Mostrar el registro sencillo del ítem
Desarrollo de un prototipo de Videojuego Hyper-Casual para dispositivos móviles
dc.contributor.advisor | Uribe Ordóñez, Nitae Andres | |
dc.contributor.author | Baquero Rojas, Daniel Fernando | |
dc.contributor.author | Vasco Escobar, David Eduardo | |
dc.coverage.spatial | Colombia | spa |
dc.date.accessioned | 2021-07-12T15:59:42Z | |
dc.date.available | 2021-07-12T15:59:42Z | |
dc.date.issued | 2020 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12749/13600 | |
dc.description.abstract | La industria de los videojuegos ha tomado un camino diferente en los últimos años, con la masificación de los dispositivos móviles, ha evolucionado el público objetivo y consigo los tipos de juegos que se hacen; el género Hyper-Casual nace gracias a esta demanda masiva de personas que buscan entretenimiento rápido y casual, atrayendo a un número nunca visto de nuevos jugadores, incluyendo todas edades y géneros. Este proyecto se desarrolla un prototipo de videojuego Hyper-Casual para dispositivos móviles, utilizando 4 conceptos de videojuegos como herramienta para seleccionar las mecánicas que generen mayor aceptación dentro del público objetivo, esto con el objetivo de indagar en los gustos de los jugadores y por medio del Game Design proveer un prototipo de videojuego Hyper-Casual, que satisfaga las expectativas de la industria y tenga el potencial de continuar con su desarrollo. | spa |
dc.description.tableofcontents | 1. PROBLEMA ........................................................................................................................... 1 2. JUSTIFICACION ................................................................................................................... 3 3. OBJETIVOS ........................................................................................................................... 4 3.1. OBJETIVO GENERAL......................................................................................... 4 3.2. OBJETIVOS ESPECÍFICOS ................................................................................ 4 4. ANTECEDENTES ................................................................................................................. 5 5. ESTUDIO DE MERCADO .................................................................................................... 7 5.1. MOTORES DE JUEGO DE ÚLTIMA GENERACIÓN CON SOPORTE PARA MÓVILES 7 5.1.1. UNITY 3D ............................................................................................................. 7 5.1.2. GAMEMAKER STUDIO 2 .................................................................................. 8 5.1.3. CONSTRUCT 3 .................................................................................................... 8 5.1.4. GODOT ENGINE ................................................................................................. 9 5.1.5. BUILDBOX 3 ...................................................................................................... 10 5.1.6. DEFOLD.............................................................................................................. 11 5.1.7. CORONA ............................................................................................................ 12 5.2. VIDEOJUEGOS HYPER-CASUAL ACTUALES ............................................... 12 5.2.1. EPIC RACE 3D ................................................................................................... 12 5.2.2. DRAW CLIMBER .............................................................................................. 13 5.2.3. JOHNNY TRIGGER ........................................................................................... 15 5.2.4. FIND OUT - FIND SOMETHING & HIDDEN OBJECTS ............................... 17 5.3. HISTORIA DE LOS VIDEOJUEGOS HYPER-CASUAL ................................ 18 5.4. PLATAFORMAS PARA VIDEOJUEGOS HYPER-CASUAL ........................ 19 5.4.1. ANDROID ........................................................................................................... 19 5.4.2. iOS ....................................................................................................................... 