Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño

El presente proyecto abordó el videojuego shooter en primera persona, Team Fortress 2, como objeto de estudio de caso debido a su longevidad respecto a otros juegos FPS pertenecientes a su mismo tipo de género. A partir de esto se quiere comprender por qué TF2 resulta un acento entre otros juegos, y...

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Autores:
Bonilla Blanco, Valentina
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2024
Institución:
Universidad Autónoma de Occidente
Repositorio:
RED: Repositorio Educativo Digital UAO
Idioma:
spa
OAI Identifier:
oai:red.uao.edu.co:10614/16114
Acceso en línea:
https://hdl.handle.net/10614/16114
https://red.uao.edu.co/
Palabra clave:
Diseño de la Comunicación Gráfica
Videojuegos
Diseño Interactivo
Diseño Gráfico
First Person Shooter
FPS
Team Fortress 2
Rights
openAccess
License
Derechos reservados - Universidad Autónoma de Occidente, 2024
id REPOUAO2_1d18e494f6cf1e5a938b957e3b934b14
oai_identifier_str oai:red.uao.edu.co:10614/16114
network_acronym_str REPOUAO2
network_name_str RED: Repositorio Educativo Digital UAO
repository_id_str
dc.title.spa.fl_str_mv Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
title Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
spellingShingle Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
Diseño de la Comunicación Gráfica
Videojuegos
Diseño Interactivo
Diseño Gráfico
First Person Shooter
FPS
Team Fortress 2
title_short Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
title_full Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
title_fullStr Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
title_full_unstemmed Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
title_sort Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño
dc.creator.fl_str_mv Bonilla Blanco, Valentina
dc.contributor.advisor.none.fl_str_mv López Escobar, Lucas
dc.contributor.author.none.fl_str_mv Bonilla Blanco, Valentina
dc.contributor.corporatename.spa.fl_str_mv Universidad Autónoma de Occidente
dc.contributor.jury.none.fl_str_mv Lombana Jejen, Andrés Fernando
dc.subject.proposal.spa.fl_str_mv Diseño de la Comunicación Gráfica
Videojuegos
Diseño Interactivo
Diseño Gráfico
topic Diseño de la Comunicación Gráfica
Videojuegos
Diseño Interactivo
Diseño Gráfico
First Person Shooter
FPS
Team Fortress 2
dc.subject.proposal.eng.fl_str_mv First Person Shooter
FPS
Team Fortress 2
description El presente proyecto abordó el videojuego shooter en primera persona, Team Fortress 2, como objeto de estudio de caso debido a su longevidad respecto a otros juegos FPS pertenecientes a su mismo tipo de género. A partir de esto se quiere comprender por qué TF2 resulta un acento entre otros juegos, y si este en tal caso es funcional desde los aspectos visuales e interactivos, de forma que podría ser utilizado como referente para otros juegos First Person Shooter. El objetivo general del proyecto fue comprender los aspectos funcionales de Team Fortress 2 en el contexto game design de FPS. Los objetivos específicos fueron: Explicar las preferencias que tienen los usuarios Gamers por Team Fortress 2. Describir las particularidades interactivas de Team Fortress 2 y su competencia. Exponer el funcionamiento de Team Fortress 2 como juego FPS. A partir de un desglose extensivo de los componentes del juego, la comparación directa de este con otros títulos, la opinión de profesionales y la experiencia de los usuarios se busca corroborar si Team Fortress 2 es funcional desde sus factores como juego FPS y si, por tanto, otros desarrolladores en la industria podrían usarlo como base o referente, contribuyendo a una mayor duración de los juegos FPS en el mercado, y a los modelos funcionales en el diseño de los videojuegos.
