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Pedro Mota Teixeira Universidade do Minho Instituto de Ciências Sociais Pedro Mota Teixeira A Representação Emocional da Personagem Virtual no Contexto da Animação Digital: do Cinema de Animação aos Jogos Digitais A Representação Emocional da Personagem VirtualA Representação Emocional da Personagem no Contexto da Animação Digital: do Cinema de Animação aos Jogos Digitais Pedro Mota Teixeira Mota Pedro Uminho|2013 junho de 2013 Universidade do Minho Instituto de Ciências Sociais Pedro Mota Teixeira A Representação Emocional da Personagem Virtual no Contexto da Animação Digital: do Cinema de Animação aos Jogos Digitais Tese de Doutoramento em Ciências da Comunicação Especialidade de Comunicação Audiovisual Trabalho realizado sob a orientação do Professor Doutor Nelson Zagalo junho de 2013 Tese de Doutoramento em Ciência da Comunicação Especialidade em Estudos de Jornalismo Agradecimentos Na intensa jornada que representa o desenvolvimento desta tese de doutoramento são muitos os que me encorajaram, prestaram apoio, disponibilizaram longas horas de debate e me ajudaram de todos as formas (e “desenhos”) possíveis, a todos eles o meu apreço e gratitude. Começo por agradecer à minha família, pais e irmãos pelo intenso apoio e carinho com que, em mais esta étapa da minha vida, me apoiaram sempre. À minha companheira Susana Oliveira, pela paciência, dedicação e ajuda determinante que me prestou no decorrer deste complexo processo. À minha querida filha Alice, a quem dedico este trabalho, pois ela representa a razão da minha persistência e uma fonte diária de inspiração. Ao Sr. Eusébio e à D. Alcina pelo apoio e dedicação. Ao meu orientador, Professor Doutor Nelson Zagalo que, desde o primeiro encontro, se mostrou sempre disponível para debates, partilha de pensamentos e inquietações, prestando um apoio incondicional, estimulando-me a desbravar um caminho pessoal que passasse pela valorização de todos os aspectos da minha experiência profissional em proveito do académico. E sobretudo, pelo exemplo de que vale a pena partilhar, em Portugal, a nossa visão da animação. Um especial agradecimento aos arguentes da minha prova de Especialista pelas palavras eloquentes e de recomendação, que me incentivaram e conduziram ao desenlace desta tese, a Professora Doutora Sara Pereira da Universidade do Minho, o Professor Doutor Jorge Campos do Instituto Politécnico do Porto, a Professora Doutora Manuela Cunha do Instituto Politécnico do Cá- vado e do Ave, o Professor Doutor Vítor Barrigão Gonçalves do Instituto Politécnico de Bragança, e a designer Ana Roncha da Associação Portuguesa de Designers (APD). A todos aqueles que, para além da amizade, me deram todo o apoio ou sugestões. Refiro apenas algumas: Nuno Martins, Jorge Marques, BethAnne Freund, Marta Madureira, Manuel Albino, Leo- nardo Pereira, Paulo Ferreira, Paulo Fernandes, Luis Félix, Rebeca das Neves, Carolina Losa, Rita Barros, Maria Mizé e Juliana. A todos os que contribuiram para o desenvolvimento do Projecto Palco, muito especialmente, Luis Torrão, todos os actores, e demais alunos do curso de Engenharia de Desenvolvimento em Jogos Digitais envolvidos, assim como os meus orientandos do Mestrado em Ilustração e Animação (MIA). Ao Luis Félix, incansável no constante suporte e contributo técnico. Ao designer João Borges e aos músicos Mário Laginha, João Paulo Oliveira e Sérgio Oliveira pelo extraordinário contributo. Aos meus colegas da Escola Superior de Tecnologia do Instituto Politécnico do Cávado e do Ave, muito especialmente, a Professora Doutora Paula Tavares, ao Professor Doutor Nuno Rodrigues e ao Professor Doutor Duarte Duque, por todo o apoio e suporte, permitindo que fosse possível ir mais longe na obtenção de alguns dos resultados divulgados neste trabalho de investigação. Agradeço também ao Departamento de Ciências da Comunicação, do Instituto de Ciências Sociais, da Universidade do Minho, nomeadamente, ao Professor Doutor Manuel Pinto, à Professora Doutora Helena Sousa, ao Professor Doutor Moisés de Lemos Martins e ao Professor Doutor Joaquim Fidalgo, que partilharam o seu conhecimento e visão num espectro alargado das ciências da comunicação, agraciando com bons olhos este campo tão específico da animação digital. Um agradecimento especial ao Professor Alan Male da University College Falmouth, com quem tive o privilégio de partilhar algumas conversas tão estimulantes numa visão pessoal e tão experiente acerca da investigação no campo das artes, inspirando-me profundamente. E ainda, a todos os conferencistas e investigadores com os quais tive o privilégio de trocar experiências e partilha de conhecimento, que contribuiram de uma forma directa ou indirecta para o desenvolvi- mento desta tese. E, por último, não posso deixar de agradecer aos meus alunos da Licenciatura em