20 5.4.3. PLATAFORMA DIGITAL O WEB ................................................................... 21 5.5. MECÁNICAS DE JUEGO MÁS COMUNES EN LOS VIDEOJUEGOS HYPER-CASUAL .................................................................................................................... 22 6. MARCO TEÓRICO ............................................................................................................. 25 6.1. VIDEOJUEGO .................................................................................................... 25 6.2. VIDEOJUEGO HYPER-CASUAL ..................................................................... 25 6.3. CONCEPTO DE VIDEOJUEGO ........................................................................ 26 6.4. PROTOTIPO DE VIDEOJUEGO ....................................................................... 27 6.5. JUGABILIDAD (GAMEPLAY) .......................................................................... 27 6.6. MECÁNICAS DE JUEGO .................................................................................. 28 6.7. DISEÑO DE JUEGOS (GAME DESIGN) .......................................................... 28 6.8. DOCUMENTO DE DISEÑO DE VIDEOJUEGO (GDD) ................................. 29 6.9. PLATAFORMA MÓVIL .................................................................................... 29 6.10. MOTOR DE VIDEOJUEGO (GAME ENGINE) ................................................ 30 6.11. EL JUEGO COMO ELEMENTO SOCIAL ........................................................ 30 6.12. EL VIDEOJUEGO COMO SISTEMA ............................................................... 32 6.13. EL VIDEOJUEGO HYPER-CASUAL COMO EL RENACER DEL GÉNERO ARCADE 33 6.14. CARACTERÍSTICAS Y DESARROLLO DE UN CONCEPTO DE VIDEOJUEGO .......................................................................................................................... 33 6.15. EL DISEÑO DE UN VIDEOJUEGO.................................................................. 35 6.16. VISIÓN GENERAL DE GAME ENGINES PARA DISPOSITIVOS MÓVILES 36 6.17. EL GAMEPLAY COMO EXPERIENCIA PARA EL JUGADOR...................... 37 6.18. LAS MECÁNICAS COMO PARTE DEL GAMEPLAY .................................. 39 6.19. HABILIDADES DEL JUGADOR (PLAYER SKILLS) ....................................... 41 6.20. EL GDD COMO HERRAMIENTA EN EL DISEÑO DE VIDEOJUEGOS ..... 42 6.21. TÉCNICAS DE MUESTREO ............................................................................. 44 7. MARCO LEGAL .................................................................................................................. 47 8. DISEÑO METODOLÓGICO ............................................................................................... 49 8.1. METODOLOGÍA SUM ...................................................................................... 49 8.1.1. ROLES: ............................................................................................................... 51 8.1.2. FASE 1: CONCEPTO ......................................................................................... 52 8.1.3. FASE 2: PLANIFICACIÓN ................................................................................ 53 8.1.4. FASE 3: ELABORACIÓN .................................................................................. 54 8.1.5. FASE 4: BETA .................................................................................................... 55 8.1.6. FASE 5: CIERRE ................................................................................................ 56 8.1.7. GESTIÓN DE RIESGOS: ................................................................................... 56 8.2. METODOLOGÍA DE SELECCIÓN DE TECNOLOGÍAS DE MOTOR DE VIDEOJUEGO ......................................................................................................................... 57 8.3. METODOLOGÍA PARA ESTABLECER MECÁNICAS DE JUEGO ............. 62 9. CRONOGRAMA DE ACTIVIDADES ............................................................................... 70 10. DESARROLLO ................................................................................................................ 