Diseño De Un Prototipo De Videojuego En Modalidad

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Diseño De Un Prototipo De Videojuego En Modalidad DISEÑO DE UN PROTOTIPO DE VIDEOJUEGO EN MODALIDAD COOPERATIVA, ORIENTADO A LA FORMACIÓN DE CONCIENCIA ECOLÓGICA DENTRO DE UN ENTORNO DE BOSQUE ANDINO, PARA NIÑOS ENTRE 8 y 10 AÑOS DE LA CIUDAD DE CALI. JORGE LUIS REYES FERNÁNDEZ JUAN DAVID SÁNCHEZ ABADÍA UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE COMUNICACIÓN SOCIAL DEPARTAMENTO DE DISEÑO Y PUBLICIDAD PROGRAMA DISEÑO DE LA COMUNICACIÓN GRÁFICA SANTIAGO DE CALI 2013 DISEÑO DE UN PROTOTIPO DE VIDEOJUEGO EN MODALIDAD COOPERATIVA, ORIENTADO A LA FORMACIÓN DE CONCIENCIA ECOLÓGICA DENTRO DE UN ENTORNO DE BOSQUE ANDINO, PARA NIÑOS ENTRE 8 y 10 AÑOS DE LA CIUDAD DE CALI. JORGE LUIS REYES FERNÁNDEZ JUAN DAVID SÁNCHEZ ABADÍA Proyecto de grado para optar por el título de Diseñador de la Comunicación Gráfica Director RODOLFO SOTO ACOSTA Diseñador Gráfico UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE COMUNICACIÓN SOCIAL DEPARTAMENTO DE DISEÑO Y PUBLICIDAD PROGRAMA DISEÑO DE LA COMUNICACIÓN GRÁFICA SANTIAGO DE CALI 2013 Nota de aceptación: Aprobado por el Comité de Grado en cumplimiento de los requisitos exigidos por la Universidad Autónoma de Occidente para optar al título de Diseñador de la comunicación gráfica. Andrés Rozo Jurado Pablo Andrés Sánchez Jurado Santiago de Cali, 5 de abril de 2013 AGRADECIMIENTOS Este proyecto está dedicado a las dos mujeres más importantes en mi vida, mi madre, quien su vida ha sido una lucha constante e incansable por fomentar y apoyar mi crecimiento como persona y profesional, y que tiene aún mucha vida por delante para poder contemplar mis logros; y mi abuela Q.E.P.D., quien desde siempre fue mi maestra y mi segunda madre; que aunque no esté en este momento para ver mi progreso, sé que donde se encuentre me acompañará durante la finalización de esta etapa. Las amo profundamente. Juan David Sánchez Abadía. Quiero agradecer a mis abuelos y a mi madre por apoyarme en todo siempre. Para mí es un orgullo demostrarles que soy un gran profesional y un gran nieto e hijo. Todo el esfuerzo y tiempo invertido se los quiero dedicar a ellos que lo son todo para mí. Muchas gracias por todo, los amo con el alma. Jorge Luis Reyes Fernández. CONTENIDO RESUMEN 23 INTRODUCCIÓN 24 1. PROBLEMA DE INVESTIGACIÓN 26 1.1 ANTECEDENTES 26 1.2 PLANTEAMIENTO DEL PROBLEMA 27 1.3 FORMULACIÓN DEL PROBLEMA O PREGUNTA PROBLEMA 28 1.4 SISTEMATIZACIÓN DE LA INVESTIGACIÓN 28 2. JUSTIFICACIÓN 29 2.1 TIPOS DE JUSTIFICACIÓN 29 2.1.1 Justificación Teórica. 29 2.1.2 Justificación Metodológica. 29 2.1.3 Justificación Práctica. 