Design Gráfico e do Mestrado em Ilustração e Animação (MIA), do Instituto Politécnico do Cávado e do Ave, que, com as suas dúvidas e inquietações me proporcionam, diariamente, novos desafios, levando-me a aprofundar cada vez mais esta área de conhecimento. I A Representação Emocional da Personagem Virtual no Contexto da Animação Digital: do Cinema de Animação aos Jogos Digitais Resumo O fenómeno da proliferação de personagens virtuais nos mais variados contextos das indústria criativa e do entretenimento — especialmente no cinema de animação e nos jogos digitais — reflectem aspectos de uma cultura (audio)visual digital exigente de novas linguagens e emoções. Esta nova cultura da imagem espectacular e da animação computadorizada emergiu, a partir dos anos 70, diluída entre as fronteiras do filme capturado por uma câmara de vídeo, e das imagens animadas geradas por computador, desafiando os limites da imagem animada. O modo como a introdução destas novas técnicas e estilos se posiciona no processo criativo da produção clássica da animação de personagens, e se espalha pelos diversos objectos e conteúdos dos novos media, suscita novas prorrogativas, obrigando, como alguns autores sugerem, ao reposicionamento do estudo da animação. O uso do computador como um meio de novas possibilidades de criação traz à tona novas ex- periências emotivas e linguagens estilísticas. E é no campo da animação digital 3D que a mudança visual é mais significativa, surgindo regularmente inovadoras técnicas de manipulação da imagem com uma maior preocupação no desenvolvimento de personagens virtuais, em última instância, pivot e protagonista de múltiplas experiências visuais, comunicacionais e narrativas, sujeitas a um olhar de uma câmara que não conhece limites físicos. Esta imagem animada que nos possibilita um autêntico mergulho nos seus mais ínfimos detalhes, e resiliente o suficiente para ser partilhada por áreas como os jogos digitais e o cinema de animação, é um dos aspectos que nos leva a ques- tionar acerca da dimensão da personagem virtual na contemporaneidade. Nesse sentido, a presente tese tem como objectivos centrais apontar hipóteses sobre os alicerces que levam à construção de uma “humanização” da personagem virtual, no sentido de uma represen- tação credível de experiências reais como a tristeza, o ciúme, o medo, e outras emoções humanas. Para isso, o nosso estudo recaiu na análise de várias dimensões, modelos e aspectos clássicos da animação, com enfâse no contexto do desenvolvimento de personagens, procurando compará-los com os novos paradigmas definidos pelas novas rotinas do cinema de animação e jogos digitais. Com esta formulação foi necessário criar uma área transversal que abrangesse diversos campos de conhecimento, nomeadamente, o design de personagem, a interpretação teatral e, claro, a animação digital, palavras-chaves da nossa investigação. O resultado desta diligência permitiu encontrar novas características e mecanismos que tornam possível estabelecer um modelo de dimensões da personagem virtual com vista a uma experiência imersiva. Neste contexto, foi im- prescindível proceder a um estudo aplicado para testar a veracidade das nossas conjecturas teóricas. II Assim, procedemos ao desenvolvimento de uma personagem virtual e, posteriormente, à criação de um projecto interactivo, numa primeira fase, e uma curta-metragem de animação numa fase final. Ambas, a personagem e a curta metragem de animação, foram elaboradas tendo em vista os pressupostos resultantes da investigação teórica. Os resultados apresentados validam o nosso modelo dimensional demonstrando que, de facto, a credibilidade da animação de uma person- agem virtual responde a um conjunto de prorrogativas que estão cada vez mais enraizados na arte e na indústria criativa. III The Representation of Virtual Characters’ Emotions in Digital Animation: From Animated Films to Digital Games Abstract The proliferation of virtual characters in a broad range of contexts within the creative and entertain- ment industries — especially in animated films and digital games — reflects aspects of a digital (audio)visual culture that demands new creative languages and emotions. This new culture of extravagant images and computerised animation emerged in the 1970s as a confluence of the frontiers of film captured by a video camera and those of images generated on a computer, testing the very limits of the animated image. The way in which these new techniques and styles position themselves in the creative process for classic character animation and spread to a variety of sub- jects and content in new media requires new approaches and, indeed, as some authors suggest, a repositioning when it comes to animation studies. The use of the computer with its new creative possibilities brings
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