75 10.1. DESARROLLO OBJETIVO #1 .......................................................................... 75 10.2. DESARROLLO OBJETIVO #2 .......................................................................... 80 10.2.1. ANÁLISIS DEL CUADRO COMPARATIVO DE MOTORES DE JUEGO .... 80 10.3. DESARROLLO OBJETIVO #3 .......................................................................... 86 10.3.1. PROYECTO DE UNITY .................................................................................... 87 10.3.2. APK FUNCIONAL ............................................................................................. 92 10.4. DESARROLLO OBJETIVO #4 .......................................................................... 94 10.4.1. DOCUMENTO DE ANÁLISIS DE PRUEBAS DE USUARIO ........................ 94 10.4.2. EVIDENCIA DE APLICACIÓN DE LAS PRUEBAS DE USUARIO ........... 100 10.4.3. VIDEO TUTORIAL DE INSTALACIÓN DE LA APK DE LOS CONCEPTOS DE VIDEOJUEGO ................................................................................................................. 108 10.5. DESARROLLO OBJETIVO #5 ........................................................................ 109 10.5.1. DESCRIPCIÓN DEL PROTOTIPO ................................................................. 109 10.5.2. PROYECTO DE UNITY .................................................................................. 110 10.5.3. ICONO DE LA APK ......................................................................................... 111 10.5.4. MENÚ DE INICIO ............................................................................................ 112 10.5.5. GAMEPLAY ..................................................................................................... 113 10.5.6. MECÁNICAS CENTRALES ............................................................................ 114 10.5.7. MECÁNICAS NO CENTRALES FORÁNEAS ............................................... 116 10.5.8. CRÉDITOS ........................................................................................................ 118 10.5.9. PÁGINA WEB DE DESCARGA ..................................................................... 119 11. RESULTADOS............................................................................................................... 120 12. CONCLUSIONES .......................................................................................................... 122 12.1. TRABAJO A FUTURO .................................................................................................. 123 13. BIBLIOGRAFÍA ............................................................................................................ 124 14. ANEXOS ........................................................................................................................ 132 14.1. Anexo A. The Game User Experience Satisfaction Scale (Guess) .................. 132 | spa |
dc.format.mimetype | application/pdf | spa |
dc.language.iso | spa | spa |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/2.5/co/ | * |
dc.title | Desarrollo de un prototipo de Videojuego Hyper-Casual para dispositivos móviles | spa |
dc.title.translated | Development of a Hyper-Casual Video Game prototype for mobile devices | spa |
dc.degree.name | Ingeniero de Sistemas | spa |
dc.publisher.grantor | Universidad Autónoma de Bucaramanga UNAB | spa |
dc.rights.local | Abierto (Texto Completo) | spa |
dc.publisher.faculty | Facultad Ingeniería | spa |
dc.publisher.program | Pregrado Ingeniería de Sistemas | spa |
dc.description.degreelevel | Pregrado | spa |
dc.type.driver | info:eu-repo/semantics/bachelorThesis | |
dc.type.local | Trabajo de Grado | spa |
dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | |
dc.subject.keywords | Systems engineer | spa |
dc.subject.keywords | Technological innovations | spa |
dc.subject.keywords | Game Design | spa |
dc.subject.keywords | Hyper-casual | spa |
dc.subject.keywords | Mobile devices | spa |
dc.subject.keywords | Game design document | spa |
dc.subject.keywords | Game engine | spa |
dc.subject.keywords | Videojuego | spa |
dc.subject.keywords | GDD | spa |