29 3. OBJETIVOS 31 3.1 OBJETIVO GENERAL. 31 3.2 OBJETIVOS ESPECÍFICOS 31 4. MARCOS DE REFERENCIA 31 4.1 MARCO TEÓRICO 31 4.1.1 Niñez tardía. 31 4.1.2 Lo educativo en la niñez tardía. 32 4.1.2.1 Entorno vivo 32 4.1.2.2 Ciencia, tecnología y sociedad 33 4.1.2.3 Desarrollo compromisos personales y sociales 33 4.1.3 Interacción cooperativa en los niños. 33 4.1.4 Los videojuegos. 35 4.1.5 Videojuegos Educativos. 37 4.1.6 El ayer y hoy de los videojuegos educativos para niños. 38 4.1.6.1 Sim Earth 38 4.1.6.2 Awesome Possum 39 4.1.6.3 Eco-Fighters 40 4.1.6.4 Oddworld: Abe’s Oddysee 40 4.1.6.5 Katamari Damacy 41 4.1.6.6 Chibi Robo 42 4.1.7 La imagen fija y la imagen en movimiento. 43 4.1.8 La imagen en los videojuegos. 44 4.1.9 Interactividad y Usabilidad en videojuegos. 45 4.1.9.1 La Interactividad. 45 4.1.9.2 La Usabilidad. 45 4.1.10 Sistema de juego. 47 4.1.11 Clasificaciones de los videojuegos. 48 4.1.11.1 Géneros de videojuegos 48 4.1.12 Clasificación de software de entretenimiento. 66 4.1.13 La Cámara en los Videojuegos. 71 4.1.13.1 Primera persona. 73 4.1.13.2 Tercera persona. 73 4.1.13.3 Segunda persona. 73 4.1.13.4 Perspectiva isométrica. 74 4.1.14 La epilepsia en los Videojuegos. 74 4.1.15 Brief o aspectos iniciales. 75 4.1.16 Dispositivos electrónicos para Videojuegos. 76 4.1.17 Música y Semántica. 86 4.1.17.1 Análisis de Referentes y Antecedentes. 86 4.1.17.2 Efectos de la música en el jugador. 89 4.1.18 Bosque Andino. 90 4.1.18.1 Especies arbóreas del bosque Andino. 91 4.1.18.2 Especies animales del Bosque Andino. 97 4.1.18.3 Problemas ambientales. 133 4.1.18.4 Regulación para la conservación del ambiente. 139 4.1.17.5 Glosario ambiental. 141 4.2 MARCO CONTEXTUAL 144 4.2.1 Los Videojuegos educativos en el mundo. 144 4.2.2 Los Videojuegos educativos en Colombia. 148 4.3 MARCO CONCEPTUAL 149 4.3.1 3D (tres dimensiones). 149 4.3.2 Ángulo. 149 4.3.3 Animación 3D. 150 4.3.4 Aprendizaje. 150 4.3.5 Arquitectura de la información. 150 4.3.6 Arte Conceptual. 150 4.3.7 Assets (Librerías comunes). 150 4.3.8 Bosque Andino. 150 4.3.9 Cámara 3D. 150 4.3.10 Cámara. 150 4.3.11 Canal Alfa. 151 4.3.12 Categoría de Videojuegos. 151 4.3.13 Ciclos de Animación. 151 4.3.14 Colisiones. 151 4.3.15 Competitivo. 151 4.3.16 Control (Joypad o Teclado+Mouse). 151 4.3.17 Cooperativo. 151 4.3.18 Cultura Ecológica. 151 4.3.19 Ecología. 152 4.3.20 Educativo. 152 4.3.21 Efectos Sonoros. 152 4.3.22 Elementales. 152 4.3.23 Emoción. 152 4.3.24 Entorno. 152 4.3.25 Ergonomía. 152 4.3.26 Escultismo. 152 4.3.27 Formatos. 152 4.3.28 Género de Videojuegos. 153 4.3.29 Guion Literario. 153 4.3.30 Guion Técnico. 153 4.3.31 Historia. 153 4.3.32 Iluminación (Motor). 