PIXEL PATTERNS: ESTÉTICA Y BARRERAS TÉCNICAS EN LOS VIDEOJUEGOS (1972 - 2000)
[EN] PIXEL PATTERNS: Aesthetic and technical barriers in video games (1972 - 2000) Video games are inherently technological and, therefore, are subject to an evolution of the technology. However, the creative process is not governed by technical limitations of any kind. That is why, throughout histo...
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| Tipo de recurso: | tesis doctoral |
| Fecha de publicación: | 2015 |
| País: | España |
| Institución: | Universitat Politècnica de València (UPV) |
| Repositorio: | RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
| Idioma: | español |
| OAI Identifier: | oai:riunet.upv.es:10251/59224 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/59224 |
| Access Level: | acceso abierto |
| Palabra clave: | Videojuegos Videoconsolas Píxeles Sprite ESCULTURA |
| Sumario: | [EN] PIXEL PATTERNS: Aesthetic and technical barriers in video games (1972 - 2000) Video games are inherently technological and, therefore, are subject to an evolution of the technology. However, the creative process is not governed by technical limitations of any kind. That is why, throughout history have emerged a series of designers who have managed to develop a wide range of technical approaches in order to ensure aesthetic over technology. This doctoral thesis objective is to study and analyze the different processes developed in video games in order to overcome any technical impediment. It was necessary to study each of these processes in relation to their historical context, so we analyzed the chronological development of the video game industry. We've structured the thesis following a theoretical methodology of analysis and synthesis, applying a historical documentation, and proposing a chronological study of the evolution through the three great systems of visual representation in the history of video games: illustration, sprites and polygons. Each of these parts is organized in chapters structured to turn into three parts: historiographical analysis, analysis of the developed technique and analysis of the subsequent impact of the process. One of the main contributions of this research has been the finding that the creative process is capable of overcoming even the technical impossibilities. As a result, this study has produced full documentation, not only of the architects and creators of these processes, but also of the main visual tricks that emerged in the history of video games. |
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