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A construção de universos para obras ficcionais vai além da mera narração de histórias, sendo um elemento fundamental para envolver e imergir o público. Atualmente a criação de mundos transcende o meio literário. Mundos imaginários também são componentes indissociáveis na composição de obras cinematográficas, de animações digitais e de histórias em quadrinhos. Não seria diferente no processo de desenvolvimento de mundos para jogos digitais. Mas, como é práxis mencionar, nos games, a interatividade com o sistema e as ações lúdicas definem uma forma distinta de participação do público se comparada a outras obras, gerando consequências relevantes no processo de criação destes mundos. Ao contrário do que acontece com outras mídias, a mecânica do jogo compete com a narrativa no sentido de definir os detalhes do espaço de conflito, e nesta concepção atuam profissionais específicos como o designer de níveis. Deste modo, este trabalho descreve como o design de níveis de jogos colabora para tornar a concepção de mundos imaginários algo peculiar se comparada com outras formas de expressão. Desta investigação, percebeu-se que a mecânica dos jogos, os desafios e conflitos inerentes aos games geram mundos que vão além da mera imaginação, já que a jogabilidade possui outros pressupostos de diversão.
The construction of universes for fictional works goes beyond mere storytelling, being a fundamental element to engage and immerse the public. Currently, the creation of worlds transcends the literary medium. Imaginary worlds are also inseparable components in the composition of cinematographic works, digital animations and comic books. It wouldn’t be different in the process of developing worlds for digital games. But, as they say, in games, interactivity with the system and playful actions define a different form of public participation compared to other works, generating relevant consequences in the process of creating these worlds. Unlike what happens with other media, the game mechanics compete with the narrative in order to define the details of the conflict space, and in this conception specific professionals such as the level designer work. In this way, this work describes how game level design helps to make the conception of imaginary worlds something peculiar compared to other forms of expression. In this investigation, it can be seen that game mechanics, the challenges and conflicts inherent to games generate worlds that go beyond mere imagination, since the gameplay has other fun assumptions.
The construction of universes for fictional works goes beyond mere storytelling, being a fundamental element to engage and immerse the public. Currently, the creation of worlds transcends the literary medium. Imaginary worlds are also inseparable components in the composition of cinematographic works, digital animations and comic books. It wouldn’t be different in the process of developing worlds for digital games. But, as they say, in games, interactivity with the system and playful actions define a different form of public participation compared to other works, generating relevant consequences in the process of creating these worlds. Unlike what happens with other media, the game mechanics compete with the narrative in order to define the details of the conflict space, and in this conception specific professionals such as the level designer work. In this way, this work describes how game level design helps to make the conception of imaginary worlds something peculiar compared to other forms of expression. In this investigation, it can be seen that game mechanics, the challenges and conflicts inherent to games generate worlds that go beyond mere imagination, since the gameplay has other fun assumptions.
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Keywords
Mundos imaginários Criação de mundos Design de níveis Mundos de jogos Ambientes de jogos Imaginary worlds Worldbuilding Level design Game worlds Game environment
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Universidade Aberta. LE@D