 3 AtGames Digital Media Inc.
    [Show full text]
  • Dual-Forward-Focus
    Scroll Back The Theory and Practice of Cameras in Side-Scrollers Itay Keren Untame [email protected] @itayke Scrolling Big World, Small Screen Scrolling: Neural Background Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Thalamus Relay sensory signals to the cerebral cortex (e.g. vision, motor) Amygdala Emotional reactions of fear and anxiety, memory regulation and conditioning "fight-or-flight" regulation Familiar visual patterns as well as pattern changes may cause anxiety unless regulated Vestibular System Balance, Spatial Orientation Vestibulo-Ocular Reflex Natural image stabilizer Conflicting sensory signals (Visual vs. Vestibular) may lead to discomfort and nausea* * much worse in 3D (especially VR), but still effective in 2D Scrolling with Attention, Interaction and Comfort Attention: Use the camera to provide sufficient game info and feedback Interaction: Make background changes predictable, tightly bound to controls Comfort: Ease and contextualize background changes Attention The Elements of Scrolling Interaction Comfort Scrolling Nostalgia Rally-X © 1980 Namco Scramble © 1981 Jump Bug © 1981 Defender © 1981 Konami Hoei/Coreland (Alpha Denshi) Williams Electronics Vanguard
    [Show full text]
  • Terra Nova: Enacting Videogame Development Through Indigenous-Led Creation and Submitted in Partial Fulfillment of the Requirements for the Degree Of
    Terra Nova: Enacting Videogame Development ​ through Indigenous-Led Creation Maize Longboat A Research Creation Thesis in The Department of Communication Studies Presented in Partial fulfilment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Tiohtiá:ke/Montréal, Quebec, Canada August 2019 © Maize Longboat, 2019 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Maize Longboat Entitled: Terra Nova: Enacting Videogame Development through Indigenous-Led Creation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Media Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: ______________________________________ Chair Dr. Monika Gagnon ______________________________________ Examiner Dr. Elizabeth Miller ______________________________________ Examiner Dr. Elizabeth LaPensée ______________________________________ Supervisor Dr. Mia Consalvo _______________________________________ Professor Jason Edward Lewis Approved by ____________________________________________________ Dr. Charles Acland Chair of Department or Graduate Program Director Faculty of Arts and Science Dr. André G. Roy Dean Date ________________________________________________August 21, 2019 Abstract Terra Nova: Enacting Videogame Development ​ through Indigenous-Led Creation Maize Longboat Indigenous peoples have had a rich tradition
    [Show full text]
  • Family Friendly Magazine 129 in PDF Format
    Family Friendly Gaming The VOICE of TM the FAMILY in GAMING Kingdom Hearts III, Ooblets, Monster Hunter World and more in this fabu- lous issue!! ISSUE #129 NI NO KUNI II REVENANT KING- DOM wants you to April 2018 role play. CONTENTS ISSUE #129 April 2018 CONTENTS Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 Helpful Thoughts 15 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE this instance I feel wonderful. God has given God is my prize and my goal.
    [Show full text]
  • Opera Acquires Yoyo Games, Launches Opera Gaming
    Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year.
    [Show full text]
  • Video Gaming and Death
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo Rex Barnes Abstract This article examines the motif of death in popular electronic games and its imaginative applications when employing the Wolf Link Amiibo in The Legend of Zelda: Breath of the Wild (2017).
    [Show full text]
  • Guide 2020 Games from Spain
    GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance.
    [Show full text]
  • Social Media: /Gamingdotme Why Choose Gamingdotme
    SOCIAL MEDIA: /GAMINGDOTME WHY CHOOSE GAMINGDOTME A solid proof of how we fit in the digital gaming and entertainment zone and compatible with the changing vision of the E-market, from original websites, mobile applications, digital marketing campaigns execution, B2B gift/gaming cards distribution, and sports data web solutions. Our grounded policies based on data analysis stats and skilled team grant us the trust of our clients and the success we look for. No matter what you need, we mediate the right product. Get everything quick, safe and comfortable from one platform with the best prices – GAMINGDOTME. Our greatest strengths are customer friendliness, the quickness in our business processes and our convenient sellers’ pricing. Our straight positive customer ratings are the best proof. Sellers support you 24 hours a day, starting before the order with useful information about all the products, through the process of the delivery, and even after the completion. GAMINGDOTME has evolved to be the Lebanese market leader and a top player in the Europian and US markets for game services including digital products, virtual goods, and shopping cards over the past few years. The range of products is constantly increasing, and thanks to regular special offers, the seller Deals, our customers and digital marketing services we strive to stay the best and provide the best for our partners and customers. GAMINGDOTME - Your partner in the world of games and online cards! You will be delighted with our quick delivery, our wide range of products, and our great service Notice of Confidentiality This document contains information that is confidential and proprietary forGaming DOT ME LTD.
