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Coleção Digital

Avançada


Estatísticas | Formato DC|



Título: PROTOTYPES FOR THE CREATION OF DIGITAL GAMES: THEIR USES IN THE GAMES DESIGN TEACHING
Instituição: PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO - PUC-RIO
Autor(es): DELMAR GALISI DOMINGUES

Colaborador(es):  REJANE SPITZ - Orientador
Número do Conteúdo: 37976
Catalogação:  13/05/2019 Idioma(s):  PORTUGUESE - BRAZIL

Tipo:  TEXT Subtipo:  THESIS
Natureza:  SCHOLARLY PUBLICATION
Nota:  Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
Referência [pt]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=37976@1
Referência [en]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=37976@2
Referência DOI:  https://doi.org/10.17771/PUCRio.acad.37976

Resumo:
The intrinsic complexity of the process of developing a digital game turns the formation of multidisciplinary teams inevitable. To meet the planned aims, during the design process the professionals involved create a variety of prototypes, each one testing one or more aspects of the final object. One of the more important components to be evaluated in a game is its mechanics due its key-role in making a match really challenging. In order to be make its mechanics properly appraisable by the designer in the different stages of development, it is necessary that the prototypes were functional, in other words, were reliable prototypes of test. There are many kinds of prototypes capable of fulfilling this condition, ranging from the most rudimentary to the high fidelity digital ones. Since the game s mechanics is one of the first elements to be elaborated in a game design project, either paper prototypes as well as the low fidelity digital prototypes can be used from the very beginning of the design process. Besides that, the students of design frequently do not possess the necessary technical knowledge on computational programming to allow them constructing digital prototypes, even if the necessary knowledge is elementary. An alternative, therefore, is building prototypes from rudimentary materials, which is, however, a less usual proceeding in the game industry that the creation of digital prototypes. The aim of the present research, through an experiment among the students of the discipline of Games Design, was to investigate if the mechanics of different genres of games could be created and evaluated by simpler analogical prototypes, without using computational programming. At the same time, this work has allowed us to inquire if, during the construction of theses prototypes, the game design students work only intellectually on the project conception or if, somehow, they also practice a productive activity. We have found out that, for being quick prototypes, they are very adaptable and permit instant changes, turning possible for the students to practice the design process through an interactive process of generating ideas, prototypes building, evaluative tests and recreations. The conclusion we achieve thus is that theses prototypes not only are conception instruments but also production ones, promoting the essential practice of design, which is basically inventive and experimental. The contribution of the present study is to offer a learning alternative on the project practice for game design students, once the results of the research demonstrated that the prototypes – which present physical similarities to some simple games, as the board games – can also be used in the creation and development of more complex games.

Descrição Arquivo
COVER, ACKNOWLEDGEMENTS, RESUMO, ABSTRACT, SUMMARY AND LISTS  PDF
CHAPTER 1  PDF
CHAPTER 2  PDF
CHAPTER 3  PDF
CHAPTER 4  PDF
CHAPTER 5  PDF
CHAPTER 6  PDF
REFERENCES, APPENDICES  PDF
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