Thiago Costa | FAAP -Fundação Armando Álvares Penteado (original) (raw)
Papers by Thiago Costa
Obra digital
The paper presents the concept of the digital image in games as the result of an artistic process... more The paper presents the concept of the digital image in games as the result of an artistic process, digital and personified in the figure of the craftsman, which focuses its activity on a make-believe. The article is located within a proposed phenomenological thought that seeks to show the ontological structure that underlies the work with digital images and drawing / painting / color / dash / form in target quality, considering the production of games. Shows that the ontological contexts outlined are present unintentionally in public displays of development teams, analyzing and illustrating two exemplary examples in which the game chasing a homoiosis produced in relation to digital and historical tradition. Culminates in the defense of a research on the artistic OBRA DIGITAL-ISSN 2014-503. Núm 5-Septiembre 2013 74 | production in games coupled with production processes and understanding games as an art form that speaks to today's man.
Resumo: O artigo apresenta o conceito da imagem digital nos games como a resultante de um process... more Resumo: O artigo apresenta o conceito da imagem digital nos games como a resultante de um processo artístico-digital e personificado na figura do artífice, o qual centra sua atividade em um fazer-pensar. O artigo situa-se dentro de uma proposta de pensamento fenomenológico que procura mostrar a estrutura ontológica que subjaz ao trabalhar com imagens digitais como desenho/pintura/cor/traço/forma na visada da qualidade, considerando a produção de games. Mostra que os contextos ontológicos delineados se fazem presentes de forma atencionada nas exposições públicas de equipes de desenvolvimento, ilustrando e analisando dois exemplos modelares, nos quais o game produzido persegue uma homoiosis em relação à arte digital e à tradição histórica. Culmina com a defesa de uma pesquisa sobre a produção artística nos games aliada aos processos de produção e entendendo os jogos como uma forma de arte que fala ao homem hodierno.
As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which th... more As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which the Batman character and its player are conducted in Batman Arkham Asylum, relating it to the present spatial and aesthetic criteria in building design level, in addition to the concept of Janet Murray (2003) of sense of agency. The level design allows the aesthetic experience of feeling the dominant being in space, provided by architectural
spaces that support and promote it as such. These aspects are reverberated by the specificity of the character, a superhero from comic books, a medium that, in essence, already brings the possibility of agency. It is also proposed connect the ideas of Hildebrand and Campbell (2004) about the Hero's Journey. The method adopted is a phenomenological basis and will present the elements that support the game, not only as a piece of entertainment, but also a questioning of the role of the human in the digital era.
This research investigates the existent relations between digital transposition phenomenon and tr... more This research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry -that only exists on transmedia plurality. The research done is theoretical, as it's a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators' History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed. obrigado por manterem meus heróis vivos. Jerry Siegel e Joe Shuster: se vocês não tivessem sonhado, o meu sonho não existiria. Para o alto e avante! Finalmente, agradeço a toda ajuda e força recebida da espiritualidade de Luz que sempre me acompanha. Salve o Caboclo Cobra Coral, salve meu pai Caboclo Pena Azul.
Obra digital
The paper presents the concept of the digital image in games as the result of an artistic process... more The paper presents the concept of the digital image in games as the result of an artistic process, digital and personified in the figure of the craftsman, which focuses its activity on a make-believe. The article is located within a proposed phenomenological thought that seeks to show the ontological structure that underlies the work with digital images and drawing / painting / color / dash / form in target quality, considering the production of games. Shows that the ontological contexts outlined are present unintentionally in public displays of development teams, analyzing and illustrating two exemplary examples in which the game chasing a homoiosis produced in relation to digital and historical tradition. Culminates in the defense of a research on the artistic OBRA DIGITAL-ISSN 2014-503. Núm 5-Septiembre 2013 74 | production in games coupled with production processes and understanding games as an art form that speaks to today's man.
Resumo: O artigo apresenta o conceito da imagem digital nos games como a resultante de um process... more Resumo: O artigo apresenta o conceito da imagem digital nos games como a resultante de um processo artístico-digital e personificado na figura do artífice, o qual centra sua atividade em um fazer-pensar. O artigo situa-se dentro de uma proposta de pensamento fenomenológico que procura mostrar a estrutura ontológica que subjaz ao trabalhar com imagens digitais como desenho/pintura/cor/traço/forma na visada da qualidade, considerando a produção de games. Mostra que os contextos ontológicos delineados se fazem presentes de forma atencionada nas exposições públicas de equipes de desenvolvimento, ilustrando e analisando dois exemplos modelares, nos quais o game produzido persegue uma homoiosis em relação à arte digital e à tradição histórica. Culmina com a defesa de uma pesquisa sobre a produção artística nos games aliada aos processos de produção e entendendo os jogos como uma forma de arte que fala ao homem hodierno.
As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which th... more As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which the Batman character and its player are conducted in Batman Arkham Asylum, relating it to the present spatial and aesthetic criteria in building design level, in addition to the concept of Janet Murray (2003) of sense of agency. The level design allows the aesthetic experience of feeling the dominant being in space, provided by architectural
spaces that support and promote it as such. These aspects are reverberated by the specificity of the character, a superhero from comic books, a medium that, in essence, already brings the possibility of agency. It is also proposed connect the ideas of Hildebrand and Campbell (2004) about the Hero's Journey. The method adopted is a phenomenological basis and will present the elements that support the game, not only as a piece of entertainment, but also a questioning of the role of the human in the digital era.
This research investigates the existent relations between digital transposition phenomenon and tr... more This research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry -that only exists on transmedia plurality. The research done is theoretical, as it's a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators' History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed. obrigado por manterem meus heróis vivos. Jerry Siegel e Joe Shuster: se vocês não tivessem sonhado, o meu sonho não existiria. Para o alto e avante! Finalmente, agradeço a toda ajuda e força recebida da espiritualidade de Luz que sempre me acompanha. Salve o Caboclo Cobra Coral, salve meu pai Caboclo Pena Azul.