Abstract
The creative potential of analog and digital media is often subjugated in the process of artistic game
development and ignored in many training courses that are focus on the commercial strategy to present the
curricula in the context of new technologies and products. This work is an analysis of how some game examples
seek references in other media to position themselves in a disruptive way, looking for a visual elegance, new
game mechanics and not only on an appropriation of entertainment industry production processes. We propose
through the references of the games Framed (Loveshack, 2014), Old Man Journey (Broken Rules, 2017), Serial
Cleaner (Curve Digital Games) or Monument Valley (Ustwo Games, 2014), to seek for relations with other media
more recognized in the universe of the arts, such as comics and animation, to highlight a creative strategy that
aims to be disruptive in game development.
Original language | Portuguese |
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Journal | Revista Lusófona de Educação |
Publication status | Published - 2018 |
Keywords
- VIDEO GAMES
- EDUCATION
- 3D MODELING
- ANIMATION