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dc.contributor.advisorUribe Ordóñez, Nitae Andres
dc.contributor.authorBaquero Rojas, Daniel Fernando
dc.contributor.authorVasco Escobar, David Eduardo
dc.coverage.spatialColombiaspa
dc.date.accessioned2021-07-12T15:59:42Z
dc.date.available2021-07-12T15:59:42Z
dc.date.issued2020
dc.identifier.urihttp://hdl.handle.net/20.500.12749/13600
dc.description.abstractLa 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.tableofcontents1. 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) .................. 132spa
dc.format.mimetypeapplication/pdfspa
dc.language.isospaspa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/co/*
dc.titleDesarrollo de un prototipo de Videojuego Hyper-Casual para dispositivos móvilesspa
dc.title.translatedDevelopment of a Hyper-Casual Video Game prototype for mobile devicesspa
dc.degree.nameIngeniero de Sistemasspa
dc.publisher.grantorUniversidad Autónoma de Bucaramanga UNABspa
dc.rights.localAbierto (Texto Completo)spa
dc.publisher.facultyFacultad Ingenieríaspa
dc.publisher.programPregrado Ingeniería de Sistemasspa
dc.description.degreelevelPregradospa
dc.type.driverinfo:eu-repo/semantics/bachelorThesis
dc.type.localTrabajo de Gradospa
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1f
dc.subject.keywordsSystems engineerspa
dc.subject.keywordsTechnological innovationsspa
dc.subject.keywordsGame Designspa
dc.subject.keywordsHyper-casualspa
dc.subject.keywordsMobile devicesspa
dc.subject.keywordsGame design documentspa
dc.subject.keywordsGame enginespa
dc.subject.keywordsVideojuegospa
dc.subject.keywordsGDDspa
dc.subject.keywordsElectronic gamesspa
dc.subject.keywordsInternet gamesspa
dc.subject.keywordsCell phonespa
dc.identifier.instnameinstname:Universidad Autónoma de Bucaramanga - UNABspa
dc.identifier.reponamereponame:Repositorio Institucional UNABspa
dc.type.hasversioninfo:eu-repo/semantics/acceptedVersion
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessspa
dc.rights.accessrightshttp://purl.org/coar/access_right/c_abf2spa
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dc.contributor.cvlacUribe Ordóñez, Nitae Andres [0001346209]spa
dc.contributor.researchgatehttps://www.researchgate.net/profile/Nitae-Uribespa
dc.subject.lembIngeniería de sistemasspa
dc.subject.lembInnovaciones tecnológicasspa
dc.subject.lembJuegos electrónicosspa
dc.subject.lembJuegos por internetspa
dc.subject.lembTelefonía celularspa
dc.identifier.repourlrepourl:https://repository.unab.edu.cospa
dc.description.abstractenglishThe 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.proposalDiseño de juegospa
dc.subject.proposalHyper-Casualspa
dc.subject.proposalDispositivos móvilesspa
dc.subject.proposalDiseño de juego documentospa
dc.subject.proposalMotor de juegosspa
dc.subject.proposalVideojuegospa
dc.subject.proposalGDDspa
dc.type.redcolhttp://purl.org/redcol/resource_type/TP
dc.rights.creativecommonsAtribución-NoComercial-SinDerivadas 2.5 Colombia*
dc.coverage.campusUNAB Campus Bucaramangaspa
dc.description.learningmodalityModalidad Presencialspa


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Atribución-NoComercial-SinDerivadas 2.5 Colombia
Excepto si se señala otra cosa, la licencia del ítem se describe como Atribución-NoComercial-SinDerivadas 2.5 Colombia