    [Show full text]
  • Creación De Una Simbología Para Un Videojuego
    TFG CREACIÓN DE UNA SIMBOLOGÍA PARA UN VIDEOJUEGO Presentado por Carlos Mercé Vila Tutora: María Lorenzo Hernández Facultat de Belles Arts de Sant Carles Grado en Bellas Artes Curso 2016-2017 Simbología para videojuego. Carlos Mercé 2 RESUMEN Mi trabajo de fin de grado consiste en la realización de un videojuego indie 2D de género acción, aventura, RPG(1) abarcando su producción artística y la creación de un prototipo. Para la elaboración de la historia, ambientación, caracterización y personalización de los personajes precisaré referentes previos, desde lo relativo a otros videojuegos del mismo género, series de anime con las que siento afinidad, pasando por un estudio de mitologías y religiones del mundo, centrándome en la cultura precolombina inca. A partir del anterior estudio me introduciré en la parte práctica del proyec- to, la elaboración de bocetos y concept art para plasmar las ideas y poder trabajar sobre ellas. Después de eso, el siguiente paso consiste en diseñar el juego con un estilo Pixel Art: Personajes, fondos, efectos, menús, etc. La elección de esta estética se debe por la afinidad que me produce trabajar con el 2D y por la nostalgia que me da al recordar a los videojuegos con los que disfrutaba de niño. La última fase del trabajo consistirá en guardar el trabajo de forma ordenada y con el formato de comprensión adecuado para proporcionarlo al encargado de la programación del videojuego, pasando el turno de elaborarlo y darlo a probar a algunas personas escogidas anticipadamente para comprobar la línea de dificultad. Palabras clave: Videojuegos, Pixel Art, dioses incas, 2D, iconografía religiosa, indie, mecánicas.
    [Show full text]
  • Featured Trade Values
    Featured Trade Values Last Updated 06/05/19 Nintendo Switch Trade Value 1-2-SWITCH $ 22.00 ARMS $ 19.00 ATTACK ON TITAN 2 $ 9.00 AXIOM VERGE SE $ 9.00 AZURE STRIKER GUNVOLT SP $ 16.00 BAYONETTA 2 $ 22.00 BINDING OF ISAAC: AFTR+ $ 9.00 CRASH BANDICOOT NSW $ 19.00 DARK SOULS REMASTERED $ 20.00 DBZ XENOVERSE 2 $ 9.00 DOOM $ 21.00 DRAGON QUEST BUILDERS $ 22.00 ELDER SCROLLS V: SKYRIM $ 20.00 KIRBY STAR ALLIES $ 33.00 LEGO DC SUPER VILLAINS $ 19.00 LEGO HARRY POTTER $ 20.00 LEGO INCREDIBLES NSW $ 18.00 LEGO MARV SPR HEROES 2 $ 9.00 LITTLE DEW 2 $ 8.00 LOZ:BREATH OF WILD $ 30.00 MARIO KART 8 DELUXE $ 30.00 MARIO TENNIS ACES NSW $ 35.00 MINECRAFT STORY COMP $ 9.00 MONSTER BOY & CURSED KINGDOM $ 22.00 OVERCOOKED 2 NSW $ 20.00 OVERCOOKED! SE $ 9.00 OWLBOY NSW $ 9.00 PARTY ARCADE $ 9.00 PAYDAY 2 $ 9.00 POKEMON LETS GO EEVEE $ 33.00 POKEMON LETS GO PIKACHU $ 33.00 POKKEN TOURNAMENT DX $ 26.00 PORTAL KNIGHTS GOLD ED $ 9.00 PUYO PUYO TETRIS $ 9.00 RBI BASEBALL 2017 $ 9.00 ROCKET LEAGUE $ 9.00 SCRIBBLENAUTS SHOWDOWN $ 9.00 SINE MORA EX $ 6.00 SNIPPERCLIPS PLUS $ 9.00 SONIC FORCES BONUS ED $ 9.00 SPLATOON 2 $ 22.00 SUPER BOMBERMAN R $ 14.00 SUPER SMASH BROS $ 33.00 Some Restrictions Apply. This is only a guide. Trade values are constantly changing. Please consult your local EB Games for the most updated trade values. Featured Trade Values Last Updated 06/05/19 SUPERBEAT XONIC $ 7.00 ULTRA STREET FIGHTER 2 $ 12.00 WOLFENSTEIN NEW COLOSSUS NS $ 29.00 WONDER BOY DT $ 9.00 XENOBLADE CHRONICLES 2 $ 25.00 YOKUS ISLAND EXPRESS NSW $ 19.00 Playstation 4 Trade
    [Show full text]
  • Balasko-Mastersreport-2020
    The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay.
    [Show full text]