Arquitetura e level design nos games
Autor(a) principal: | |
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Data de Publicação: | 2014 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_SP |
Texto Completo: | https://tede2.pucsp.br/handle/handle/18158 |
Resumo: | With virtual spaces becoming increasingly present in our daily lives, it is necessary to further understand the relationship that man to possess with this virtual space, as he understands it and how he can build it. As the massive use of games, these will be the object of analysis, since much of the virtual experience occurs in them. This research sought to establish the relationship between the factual and digital spaces in games in order to benefit the development levels of the game from the knowledge developed in architectural studies. The research is based on the thoughts of Mark Vitruvius, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto and Lev Manovich, among others. The hypothesis of this study is that despite the differences between the factual and the virtual space, both can use the same concepts and methodology to be created, since they can also inhabited and are perceived similarly. Thus, in the first chapter of the research we tried to present a mimesis of the three-dimensional world in various media: painting, technical drawing and film, since they contributed to the understanding of the representation of virtual spaces. In the second chapter, we worked the relations of space for it actants with these environments and the relationship between user-architectural, who inhabits the factual space and the viewer-interactor, who inhabit the virtual environment, in addition to the concepts of navigable spaces, immersion and avatar, all important for reading the digital space and the development of their relationship to the factual space. Finally, in the third chapter, we performed a case study of the game "The Last of Us" from architectural concepts and design level and in relation to conceptual and methodological development part. Soon after, it was discussed directly the relationship between architecture and level design, and this time with the focus on the form of the creation of spaces, and how this is understood by the person who inhabits it. In the last part of the paper discussed the concept of architectural level design, which presents some ways of thinking about architecture and its relationship with the level design. From this conceptualization, we propose a development methodology architecture design level |
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Petry, Luís Carloshttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4481115J6Casarini, Marcel2016-04-29T14:23:32Z2014-10-312014-09-22Casarini, Marcel. Achitecture and level design in games. 2014. 115 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2014.https://tede2.pucsp.br/handle/handle/18158With virtual spaces becoming increasingly present in our daily lives, it is necessary to further understand the relationship that man to possess with this virtual space, as he understands it and how he can build it. As the massive use of games, these will be the object of analysis, since much of the virtual experience occurs in them. This research sought to establish the relationship between the factual and digital spaces in games in order to benefit the development levels of the game from the knowledge developed in architectural studies. The research is based on the thoughts of Mark Vitruvius, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto and Lev Manovich, among others. The hypothesis of this study is that despite the differences between the factual and the virtual space, both can use the same concepts and methodology to be created, since they can also inhabited and are perceived similarly. Thus, in the first chapter of the research we tried to present a mimesis of the three-dimensional world in various media: painting, technical drawing and film, since they contributed to the understanding of the representation of virtual spaces. In the second chapter, we worked the relations of space for it actants with these environments and the relationship between user-architectural, who inhabits the factual space and the viewer-interactor, who inhabit the virtual environment, in addition to the concepts of navigable spaces, immersion and avatar, all important for reading the digital space and the development of their relationship to the factual space. Finally, in the third chapter, we performed a case study of the game "The Last of Us" from architectural concepts and design level and in relation to conceptual and methodological development part. Soon after, it was discussed directly the relationship between architecture and level design, and this time with the focus on the form of the creation of spaces, and how this is understood by the person who inhabits it. In the last part of the paper discussed the concept of architectural level design, which presents some ways of thinking about architecture and its relationship with the level design. From this conceptualization, we propose a development methodology architecture design levelArquitetura e Level Design nos Games Com os espaços virtuais tornando-se cada vez mais presentes no nosso cotidiano, faz-se necessário um estudo mais aprofundado para entender a relação que o homem possuí para com este espaço virtual, como ele o entende e como ele pode construir. Como o uso massivo de games, estes serão o objeto de análise, pois boa parte da vivência virtual se dá nos mesmos. Nesta pesquisa buscou-se estabelecer a relação entre os espaços fáticos e digitais nos games com o intuito de beneficiar o desenvolvimento de níveis dos jogos a partir do conhecimento desenvolvido em estudos de arquitetura. A pesquisa tem como base os pensamentos de Marcos Vitrúvio, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto e Lev Manovich, dentre outros. A hipótese desta pesquisa é que apesar das diferenças entre o espaço fático e o virtual, ambos podem utilizar os mesmos conceitos e metodologia para serem criados, uma vez que também podem são percebidos e habitados de forma semelhante. Desta forma, no primeiro capítulo da pesquisa buscou-se apresentar uma mimese do mundo tridimensional em diversos suportes: na pintura, no desenho técnico e cinema, já que eles contribuíram para o entendimento da representação dos espaços virtuais. No segundo capítulo trabalhou-se as relações dos actantes do espaço para com estes ambientes e a relação entre o usuário-arquitetônico, aquele que habita o espaço fático e o espectador-interator, aquele que habita o ambiente virtual, além dos conceitos de espaço navegável, imersão e avatar, todos importantes para a leitura do espaço digital e para a elaboração de sua relação para com o espaço fático. Por fim, no terceiro capítulo, realizou-se um estudo de caso do jogo The Last of Us a partir de conceitos arquitetônicos e de design de nível e em relação à parte conceitual e metodológica de desenvolvimento. Logo após, discutiu-se diretamente a relação entre arquitetura e design de nível e, desta vez com o foco na forma de criação dos espaços, e em como este é compreendido pelo sujeito que o habita. Na última parte do trabalho discutiu-se o conceito de projeto de arquitetura de nível, onde são apresentados alguns modos de se pensar arquitetura e suas relações com o design de nível. A partir desta conceituação é proposta uma metodologia de desenvolvimento de projeto de arquitetura de nível.application/pdfhttp://tede2.pucsp.br/tede/retrieve/37154/Marcel%20Casarini.