Narrative, Design, and Modelling of a Game with High-Fidelity Graphics
Autor(a) principal: | |
---|---|
Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.6/12518 |
Resumo: | Victims of Dead Stories is a single-player, first-person game in a 3D environment with graphicsthattrytoassimilatereality,thattakesadvantageofthecharacteristicsofschizophrenia to develop the story of the main character and the drastic changes that the playable environments will undergo. Thus being a psychological horror game with a great visual focus to tell the narrative through interactions and events. This game would start by introducing the main character to a relatively familiar environment to the player. A house where is divided into three playable sections, the hallway, the living room and lastly, the staircase. Each section will play a significant role in the player’s progression. While the hallway is where the most physical changes to the player’s surroundings will occur, the living room will serve as a progression of the story and the events that occur there. However, it is in the staircase that the main point of this project, the creation of loops, will be discovered. Wheneverthemaincharacterpassesthroughthe last door of the staircase, he will find himself in the starting position of the game. Even so, the environment that surrounds him will change, especially on a visual level. The objective of Victims of Dead Stories is to advance through eleven loops, where the visuals of the environments will be progressively more macabre, starting with an ordinary house, until finally the walls are covered in blood, having visual clues about the narrative that are scattered around the map. This report about Victims of Dead Stories consists of the description of the visual graphic elements, having as a main focus the creation of realistic 3D models and textures, resorting to the use of 3D modelling software- Blender-, image editing software- Photoshop-, and texture creation and editing software- Substance Pantier-. This creation of realistic 3Dmodels and textures aims to increase the player’s immersion in the playable environment. Afterthisinitial description, the developmentprocedurewillbeapproached, showing the final visual result of Victims of Dead Stories. The characteristics that determine what schizophrenia is and which ones were chosen to be implemented in Victims of Dead Stories will also be addressed. |
id |
RCAP_7598892c062d63fef35c63fc26e364f6 |
---|---|
oai_identifier_str |
oai:ubibliorum.ubi.pt:10400.6/12518 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
spelling |
Narrative, Design, and Modelling of a Game with High-Fidelity GraphicsDesign de JogosEsquizofreniaGráficos de Alta FidelidadeHorror PsicológicoVictims of Dead StoriesVideo JogoDomínio/Área Científica::Humanidades::Artes::Jogos DigitaisVictims of Dead Stories is a single-player, first-person game in a 3D environment with graphicsthattrytoassimilatereality,thattakesadvantageofthecharacteristicsofschizophrenia to develop the story of the main character and the drastic changes that the playable environments will undergo. Thus being a psychological horror game with a great visual focus to tell the narrative through interactions and events. This game would start by introducing the main character to a relatively familiar environment to the player. A house where is divided into three playable sections, the hallway, the living room and lastly, the staircase. Each section will play a significant role in the player’s progression. While the hallway is where the most physical changes to the player’s surroundings will occur, the living room will serve as a progression of the story and the events that occur there. However, it is in the staircase that the main point of this project, the creation of loops, will be discovered. Wheneverthemaincharacterpassesthroughthe last door of the staircase, he will find himself in the starting position of the game. Even so, the environment that surrounds him will change, especially on a visual level. The objective of Victims of Dead Stories is to advance through eleven loops, where the visuals of the environments will be progressively more macabre, starting with an ordinary house, until finally the walls are covered in blood, having visual clues about the narrative that are scattered around the map. This report about Victims of Dead Stories consists of the description of the visual graphic elements, having as a main focus the creation of realistic 3D models and textures, resorting to the use of 3D modelling software- Blender-, image editing software- Photoshop-, and texture creation and editing software- Substance Pantier-. This creation of realistic 3Dmodels and textures aims to increase the player’s immersion in the playable environment. Afterthisinitial description, the developmentprocedurewillbeapproached, showing the final visual result of Victims of Dead Stories. The characteristics that determine what schizophrenia is and which ones were chosen to be implemented in Victims of Dead Stories will also be addressed.Victims of DeadStories é umjogoparaumúnicojogador,naprimeirapessoa, numambiente 3Dcomgráficosquetentamassimilararealidade, queaproveitaascaracterísticas da esquizofrenia para desenvolver a história da personagem principal e as mudanças drásticas que osambientes jogáveis irão sofrer. Sendo assim um jogo de terror psicológico com umgrande foco visual para contar a narrativa através de interações e eventos. Este jogo começaria por introduzir a personagem principal a um ambiente relativamente familiar para o jogador. Uma casa onde é dividida em três secções jogáveis, o corredor, a sala de estar e por último a escadaria. Cada secção desempenhará um papel significativo na progressão do jogador. Enquanto que o corredor é onde se verificarão