publishDate 2024
dc.date.issued.none.fl_str_mv 2024-02-28
dc.date.accessioned.none.fl_str_mv 2025-04-04T15:55:14Z
dc.date.available.none.fl_str_mv 2025-04-04T15:55:14Z
dc.type.spa.fl_str_mv Trabajo de grado - Pregrado
dc.type.coarversion.fl_str_mv http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.coar.eng.fl_str_mv http://purl.org/coar/resource_type/c_7a1f
dc.type.content.eng.fl_str_mv Text
dc.type.driver.eng.fl_str_mv info:eu-repo/semantics/bachelorThesis
dc.type.redcol.eng.fl_str_mv http://purl.org/redcol/resource_type/TP
dc.type.version.eng.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.citation.spa.fl_str_mv Bonilla Blanco, V. (2024). Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño. (Proyecto de grado). Universidad Autónoma de Occidente. Cali. Colombia. https://hdl.handle.net/10614/16114
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/10614/16114
dc.identifier.instname.spa.fl_str_mv Universidad Autónoma de Occidente
dc.identifier.reponame.spa.fl_str_mv Respositorio Educativo Digital UAO
dc.identifier.repourl.none.fl_str_mv https://red.uao.edu.co/
identifier_str_mv Bonilla Blanco, V. (2024). Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño. (Proyecto de grado). Universidad Autónoma de Occidente. Cali. Colombia. https://hdl.handle.net/10614/16114
Universidad Autónoma de Occidente
Respositorio Educativo Digital UAO
url https://hdl.handle.net/10614/16114
https://red.uao.edu.co/
dc.language.iso.spa.fl_str_mv spa
language spa
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spelling López Escobar, LucasBonilla Blanco, ValentinaUniversidad Autónoma de OccidenteLombana Jejen, Andrés Fernandovirtual::6062-12025-04-04T15:55:14Z2025-04-04T15:55:14Z2024-02-28Bonilla Blanco, V. (2024). Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseño. (Proyecto de grado). Universidad Autónoma de Occidente. Cali. Colombia. https://hdl.handle.net/10614/16114https://hdl.handle.net/10614/16114Universidad Autónoma de OccidenteRespositorio Educativo Digital UAOhttps://red.uao.edu.co/El presente proyecto abordó el videojuego shooter en primera persona, Team Fortress 2, como objeto de estudio de caso debido a su longevidad respecto a otros juegos FPS pertenecientes a su mismo tipo de género. A partir de esto se quiere comprender por qué TF2 resulta un acento entre otros juegos, y si este en tal caso es funcional desde los aspectos visuales e interactivos, de forma que podría ser utilizado como referente para otros juegos First Person Shooter. El objetivo general del proyecto fue comprender los aspectos funcionales de Team Fortress 2 en el contexto game design de FPS. Los objetivos específicos fueron: Explicar las preferencias que tienen los usuarios Gamers por Team Fortress 2. Describir las particularidades interactivas de Team Fortress 2 y su competencia. Exponer el funcionamiento de Team Fortress 2 como juego FPS. A partir de un desglose extensivo de los componentes del juego, la comparación directa de este con otros títulos, la opinión de profesionales y la experiencia de los usuarios se busca corroborar si Team Fortress 2 es funcional desde sus factores como juego FPS y si, por tanto, otros desarrolladores en la industria podrían usarlo como base o referente, contribuyendo a una mayor duración de los juegos FPS en el mercado, y a los modelos funcionales en el diseño de los videojuegos.Proyecto de grado (Diseñador de la Comunicación Gráfica)-- Universidad Autónoma de Occidente, 2024PregradoDiseñador(a) de la Comunicación Gráfica359 páginasapplication/pdfspaUniversidad Autónoma de OccidenteDiseño de la Comunicación GráficaFacultad de Arquitectura, Urbanismo y DiseñoCaliDerechos reservados - Universidad Autónoma de Occidente, 2024https://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessAtribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0)http://purl.org/coar/access_right/c_abf2Team Fortress 2: análisis de un juego FPS como referente de interactividad y aspectos del diseñoTrabajo de grado - Pregradohttp://purl.org/coar/resource_type/c_7a1fTextinfo:eu-repo/semantics/bachelorThesishttp://purl.org/redcol/resource_type/TPinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/version/c_970fb48d4fbd8a851stdibs. (s.f.). Dean Cornwell: Mujeres estoicas y de alma fuerte. 1stdibs. https://www.1stdibs.com/es/arte/pinturas/pinturas-figurativas/dean-cornwellmujeres-estoicas-y-de-alma-fuerte-composici%C3%B3n-de-todas-las-mujereseuforbia-/id-a_3309313/?modal=intlWelcomeModalAdams, E., y Dormans, J. (2012). Game Mechanics. Advanced Game Design. Google Books. https://books.google.com.co/books/about/Game_Mechanics.html?id=_Azio0txIdAC&redir_esc=yAlbers, J. (1963). Interaction of Color. Yale University Press. https://biblioteca.fadu.uba.ar/catalogo/albers/pdf/albers.pdfAlpha coders. (s.f.). Download Paladins (Video Game) Video Game Paladins HD Wallpaper. Alpha coders. https://wall.alphacoders.com/big.php?i=918079Amores, M. (2024). Seguro que lo has visto o incluso hecho en muchos videojuegos, pero no todo el mundo conoce la polémica que hay tras ello. Qué son el tea-bagging y el taunting. 3D juegos. https://www.3djuegos.com/industria-gaming/noticias/que-teabagging-taunting?Anderson, C. 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