Tecnolog´Ias Y Metodolog´Ias Para La Producción, Dise˜No Y Desarrollo

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Tecnolog´Ias Y Metodolog´Ias Para La Producción, Dise˜No Y Desarrollo Tecnolog´ıasy Metodolog´ıaspara la Producci´on,Dise~noy Desarrollo de Videojuegos Salim Perchy Shigeo Nishi 14 de enero de 2013 Resumen En este art´ıculo los autores documentan y descri- ben de manera general las diferentes etapas para la concepci´oncompleta de un videojuego comercial. El art´ıculocubre dichas etapas en orden cronol´ogicoy en cada una documenta tecnolog´ıas,metodolog´ıas,dis- ciplinas, plataformas y dem´astemas importantes que envuelven este proceso. Aunque este trabajo no pre- (a) Logo de Atari Inc. (b) Juego Pong tende ser una gu´ıaexhaustiva, cada etapa descrita es actualmente reconocida por la industria. Figura 1: Atari fue la primera compa~n´ıaen comercia- lizar un videojuego Introducci´on 70's y los t´ıtulosactuales es significativamente visi- Los videojuegos cuentan con una historia corta com- ble, sobre todo si se considera el poder computacional parada con la evoluci´onde su pariente art´ısticoinme- usado antes y ahora. diato, el cine. Algunas veces clasificado como el octa- Esta evoluci´ontambi´enes evidenciada en el valor vo arte, los videojuegos datan desde los a~nos1950's de producci´on y el n´umero de recursos huma- cuando el primer juego interactivo llamado Tennis for nos usados en cada uno de estos proyectos, el Two fue creado por el f´ısico William Higinbotham en juego Prince of Persia[Brøderbund, 1989] fue un osciloscopio[Kalning, 2008]. creado por 8 personas(figura 2a), 65 personas El t´erminovideojuego puede ser definido de mane- estuvieron envueltas en el desarrollo del pro- ras diferentes y algunas veces obtusas, por lo tanto yecto Neverwinter Nights[Bioware, 2002](figura en este art´ıculotomamos una definici´onm´ascontem- 2b) y en una de las franquicias m´as importan- por´anea: tes de Konami Metal Gear Solid 4: Guns of the Patriots[Kojima-Productions, 2008](figura Aplicaci´ondigital interactiva en tiempo 2c) alrededor de 200 personas fueron necesa- real para fines l´udicos y de entretenimiento. rias para su desarrollo(incluyendo desarrollado- Comercialmente, los videojuegos se demorar´ıan un res, actores corporales, m´usicos, actores vocales, poco m´asen marcar un inicio en la industria del etc)[Watanabe, 2010]. entretenimiento cuando en el a~no1972 la empresa Es entonces evidente que para el desarrollo de un vi- ATARI(figura 1a) comercializ´o(aunqueno cre´o)el jue- deojuego la diversificaci´onen las disciplinas necesita- go Pong[Winter, 2010](figura 1b). das, la forma de coordinaci´onde recursos humanos, Aunque la historia comercial de los videojuegos es la gesti´onde la producci´onintelectual y el manejo de a´unm´ascorta, su evoluci´onha sido substancial de- tecnolog´ıasy recursos tangibles necesitan una planea- bido a su fuerte lazo con la tecnolog´ıa de la compu- ci´ony gesti´onque produzca los objetivos requeridos taci´on,m´asespec´ıficamente en la computaci´ongr´afi- en el tiempo estipulado con los recursos monetarios ca. La diferencia entre estos videojuegos de los a~nos adjudicados. 1 1. Producci´on La etapa de producci´onde un videojuego puede ser observada como una actividad paralela durante la concepci´ondel mismo. El concepto de producci´on es demasiado amplio y aplicado con bastante libertad en diferentes campos como la manufacturaci´on,el ci- (a) Prince of Persia (b) Nevewinter Nights ne, y hasta el mercado del software. Para el espec´ıfico caso de los videojuegos la producci´ontiene una con- notaci´onligada a la industria del entretenimiento y sobre todo a la industria del cine, pero debido a su fuerte componente tecnol´ogico,su modelo de distri- buci´ony la naturaleza multidisciplinaria, la definici´on de producci´onincluye aspectos ´unicosa este tipo de proyectos. (c) Metal Gear Solid 4 La producci´onpuede entonces referirse a la planea- ci´on,control y ejecuci´onde un videojuego, vigilando Figura 2: El valor de producci´onde los videojuegos ha y tomando decisiones en detalles importantes como incrementado velozmente ante la evoluci´on tecnol´ogi- financiaci´on,dise~nopreliminar, formaci´ondel grupo ca de trabajo, gesti´ontecnol´ogica,marketing y distribu- ci´on.Algunos de estos aspectos como el dise~noson de suprema importancia a la naturaleza del proyecto y pueden conformarse equipos internos para su ´opti- El trabajo aqu´ıpresentado describe de manera gene- ma ejecuci´ony alineamiento con la visi´ondel produc- ral las diferentes tecnolog´ıasy metodolog´ıasenvuel- tor. En esta secci´ondiscutimos aquellos que est´anli- tas en cada etapa de la producci´onmencionada an- gados de manera mucho m´asdirecta y en donde el teriormente. Aunque cada secci´ondescribe una eta- productor(o equipo de producci´on)tiene influencia pa general, el art´ıculo las organiza de manera semi- directa. cronol´ogicasiendo un orden l´ogicode aparici´onpe- ro es de aclarar que estas etapas en la gran mayor´ıa 1.1. Concepto, Financiaci´ony P´ubli- de casos ocurren de manera