dc.subject.keywords | Electronic games | spa |
dc.subject.keywords | Internet games | spa |
dc.subject.keywords | Cell phone | spa |
dc.identifier.instname | instname:Universidad Autónoma de Bucaramanga - UNAB | spa |
dc.identifier.reponame | reponame:Repositorio Institucional UNAB | spa |
dc.type.hasversion | info:eu-repo/semantics/acceptedVersion | |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | spa |
dc.rights.accessrights | http://purl.org/coar/access_right/c_abf2 | spa |
dc.relation.references | Adams, E. (2009). Fundamentals of Game Design, 2nd Edition. New Riders. | spa |
dc.relation.references | Adams, E., & Dormans, J. (2012). Game Mechanics: Advanced Game Design (Voices That Matter). http://www.amazon.com/Game-Mechanics-Advanced-Design Voices/dp/0321820274 | spa |
dc.relation.references | Álvarez Cabrera, S. F., & Reyes Hernández, K. Y. (2017). Protección jurídica de los videojuegos a través del derecho de autor. Opinión Jurídica, 16(31), 155–174. https://doi.org/10.22395/ojum.v16n31a7 | spa |
dc.relation.references | AppBrain. (2020a). Draw Climber - Free Android app AppBrain. https://www.appbrain.com/app/draw-climber/com.appadvisory.drawclimber | spa |
dc.relation.references | AppBrain. (2020b). Epic Race 3D. https://www.appbrain.com/app/epic-race 3d/com.gym.racegame | spa |
dc.relation.references | AppBrain. (2020c). Find Out - Find Something & Hidden Objects. https://www.appbrain.com/app/find-out-find-something-hidden objects/com.find.out.hidden.objects | spa |
dc.relation.references | AppBrain. (2020d). Johnny Trigger. https://www.appbrain.com/app/johnny trigger/com.time.trigger | spa |
dc.relation.references | Apple Inc. (2019). iOS 13 - Features - Apple (UK). https://www.apple.com/ios/ios-13/features/ | spa |
dc.relation.references | AppOnBoard Inc. (2020). Buildbox | Game Maker | Video Game Software. https://www.buildbox.com/buildbox/ | spa |
dc.relation.references | Aranda, D., Gómez, S., Navarro, V., & Planells, A. J. (2015). Game & Play : Diseño y análisis del juego, el jugador y el sistema lúdico. Digitalia Hispánica. | spa |
dc.relation.references | Cámara de Comercio de Bucaramanga. (2019). (10) Game Jam: jornada de creación de videojuegos 2019 | Cámara de Comercio de Bucaramanga - YouTube. https://www.youtube.com/watch?v=c2eaA1Ewiic | spa |
dc.relation.references | Canal, N. (2006). Técnicas de muestreo. Sesgos más frecuentes. 121–132. | spa |
dc.relation.references | Castellanos, K., Fabian, T., Delgado, A., Universidad, S., & De Bucaramanga, A. (2019). DESARROLLO DE UN PROTOTIPO DE VIDEOJUEGO PARA LA EMPRESA LIFE IS THE GAME, EMPLEANDO UNA METODOLOGÍA ÁGIL Y UN MOTOR DE JUEGOS DE ÚLTIMA GENERACIÓN | spa |
dc.relation.references | Casual Games Association. (2009). CGA :: Casual Games Association. https://web.archive.org/web/20090217221337/http://casualgamesassociation.org/faq.php | spa |
dc.relation.references | Cho, H. Y., Nam, C. S., & Shin, D. R. (2010). A compariosn of open and closed mobile platforms. ICEIE 2010 - 2010 International Conference on Electronics and Information Engineering, Proceedings, 2(Iceie), V2-141-V2-143. https://doi.org/10.1109/ICEIE.2010.5559730 | spa |
dc.relation.references | Colombia 4.0. (2019). Inicio - Colombia 4.0, cumbre de Contenidos Digitales de Colombia. https://col40.co/638/w3-channel.html | spa |
dc.relation.references | Corona Labs Inc. (2018). The 2D Game Engine. https://coronalabs.com/product/#simulator | spa |
dc.relation.references | Cross, J. (2019). iOS 13 and iPadOS 13: News, features, release date, beta, how to install | Macworld. https://www.macworld.com/article/3399866/ios-13-features-release-date-beta how-to-install.html | spa |
dc.relation.references | DEFOLD. (2019a). Home. https://defold.com/ | spa |
dc.relation.references | DEFOLD. (2019b). Introduction to Defold : Documentation. https://defold.com/manuals/introduction/ | spa |
dc.relation.references | DEFOLD. (2019c). The building blocks of Defold. https://defold.com/manuals/building-blocks/ | spa |
dc.relation.references | Deterding, S. (2015). The lens of intrinsic skill atoms: A method for gameful design. Human Computer Interaction, 30(3–4), 294–335. https://doi.org/10.1080/07370024.2014.993471 | spa |
