Prostor u videoigrama kao novi oblik scenske arhitekture
Space in videogames as new form of scene architecture
Author
Mičkei, KarlMentor
Dinulović, Radivoje
Committee members
Atanacković-Jeličić, Jelena
Maraš, Igor

Bošković-Živanović, Romana
Stojković, Mirko
Dinulović, Radivoje

Metadata
Show full item recordAbstract
Ovaj rad ima za cilj da ispita prisutnost i značaj videoigara u kontekstu scenske arhitekture i da ukaže na rastući značaj jedne mlade discipline, a to je kreiranje prostora u videoigrama. Teorijski i naučno-istraživački deo rada ukazuju, svaki na svoj način, na već postojeće i nove moguće oblike primene koncepata prostora i vizuelnih percepcija iz oblasti arhitekture i urbanizma u oblasti kreiranja videoigara. Od Vitruvijevog trojnog načela, preko trojnog načela ključnih odrednica videoigara i problematike prostornih situacija, do uloge i položaja korisnika/igrača u kontekstu sadejstva sa datim prostorom, u radu je predočen niz načina na koje elementi arhitektonskog teorijskog nasleđa, pre svega elementi i principi scenske arhitekture, mogu biti implementirani u proces kreiranja prostora u videoigrama.
The goal of this thesis is to examine the presence and significance of videogames in the context of scene architecture and to indicate a growing importance of a young field – level design in videogames. Theoretical and scientific research portions of the paper point, each in their own manner, to existing as well as new modes of applying concepts of space and visual perception from the domain of architecture and urbanism in the field of videogame design. This paper offers a significant number of methods of implementing aspects of architectural theory heritage, primarily elements and principles of scene architecture, in the process of designing space in videogames - starting with Vitruvius’s triple principle, followed by the triple principle of key features of videogames and the issue of spatial situations, to the role and position of user/player in the context of cooperation with a given space.