Melodik : concepts arts de jogo baseado na estética visual
Resumo
Resumo: Este Trabalho de Conclusão de Curso foca no desenvolvimento de Concept Arts para o jogo digital autoral MELODIK. Com o embasamento para essas artes na estética visual em jogos e a identidade e pertencimento do jovem-adulto brasileiro, com idade entre 18 e 29 anos, que compõem o público-alvo. O projeto busca abordar a baixa visibilidade de jogos brasileiros no país, utilizando identificação e apelo visual como ferramentas para incentivar o reconhecimento e a apreciação de jogos e narrativas nacionais. A fundamentação teórica abrangeu a evolução dos jogos digitais e RPGs, conceitos estéticos visuais apresentados por Müller (2011), Rocha et al. (2006) e Sarver (2021), e fundamentos para a criação de Concept Art por Takahashi e Andreo (2011), Solarski (2012) e Skåre e Silva (2010). Além disso, foram analisados os estereótipos brasileiros e a representação do cotidiano do país sem generalizações. O processo de desenvolvimento envolveu a criação dos fundamentos do jogo com o modelo MDA (Hunicke et al., 2004), a elaboração de personagens e cenários com referências visuais e culturais, a pesquisa com usuários sobre estilos visuais e expectativas em RPG, e o feedback do público-alvo com protótipos do Concept Art. Essas etapas visaram refinar as necessidades do usuário e apresentar a cultura brasileira de forma autêntica e original Abstract: This undergraduate thesis focuses on the development of Concept Art for the original digital game MELODIK. The visual design of these artworks is grounded in studies of game aesthetics and in the notions of identity and belonging among Brazilian young adults aged 18 to 29, who represent the project’s target audience. The work seeks to address the limited visibility of Brazilian-made games within the country by employing visual appeal and cultural identification as tools to foster recognition and appreciation of national games and narratives.The theoretical framework encompasses the evolution of digital games and RPGs, visual aesthetic concepts Brazilian-made games within the country by employing visual appeal and cultural identification as tools to foster recognition and appreciation of national games and narratives.The theoretical framework encompasses the evolution of digital games and RPGs, visual aesthetic concepts discussed by Müller (2011), Rocha et al. (2006), and Sarver (2021), and the foundations of Concept Art creation as proposed by Takahashi and Andreo (2011), Solarski (2012), and Skåre and Silva (2010). Additionally, the study examines Brazilian stereotypes and representations of everyday life in the country, seeking to portray them without generalizations. The development process involved establishing the core elements of the game using the MDA framework (Hunicke et al., 2004), designing characters and environments based on visual and cultural references, conducting user research on visual styles and expectations in RPGs, and gathering feedback from the target discussed by Muller (2011), Rocha et al. (2006), and Sarver (2021), and the foundations of Concept Art creation as proposed by Takahashi and Andreo (2011), Solarski (2012), and Skare and Silva (2010). Additionally, the study examines Brazilian stereotypes and representations of everyday life in the country, seeking to portray them without generalizations. The development process involved establishing the core elements of the game using the MDA framework (Hunicke et al., 2004), designing characters and environments based on visual and cultural references, conducting user research on visual styles and expectations in RPGs, and gathering feedback from the target audience through Concept Art prototypes. These stages aimed to refine user needs and present Brazilian culture in an authentic and original manner
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- Design Gráfico [54]