dc.relation.references | Flórez, M., JoseFlou, Doggo, G., Garcia, C., & Baquero, D. F. (2019). Olla’s ADVENTURE by TRUEbak, Joseflou, milorico, Not a Green Doggo, Daniel Fernando Baquero Rojas. https://truebak.itch.io/ollas-adventure | spa |
dc.relation.references | Focus apps. (2020). Find Out - Find Something & Hidden Objects - Apps on Google Play. https://play.google.com/store/apps/details?id=com.find.out.hidden.objects&hl=en | spa |
dc.relation.references | Gamebanana. (2017). CS:GO C4 With animation number. https://gamebanana.com/skins/154635 | spa |
dc.relation.references | Games. (n.d.). Retrieved May 25, 2020, from https://blog.gemserk.com/games | spa |
dc.relation.references | Gemserk. (2008). SUM para Desarrollo de Videojuegos. http://www.gemserk.com/sum/ | spa |
dc.relation.references | Gemserk. (2010). Blog Gemserk. https://blog.gemserk.com/about/ | spa |
dc.relation.references | Gil Juárez, A., & Vida Mombiela, T. (n.d.). Los videojuegos (Universitat Oberta de Catalunya (Ed.)). Digitalia Hispánica | spa |
dc.relation.references | GMking.org. (2009). History of Game Maker. https://web.archive.org/web/20090804065756/http://wiki.yoyogames.com/index.php/Histor y_of_Game_Maker | spa |
dc.relation.references | Goon, S., Bhattacharya, A., & Partha Sarathi, P. (2012). History and comparative study of modern game engines. Computers and Education | spa |
dc.relation.references | Gullen, A. (2011). How to make native phone apps with Construct 2 and PhoneGap. https://www.construct.net/en/tutorials/how-to-make-native-phone-apps-with-construct-2 127 and-phonegap-75 | spa |
dc.relation.references | Heinze, J. (2018). Hyper-casual: Mobile gaming’s newest genre. https://blog.applovin.com/hyper-casual-mobile-gamings-newest-genre/ | spa |
dc.relation.references | Honan, M. (2007). Apple unveils iPhone | Macworld. https://www.macworld.com/article/1054769/iphone.html | spa |
dc.relation.references | International Telecommunication Union. (2019). Measuring digital development Facts and figures 2019. ITUPublications, 1–15. https://www.itu.int/en/mediacentre/Documents/MediaRelations/ITU Facts and Figures 2019 - Embargoed 5 November 1200 CET.pdf | spa |
dc.relation.references | Kalambe, A. (2020). (395) Pinterest. https://co.pinterest.com/anitakalambe14 | spa |
dc.relation.references | Karnes, K. (2020). Hyper-Casual Games: Mobile Gaming’s Greatest Genre | CleverTap. https://clevertap.com/blog/hyper-casual-games/ | spa |
dc.relation.references | Katkoff, M. (2019). 2019 Predictions: #1 Only One Way to Climb to the Top of the Puzzle Games Category — Deconstructor of Fun. https://www.deconstructoroffun.com/blog/2019/1/14/2019-predictions-casual-games | spa |
dc.relation.references | Kendig, C. E. (2016). What is Proof of Concept Research and how does it Generate Epistemic and Ethical Categories for Future Scientific Practice? Science and Engineering Ethics, 22(3), 735–753. https://doi.org/10.1007/s11948-015-9654-0 | spa |
dc.relation.references | Ketchapp. (2020). Stack. https://play.google.com/store/apps/details?id=com.ketchapp.stack&hl=es_419 | spa |
dc.relation.references | Kinniburgh, T. (2019). Top 10 Game Mechanics for Hyper Casual Games — Mobile Free to Play. https://mobilefreetoplay.com/top-10-game-mechanics-for-hyper-casual-games/ | spa |
dc.relation.references | Kohler, C. (2010). Q&A: Pac-Man Creator Reflects on 30 Years of Dot-Eating | WIRED. https://www.wired.com/2010/05/pac-man-30-years | spa |
dc.relation.references | Koksal, I. (2019). Video Gaming Industry & Its Revenue Shift. https://www.forbes.com/sites/ilkerkoksal/2019/11/08/video-gaming-industry--its-revenue shift/#618bddb8663e | spa |
dc.relation.references | Korman, R. (2019). Hyper-casual games: What are they and how do you monetize them? https://www.ironsrc.com/blog/what-are-hyper-casual-games-and-how-do-you-monetize them | spa |
dc.relation.references | Lacasa, P. (2011). Los videojuegos - Aprender en mundos reales y virtuales. In Ediciones Morata S.L. (Ed.), Los videojuegos - Aprender en mundos reales y virtuales. Digitalia Hispánica | spa |
dc.relation.references | Librande, S. (2017). One-Page Designs. https://www.youtube.com/watch?v=GXmsxYm0Mk0&t=2465s | spa |