153 4.3.33 Imagen. 153 4.3.34 Inmersión. 153 4.3.35 Interactividad. 153 4.3.36 Interfaz de usuario. 154 4.3.37 Juego de Modalidad Cooperativa. 154 4.3.38 Keyframe. 154 4.3.39 Look & Feel. 154 4.3.40 Mapeado. 154 4.3.41 Materials (Motor). 154 4.3.42 Menú. 154 4.3.43 Modelado Tridimensional. 154 4.3.44 Modelo de color RGB. 154 4.3.45 Morfología. 155 4.3.46 Motivación. 155 4.3.47 Motor Gráfico para Videojuegos 155 4.3.48 Motores de video juegos. 155 4.3.49 Música. 155 4.3.50 Niñez Tardía. 155 4.3.51 Normal mapping. 155 4.3.52 NTSC. 155 4.3.53 PAL. 155 4.3.54 Personaje. 156 4.3.55 Pixel. 156 4.3.56 Plano. 156 4.3.57 Polígonos. 156 4.3.58 Posproducción. 156 4.3.59 Preproducción. 156 4.3.60 Producción. 156 4.3.61 Prototipo. 156 4.3.62 Público o segmento objeto. 156 4.3.63 Realidad virtual. 157 4.3.64 Render. 157 4.3.65 Rigging de personajes 3D. 157 4.3.66 Satisfacción. 157 4.3.67 Sistema de Partículas. 157 4.3.68 Sketch. 157 4.3.69 Socialización. 157 4.3.70 Software. 157 4.3.71 Storyboard. 157 4.3.72 Storyline. 158 4.3.73 Texturizado Tridimensional. 158 4.3.74 UDK. 158 4.3.75 UV mapping. 158 4.3.76 Videojuego. 158 4.4 MARCO LEGISLATIVO. 158 4.4.1 Los Videojuegos. 158 4.4.2 Fin de la normatividad. 158 4.4.3 Protección de los usuarios. 159 4.4.4 De las sanciones. 159 4.4.5 Conclusión. 160 5. METODOLOGÍA 162 5.1 Esquema metodológico. 162 5.1.1 Cronograma 2012. 162 5.1.2 Cronograma 2013. 162 5.2 Fase I: Investigación. 162 5.2.1 Encuesta Colegio Freinet 162 5.3 Fase II: Documento de diseño. 171 5.3.1 Introducción. 171 5.3.2 Concepto de juego. 172 5.3.2.1 Título. 172 5.3.2.2 Temas. 172 5.3.2.3 Género o trama. 172 5.3.2.4 Sinopsis. 172 5.3.2.5 Argumento. 172 5.3.2.6 El universo. 174 5.3.2.7 Los Licanos. 174 5.3.2.8 La historia. 174 5.3.3 Características principales. 176 5.3.3.1 Planteamiento sencillo. 176 5.3.3.2 Táctica. 176 5.3.3.3 Dinamismo. 176 5.3.3.4 Dualidad. 177 5.3.3.5 Ampliación. 177 5.3.3.6 Propósito y público objetivo. 177 5.3.3.7 Estilo visual. 177 5.3.4 Mecánicas de juego 178 5.3.4.1 Jugabilidad. 178 5.3.4.2 Flujo de juego. 188 5.3.4.4 Mapeado. 192 5.3.4.5 Personajes. 192 5.3.4.6 Movimiento y físicas. 209 5.3.5 Interfaz gráfica de usuario. 214 5.3.5.1 Diagrama de flujo. 214 5.3.5.2 Inicio. 215 5.3.5.3 Menú principal. 215 5.3.5.4 Elementos diegéticos. 222 5.3.5.5 Elementos no-diegéticos. 224 5.3.5.6 Elementos espaciales. 224 5.3.5.7 Elementos meta-representativos. 225 5.3.5.8 Retos. 225 5.3.6 Arte Conceptual. 226 5.3.6.1 Bocetación. 226 5.3.6.2 Siluetas. 237 5.3.6.3 Artes Finales. 245 5.3.7 Artes 2D. 255 5.3.7.1 Logo. 255 5.3.7.2 Símbolos elementales. 257 5.3.7.3 Insignias elementales.
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