mais mudanças físicas no ambiente que rodeia o jogador, a sala de estar servirá como uma progressão da história e dos eventos que aí se desenrolam. Contudo, é na escadaria que o ponto principal deste projeto, a criação de loops, será descoberto. Sempre que a personagem principal passar pela última porta das escadas, encontrar-se-á na posição inicial do jogo. Ainda assim, o ambiente que o rodeia irá mudar, especialmente a nível visual. O objetivo de Victims of Dead Stories é avançar através de onze loops, onde o visual dos ambientes será progressivamentemaismacabro,começandoporumacasavulgar,atéfinalmenteasparedes estarem cobertas de sangue, tendo pistas visuais sobre a narrativa estão espalhadas à volta do mapa. Este relatório sobre Victims of Dead Stories consiste na descrição dos elementos visuais gráficos, tendo como foco principal a criação de modelos 3D e texturas realistas, recorrendo ao uso do software de modelaçao 3D- Blender-, ao software de edição de imagesPhotoshop-, e ao software de criação e edição de texturas- Substance Pantier-. Esta criação de modelos 3D etexturas realistas visa aumentar a imersão do jogador no ambiente jogável. Após esta descrição inicial, será abordado o procedimento de desenvolvimento, mostrando o resultado visual final de Victims of Dead Stories. As características que determinam o que é a esquizofrenia e que foram escolhidas para serem implementadas em serão também abordadas.Silva, Frutuoso Gomes Mendes dauBibliorumGarcia, João Miguel Ribeiro2022-12-13T14:42:57Z2022-07-282022-06-292022-07-28T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.6/12518TID:203115775enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-12-15T09:55:44Zoai:ubibliorum.ubi.pt:10400.6/12518Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:52:06.305560Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics |
title |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics |
spellingShingle |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics Garcia, João Miguel Ribeiro Design de Jogos Esquizofrenia Gráficos de Alta Fidelidade Horror Psicológico Victims of Dead Stories Video Jogo Domínio/Área Científica::Humanidades::Artes::Jogos Digitais |
title_short |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics |
title_full |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics |
title_fullStr |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics |
title_full_unstemmed |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics |
title_sort |
Narrative, Design, and Modelling of a Game with High-Fidelity Graphics |
author |
Garcia, João Miguel Ribeiro |
author_facet |
Garcia, João Miguel Ribeiro |
author_role |
author |
dc.contributor.none.fl_str_mv |
Silva, Frutuoso Gomes Mendes da uBibliorum |
dc.contributor.author.fl_str_mv |
Garcia, João Miguel Ribeiro |
dc.subject.por.fl_str_mv |
Design de Jogos Esquizofrenia Gráficos de Alta Fidelidade Horror Psicológico Victims of Dead Stories Video Jogo Domínio/Área Científica::Humanidades::Artes::Jogos Digitais |
topic |
Design de Jogos Esquizofrenia Gráficos de Alta Fidelidade Horror Psicológico Victims of Dead Stories Video Jogo Domínio/Área Científica::Humanidades::Artes::Jogos Digitais |
description |
Victims of Dead Stories is a single-player, first-person game in a 3D environment with graphicsthattrytoassimilatereality,thattakesadvantageofthecharacteristicsofschizophrenia to develop the story of the main character and the drastic changes that the playable environments will undergo. Thus being a psychological horror game with a great visual focus to tell the narrative through interactions and events. This game would start by introducing the main character to a relatively familiar environment to the player. A house where is divided into three playable sections, the hallway, the living room and lastly, the staircase. Each section will play a significant role in the player’s progression. While the hallway is where the most physical changes to the player’s surroundings will occur, the living room will serve as a progression of the story and the events that occur there. However, it is in the staircase that the main point of this project, the creation of loops, will be discovered. Wheneverthemaincharacterpassesthroughthe last door of the staircase, he will find himself in the starting position of the game. Even so, the environment that surrounds him will change, especially on a visual level. The objective of Victims of Dead Stories is to advance through eleven loops, where the visuals of the environments will be progressively more macabre, starting with an ordinary house, until finally the walls are covered in blood, having visual clues about the narrative that are scattered around the map. This report about Victims of Dead Stories consists of the description of the visual graphic elements, having as a main focus the creation of realistic 3D models and textures, resorting to the use of 3D modelling software- Blender-, image editing software- Photoshop-, and texture creation and editing software- Substance Pantier-. This creation of realistic 3Dmodels and textures aims to increase the player’s immersion in the playable environment. Afterthisinitial description, the developmentprocedurewillbeapproached, showing the final visual result of Victims of Dead Stories. The characteristics that determine what schizophrenia is and which ones were chosen to be implemented in Victims of Dead Stories will also be addressed. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-12-13T14:42:57Z 2022-07-28 2022-06-29 2022-07-28T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.6/12518 TID:203115775 |
url |
http://hdl.handle.net/10400.6/12518 |
identifier_str_mv |
TID:203115775 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
|
_version_ |
1799136409429213184 |