dc.relation.references | Linietsky, J., & Manzur, A. (2020). Godot Engine - Free and open source 2D and 3D game engine. https://godotengine.org/ | spa |
dc.relation.references | Marín-Lora, C., Chover, M., Sotoca, J. M., & García, L. A. (2020). A game engine to make games as multi-agent systems. Advances in Engineering Software, 140(November 2019), 102732. https://doi.org/10.1016/j.advengsoft.2019.102732 | spa |
dc.relation.references | Moreira, F., Ferreira, M. J., Santos, C. P., & Durão, N. (2017). Evolution and use of mobile devices in higher education: A case study in Portuguese Higher Education Institutions between 2009/2010 and 2014/2015. Telematics and Informatics, 34(6), 838–852. https://doi.org/10.1016/j.tele.2016.08.010 | spa |
dc.relation.references | Morrison, C. (2007). Casual gaming worth $2.25 billion, and growing fast. https://venturebeat.com/2007/10/29/casual-gaming-worth-225-billion-and-growing-fast/ | spa |
dc.relation.references | Mortensen, T. E. (2009). Perceiving Play: The Art and Study of Computer Games. In Perceiving Play: The Art and Study of Computer Games. Peter Lang. | spa |
dc.relation.references | Patterson, B. (2011). Under the Hood: The iPhone’s Gaming Mettle | Touch Arcade. https://toucharcade.com/2008/07/07/under-the-hood-the-iphones-gaming-mettle | spa |
dc.relation.references | Pérez Porto, J., & Gardey, A. (2017). Definición de plataforma virtual - Qué es, Significado y Concepto. Definicion.De. https://definicion.de/plataforma-virtual/ b | spa |
dc.relation.references | Petridis, P., Dunwell, I., Panzoli, D., Arnab, S., Protopsaltis, A., Hendrix, M., & de Freitas, S. (2012). Game Engines Selection Framework for High-Fidelity Serious Applications. International Journal of Interactive Worlds, 2012, 1–19. https://doi.org/10.5171/2012.418638 | spa |
dc.relation.references | Phan, M. H. (2015). THE DEVELOPMENT AND VALIDATION OFTHE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS). 151(september 2016), 10–17. https://doi.org/10.1145/3132847.3132886 | spa |
dc.relation.references | Real Academia Española. (2020a). escuela | Definición | Diccionario de la lengua española | RAE - ASALE. https://dle.rae.es/concepto | spa |
dc.relation.references | Real Academia Española. (2020b). escuela | Definición | Diccionario de la lengua española | RAE - ASALE. https://dle.rae.es/prueba | spa |
dc.relation.references | Redacción AppsFlyer. (2019). Reporte de AppsFlyer sobre el Estado de los Juegos Móviles: el crecimiento de las Aplicaciones Hiper Casuales continúa a medida que los usuarios pagos en los Juegos Principales disminuyen | ACIS. https://acis.org.co/portal/content/NoticiaInternacional/reporte-de-appsflyer-sobre-el-estado de-los-juegos-móviles-el-crecimiento-de-las?fbclid=IwAR1Zefyvq6mCM-SjUZ11 5Gyjp2S6qT_bdOIRdnRfDKx-3qUbF9eNv44TG0 | spa |
dc.relation.references | Ríos Ruiz, W. R. (2011). La propiedad intelectual en la era de las tecnologías. U. de los Andes. | spa |
dc.relation.references | Rouse, R. (2004). Game Design: Theory and Practice, Second Edition: Theory and Practice, Second Edition. | spa |
dc.relation.references | Salazar, M. G., Mitre, H. A., Olalde, C. L., & Sánchez, J. L. G. (2012). Proposal of game design document from software engineering requirements perspective. Proceedings of CGAMES’2012 USA - 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, 81–85. https://doi.org/10.1109/CGames.2012.6314556 b | spa |
dc.relation.references | Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. In Rules of Play: Game Design Fundamentals. MIT Pressb | spa |
dc.relation.references | Schell, J. (2008). The Art of Game Design - A Book of Lenses. Elsevier Inc. | spa |
dc.relation.references | Scirra Ltd. (2020). Games Editor - Create Games with Construct 3. https://www.construct.net/en/make-games/games-editor | spa |
dc.relation.references | Shoop, K., Lowthorpe, C., Anderson, L., & Lucas, S. (2019). The games fusion project: Competencies for game design. IEEE Conference on Computatonal Intelligence and Games, CIG, 2019-Augus, 1–4. https://doi.org/10.1109/CIG.2019.8848035 | spa |
dc.relation.references | Sidhion, D. (2012). Review: Construct 2, a Drag and Drop HTML5 Game Maker. https://code.tutsplus.com/articles/review-construct-2-a-drag-and-drop-html5-game-maker- active-10825 | spa |