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBRFaculdade de Ciências Exatas e TecnologiaTopofilosofiaEspaçoArquiteturaTridimensionalGamesTopophilosophySpaceArchitectureThree-dimensional gamesLevel designCNPQ::ENGENHARIASArquitetura e level design nos gamesAchitecture and level design in gamesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTMarcel Casarini.pdf.txtMarcel Casarini.pdf.txtExtracted texttext/plain275371https://repositorio.pucsp.br/xmlui/bitstream/handle/18158/3/Marcel%20Casarini.pdf.txt94cfed4dc13bad8db6409d8685758eb4MD53ORIGINALMarcel Casarini.pdfapplication/pdf36381730https://repositorio.pucsp.br/xmlui/bitstream/handle/18158/1/Marcel%20Casarini.pdfd8063dc57f4acd40b7afe9ffe3408a6fMD51THUMBNAILMarcel Casarini.pdf.jpgMarcel Casarini.pdf.jpgGenerated Thumbnailimage/jpeg9567https://repositorio.pucsp.br/xmlui/bitstream/handle/18158/2/Marcel%20Casarini.pdf.jpg9641c1249e0864f2fc6230cedb9ca288MD52handle/181582022-06-13 10:19:33.209oai:repositorio.pucsp.br:handle/18158Biblioteca Digital de Teses e Dissertaçõeshttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-06-13T13:19:33Biblioteca Digital de Teses e Dissertações da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false |
dc.title.por.fl_str_mv |
Arquitetura e level design nos games |
dc.title.alternative.eng.fl_str_mv |
Achitecture and level design in games |
title |
Arquitetura e level design nos games |
spellingShingle |
Arquitetura e level design nos games Casarini, Marcel Topofilosofia Espaço Arquitetura Tridimensional Games Topophilosophy Space Architecture Three-dimensional games Level design CNPQ::ENGENHARIAS |
title_short |
Arquitetura e level design nos games |
title_full |
Arquitetura e level design nos games |
title_fullStr |
Arquitetura e level design nos games |
title_full_unstemmed |
Arquitetura e level design nos games |
title_sort |
Arquitetura e level design nos games |
author |
Casarini, Marcel |
author_facet |
Casarini, Marcel |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Petry, Luís Carlos |
dc.contributor.authorLattes.fl_str_mv |
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4481115J6 |
dc.contributor.author.fl_str_mv |
Casarini, Marcel |
contributor_str_mv |
Petry, Luís Carlos |
dc.subject.por.fl_str_mv |
Topofilosofia Espaço Arquitetura Tridimensional Games |
topic |
Topofilosofia Espaço Arquitetura Tridimensional Games Topophilosophy Space Architecture Three-dimensional games Level design CNPQ::ENGENHARIAS |
dc.subject.eng.fl_str_mv |
Topophilosophy Space Architecture Three-dimensional games Level design |
dc.subject.cnpq.fl_str_mv |
CNPQ::ENGENHARIAS |
description |
With virtual spaces becoming increasingly present in our daily lives, it is necessary to further understand the relationship that man to possess with this virtual space, as he understands it and how he can build it. As the massive use of games, these will be the object of analysis, since much of the virtual experience occurs in them. This research sought to establish the relationship between the factual and digital spaces in games in order to benefit the development levels of the game from the knowledge developed in architectural studies. The research is based on the thoughts of Mark Vitruvius, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto and Lev Manovich, among others. The hypothesis of this study is that despite the differences between the factual and the virtual space, both can use the same concepts and methodology to be created, since they can also inhabited and are perceived similarly. Thus, in the first chapter of the research we tried to present a mimesis of the three-dimensional world in various media: painting, technical drawing and film, since they contributed to the understanding of the representation of virtual spaces. In the second chapter, we worked the relations of space for it actants with these environments and the relationship between user-architectural, who inhabits the factual space and the viewer-interactor, who inhabit the virtual environment, in addition to the concepts of navigable spaces, immersion and avatar, all important for reading the digital space and the development of their relationship to the factual space. Finally, in the third chapter, we performed a case study of the game "The Last of Us" from architectural concepts and design level and in relation to conceptual and methodological development part. Soon after, it was discussed directly the relationship between architecture and level design, and this time with the focus on the form of the creation of spaces, and how this is understood by the person who inhabits it. In the last part of the paper discussed the concept of architectural level design, which presents some ways of thinking about architecture and its relationship with the level design. From this conceptualization, we propose a development methodology architecture design level |
publishDate |
2014 |
dc.date.available.fl_str_mv |
2014-10-31 |
dc.date.issued.fl_str_mv |
2014-09-22 |
dc.date.accessioned.fl_str_mv |
2016-04-29T14:23:32Z |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
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Casarini, Marcel. Achitecture and level design in games. 2014. 115 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2014. |
dc.identifier.uri.fl_str_mv |
https://tede2.pucsp.br/handle/handle/18158 |
identifier_str_mv |
Casarini, Marcel. Achitecture and level design in games. 2014. 115 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2014. |
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Pontifícia Universidade Católica de São Paulo |
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