Time for The Moon Night: A pixel art game about generational trauma

Detalhes bibliográficos
Autor(a) principal: Sulzbach, Rafaela Inês Lamotte
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.6/13633
Resumo: This document is the presentation of the project Time for The Moon Night, which focuses on the creation of assets for a pixel art game, the development of its narrative, as well as well the implementation of these in a playable game to prove their coherence and functionality in a game. The game tells the story of a nameless teen who is part of a family of supernatural creatures, Agmas. The aim of this narrative is, through the concept of time traveling, to portray the impact that generational trauma tends to cause families, making it so that even those who are not aware of the real cause of their traumas see themselves affected by the reminiscent of something that happened decades before they were born. With that, the Project divides itself into two stages: The Design, which covers the process of creating the narrative, conceptualizing the characters and environments, and the development of the assets that are to be a part of the game. The second part, Development, focuses on the process of composition of the game, covering the mechanics and the implementation of the assets in way of proving that they are functional in a game. This document describes the creation process of a video game, which, on an autobiographical dimension, allowed, in an unusual way, to speak on a personal topic of extreme importance to the creator and of unquestionable historical relevance, through a mean usually associated with popular entertainment.
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spelling Time for The Moon Night: A pixel art game about generational traumaGame DesignNarrativaPixel ArtTrauma GeracionalViagem no TempoDomínio/Área Científica::Humanidades::Artes::Jogos DigitaisThis document is the presentation of the project Time for The Moon Night, which focuses on the creation of assets for a pixel art game, the development of its narrative, as well as well the implementation of these in a playable game to prove their coherence and functionality in a game. The game tells the story of a nameless teen who is part of a family of supernatural creatures, Agmas. The aim of this narrative is, through the concept of time traveling, to portray the impact that generational trauma tends to cause families, making it so that even those who are not aware of the real cause of their traumas see themselves affected by the reminiscent of something that happened decades before they were born. With that, the Project divides itself into two stages: The Design, which covers the process of creating the narrative, conceptualizing the characters and environments, and the development of the assets that are to be a part of the game. The second part, Development, focuses on the process of composition of the game, covering the mechanics and the implementation of the assets in way of proving that they are functional in a game. This document describes the creation process of a video game, which, on an autobiographical dimension, allowed, in an unusual way, to speak on a personal topic of extreme importance to the creator and of unquestionable historical relevance, through a mean usually associated with popular entertainment.Este relatório visa a apresentação do projeto Time for The Moon Night, o qual foca na criação de assets para um jogo em pixel art e no desenvolvimento da sua narrativa, assim como na implementação destes, permitindo comprovar a coerência e funcionalidade dos mesmos dentro de um jogo. O jogo relata a história de um personagem adolescente sem nome que faz parte de uma família de criaturas sobrenaturais, os Agmas. O intuito da narrativa é, através do conceito de viagem no tempo, retratar o impacto que o trauma geracional tende a causar em famílias, fazendo com que mesmo aqueles que não saibam o motivo real de seus traumas possam desvendar as sequelas de algo que ocorreu no passado, por vezes décadas antes de terem vindo a nascer. Desta forma, o projeto se divide em duas partes: o Design e o Desenvolvimento. Na primeira é retratado o processo de elaboração da narrativa, a conceptualização dos personagens, assim como os ambientes distintos existentes no jogo e a criação dos assets que compõem o jogo. A segunda parte foca no processo de composição do jogo em si, dando especial destaque às mecânicas e à implementação dos assets. Este documento descreve o processo de criação de um vídeo game, que, em uma dimensão autobiográfica, permitiu, de uma forma invulgar, abordar um tópico pessoal de extrema importância para a criadora e de inquestionável relevância histórica, através de um meio usualmente assumido como de entretenimento popular.Nogueira, Luis Carlos da CostauBibliorumSulzbach, Rafaela Inês Lamotte2023-11-10T14:30:23Z2023-03-092023-01-272023-03-09T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.6/13633TID:203383125enginfo: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:RCAAP2023-12-15T09:57:18Zoai:ubibliorum.ubi.pt:10400.6/13633Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:53:01.864117Repositório 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 Time for The Moon Night: A pixel art game about generational trauma
title Time for The Moon Night: A pixel art game about generational trauma
spellingShingle Time for The Moon Night: A pixel art game about generational trauma
Sulzbach, Rafaela Inês Lamotte
Game Design
Narrativa
Pixel Art
Trauma Geracional
Viagem no Tempo
Domínio/Área Científica::Humanidades::Artes::Jogos Digitais
title_short Time for The Moon Night: A pixel art game about generational trauma
title_full Time for The Moon Night: A pixel art game about generational trauma
title_fullStr Time for The Moon Night: A pixel art game about generational trauma
title_full_unstemmed Time for The Moon Night: A pixel art game about generational trauma
title_sort Time for The Moon Night: A pixel art game about generational trauma
author Sulzbach, Rafaela Inês Lamotte
author_facet Sulzbach, Rafaela Inês Lamotte
author_role author
dc.contributor.none.fl_str_mv Nogueira, Luis Carlos da Costa
uBibliorum
dc.contributor.author.fl_str_mv Sulzbach, Rafaela Inês Lamotte
dc.subject.por.fl_str_mv Game Design
Narrativa
Pixel Art
Trauma Geracional
Viagem no Tempo
Domínio/Área Científica::Humanidades::Artes::Jogos Digitais
topic Game Design
Narrativa
Pixel Art
Trauma Geracional
Viagem no Tempo
Domínio/Área Científica::Humanidades::Artes::Jogos Digitais
description This document is the presentation of the project Time for The Moon Night, which focuses on the creation of assets for a pixel art game, the development of its narrative, as well as well the implementation of these in a playable game to prove their coherence and functionality in a game. The game tells the story of a nameless teen who is part of a family of supernatural creatures, Agmas. The aim of this narrative is, through the concept of time traveling, to portray the impact that generational trauma tends to cause families, making it so that even those who are not aware of the real cause of their traumas see themselves affected by the reminiscent of something that happened decades before they were born. With that, the Project divides itself into two stages: The Design, which covers the process of creating the narrative, conceptualizing the characters and environments, and the development of the assets that are to be a part of the game. The second part, Development, focuses on the process of composition of the game, covering the mechanics and the implementation of the assets in way of proving that they are functional in a game. This document describes the creation process of a video game, which, on an autobiographical dimension, allowed, in an unusual way, to speak on a personal topic of extreme importance to the creator and of unquestionable historical relevance, through a mean usually associated with popular entertainment.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-10T14:30:23Z
2023-03-09
2023-01-27
2023-03-09T00:00:00Z
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.6/13633
TID:203383125
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dc.language.iso.fl_str_mv eng
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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
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