dc.relation.references | Singaram, M., & Jain, P. (2018). What is the Difference between Proof of Concept and Prototype ? https://www.entrepreneur.com/article/307454 | spa |
dc.relation.references | Tavinor, G. (2008). Contemporary Aesthetics Definition of Videogames Definition of Videogames. 6. https://digitalcommons.risd.edu | spa |
dc.relation.references | The Casual App Gamer. (2020). The Casual App Gamer - Racing Games Reviews and More! https://thecasualappgamer.com/category/racing-game/ | spa |
dc.relation.references | Unity Technologies. (2020). Wondering what Unity is? Find out who we are, where we’ve been and where we’re going | Unity. https://unity.com/our-company | spa |
dc.relation.references | Universidad Autónoma de Bucaramanga. (2017). Así fue Ingeniotic 2017 | Universidad Autónoma de Bucaramanga - UNAB. https://unab.edu.co/publicaciones/así-fue-ingeniotic 2017 | spa |
dc.relation.references | Valentine, L. (Ed.). (2013). Prototype: Design and Craft in the 21st Century (1st ed.). Bloomsbury Academic. https://books.google.com.co/books?id=FEJDAgAAQBAJ&printsec=frontcover&dq=protot ype&hl=es&sa=X&ved=0ahUKEwiW05CynvjoAhUiVt8KHXj1CpIQ6AEIJzAA#v=onepa ge&q=prototype&f=false | spa |
dc.relation.references | Vargas Prada, E. M., Vega Delgado, E., & Ramírez Villamizar, Y. A. (2019). Desarrollo de un prototipo de videojuego para dispositivos móviles Android basado en el juego de mesa “Hack Squad.” | spa |
dc.relation.references | VOODOO. (2020). Draw Climber – Apps on Google Play. https://play.google.com/store/apps/details?id=com.appadvisory.drawclimber&hl=en_IN | spa |
dc.relation.references | YoYo Games Ltd. (2020). About YoYo Games. https://www.yoyogames.com/about | spa |
dc.relation.references | Zarrad, A. (2018). Game Engine Solutions. Simulation and Gaming. https://doi.org/10.5772/intechopen.71429 | spa |
dc.relation.references | Zografski, I. (2019). What is a digital platform? And how does it differ from campaigns or branding? - Quora. https://www.quora.com/What-is-a-digital-platform-And-how-does-it differ-from-campaigns-or-branding | spa |
dc.contributor.cvlac | Uribe Ordóñez, Nitae Andres [0001346209] | spa |
dc.contributor.researchgate | https://www.researchgate.net/profile/Nitae-Uribe | spa |
dc.subject.lemb | Ingeniería de sistemas | spa |
dc.subject.lemb | Innovaciones tecnológicas | spa |
dc.subject.lemb | Juegos electrónicos | spa |
dc.subject.lemb | Juegos por internet | spa |
dc.subject.lemb | Telefonía celular | spa |
dc.identifier.repourl | repourl:https://repository.unab.edu.co | spa |
dc.description.abstractenglish | The video game industry has taken a different path in recent years, with the massification of mobile devices, the target audience has evolved and with it the types of games that are made; The Hyper-Casual genre was born thanks to this massive demand from people looking for fast and casual entertainment, attracting an unprecedented number of new players, including all ages and genders. This project develops a Hyper-Casual video game prototype for mobile devices, using 4 video game concepts as a tool to select the mechanics that generate greater acceptance within the target audience, this with the aim of investigating the tastes of the players and through of Game Design to provide a Hyper-Casual video game prototype, which meets the expectations of the industry and has the potential to continue its development. | spa |
dc.subject.proposal | Diseño de juego | spa |
dc.subject.proposal | Hyper-Casual | spa |
dc.subject.proposal | Dispositivos móviles | spa |
dc.subject.proposal | Diseño de juego documento | spa |
dc.subject.proposal | Motor de juegos | spa |
dc.subject.proposal | Videojuego | spa |
dc.subject.proposal | GDD | spa |
dc.type.redcol | http://purl.org/redcol/resource_type/TP | |
dc.rights.creativecommons | Atribución-NoComercial-SinDerivadas 2.5 Colombia | * |
dc.coverage.campus | UNAB Campus Bucaramanga | spa |
dc.description.learningmodality | Modalidad Presencial | spa |
Ficheros en el ítem
Este ítem aparece en la(s) siguiente(s) colección(ones)
-
Ingeniería de Sistemas [374]