Bibliographic citations
Calderón, C., (2020). Análisis del diseño atmosférico y de personajes en la narrativa visual de los videojuegos del subgénero Metroidvania: Hollow Knight, Ori and the Blind Forest y Guacamelee! [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/654566
Calderón, C., Análisis del diseño atmosférico y de personajes en la narrativa visual de los videojuegos del subgénero Metroidvania: Hollow Knight, Ori and the Blind Forest y Guacamelee! [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2020. http://hdl.handle.net/10757/654566
@misc{renati/393506,
title = "Análisis del diseño atmosférico y de personajes en la narrativa visual de los videojuegos del subgénero Metroidvania: Hollow Knight, Ori and the Blind Forest y Guacamelee!",
author = "Calderón Fashé, Carla Constance",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2020"
}
The main objective of this investigation is to analyze the visual narrative in the atmospheric and character design of videogames denominated as Metroidvania. In this manner, a hypothesis was created that proposes that atmospheric and character design supports the visual narrative on videogames from the Metroidvania subgenre thanks to the immersion and interaction generated by the world narrative. In relation to the methodology, documental files were implemented to analyze the atmospheric and character design from the following videogames: Hollow Knight, Ori and the Blind Forest an Guacamelee!. Also, the graphical elements from the box art were examined from each videogame, then, three scenes from each of this videogames and different areas within them, were also examined to see if they supported the visual narrative. Lastly, analyze the design of each main character from every single one of the selective videogames to be able to identify its actions, reactions and move sets and how they support the players immersion. As a main result, it is understood that illumination and different hues employed help to transport the player into the fictional world, likewise, to transmit a communication tone specific to the game, for example: Mystery in Hollow Knight, mysticism in Ori and the Blind Forest and Mexican culture in Guacamelee! The investigation concluded that the exploration and interaction that players make inside ludic spaces are linked to the world narrative, because the space is in charged of not only the location if not sensations around the character in relation to the space.
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