concurrente en pos a la retroalimentaci´on.En otros casos pueden ocurrir en co diferente orden, el juego Far Cry[Crytek, 2004] fue dise~nadoen su totalidad despu´esde que su tecnolog´ıa Un videojuego puede ser visto como un ejer- soporte(el CryEngine) fuera programada, el popular cicio art´ıstico y como tal, generalmente nace juego Doom[id Software, 1993] fue distribuido prime- de un concepto preliminar. Este concepto pue- ro de manera shareware antes de ofrecer la opci´onde de surgir como nueva propiedad intelectual, compra de la edici´oncompleta. el caso de Portal[Valve-Corporation, 2007], co- mo expansi´on de un concepto anterior(Final Fantasy XIII [SquareEnix, 2009]), como tie- in de un trabajo cinematogr´afico(Pirates El art´ıculoest´adividido en las siguientes secciones; of the Caribbean[Akella, 2003]), como par- secci´on1 trata acerca de la producci´ondel videojue- te de una franquicia(James Bond 007: Blood go como tal(concepci´on,financiaci´on,planeaci´onini- Stone[Bizarre-Creations, 2010]), como pro- cial), en la secci´on2 se discuten las formas de dise~no moci´on de una actividad(militar, America's del videojuego(niveles, historia, etc.), el desarrollo y Army[US-Army, 2002]), como showcase de una las tecnolog´ıasasociadas con la producci´onde un vi- plataforma(Wii Sports[Nintendo, 2006]), como deojuego se describen en la secci´on3 y por ´ultimoen remake de un juego anterior(Metal Gear So- la secci´on4 se habla acerca de todas las cuestiones lid: The Twin Snakes[Silicon-Knights, 2004]), de marketing, lanzamiento y localizaci´ondel produc- y por encargo(CellFactor:Combat Trai- to final. ning[Immersion-Games, 2006], comisionado por 2 AEGIA). Cargo Area´ Productor Producci´on La financiaci´on de dicho proyecto que todav´ıa es Director Producci´on, Dise~no, Des- conceptual generalmente se hace por medio de los pliegue, Marketing publicadores de software especializados en videojue- Programador L´ıder Dise~no,Desarrollo Director de Arte Dise~no gos [Marchant, 2008]. Existen publicadores especia- Director de Sonido Dise~no lizados en un p´ublico(adultos,mujeres, etc) o en Director de QA Despliegue alg´ung´eneroen especial(deportes, aventuras), algu- Escritor Producci´on,Dise~no nos publicadores importantes son; Konami, SquareE- Dise~nadorde Personajes Dise~no nix, Valve Corporation, Sony Computer Entertain- Animador Dise~no Dise~nadorConceptual Dise~no ment, SEGA, Activision, Ubisoft, Microsoft Game Dise~nadorde Niveles Dise~no Studios, EIDOS, Bethesda Softworks, Nintendo, Ata- Dise~nadorde Audio Dise~no ri, Capcom, Namco, entre otros. Dise~nadordel Sistema de Dise~no Juego El costo y tiempo de desarrollo de un videojuego Dise~nador3D(Modelador) Dise~no puede variar dr´asticamente y ha estado en ascenso, Dise~nador2D Dise~no siendo un factor importante las tecnolog´ıasusadas en Dise~nadorde Texturas Dise~no Programador Gr´afico Desarrollo su desarrollo. El tiempo puede variar entre meses o Programador de Sonido Desarrollo a~nos([Bioware, 2002] tom´ocasi 5 a~nosen producirse) Programador de Herra- Desarrollo y su costo ha aumentado constantemente conforme mientas y GUI's el alcance del juego y la tecnolog´ıausada se vuelven Programador General Desarrollo Actores Vocales(Voice Ac- Producci´on m´asambiciosas. El costo actual de un juego profe- tors) sional(llamado muchas veces Triple A) est´aentre $18 Actores Corpora- Producci´on y $28 millones de d´olares[Crossley, 2010], este costo les(Motion Actors) es cubierto parcial o totalmente por las compa~n´ıas M´usico Producci´on publicadoras. Localizador Despliegue Traductor Despliegue Otros esquemas de financiamiento han producido Tester Despliegue Equipo QA(Quality Assu- Despliegue casos de ´exito importantes, el esquema crowdfun- rance) ding o financiaci´onen masa es notable por su mo- Director Relaciones P´ubli- Legal delo de donaci´on p´ublica a un proyecto que ge- cas(PR) neralmente queda en el dominio p´ublico. El jue- Consultor Legal Legal go multiplataforma Project Eternity[Obsidian, 2014] ha levantado $4 millones de d´olares a base de Cuadro 1: Competencias envueltas en la producci´on donaciones[Kickstarter, 2012]. de un videojuego Otro aspecto importante en la producci´onde un vi- deojuego es el publico objetivo ya que como cualquier medio de entretenimiento masivo est´asujeto a ar- quetipos y concepciones gen´ericas.En los videojue- para el desarrollo adecuado de todos sus aspectos. gos estos p´ublicospueden ser divididos por edad o Los nombres de cada competencia pueden variar de sexo, o tambi´endemograf´ıavirtual como jugador ca- una empresa a otra, siendo el caso de empresas de sual o serio. El conocimiento de las modas, perfiles Estados Unidos en comparaci´oncon las de Jap´onun psicol´ogicos,expectativas y h´abitosde compra de es- buen referente. tos p´ublicos es informaci´onmuy importante que de- limita o gu´ıala concepci´oninicial del proyecto. Una excelente fuente de datos actuales de compra puede La tabla 1 muestra las competencias de manera es- ser vista en VGChartz[VGChartz, 2012].
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