Treffer: Understanding Visual Scripting in Videogames Development ; Entendiendo la programación visual en el desarrollo de videojuegos
2173-3511
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SWORD ; [EN] This article synthesizes the experience in visual programming acquired during the last years by the research group IDECA (research and development of audiovisual content) in the development of audiovisual projects and videogames. To achieve this goal, we dive into the process of creating a video game through the analysis of two of the main development environments based on visual programming Blender and Unreal Engine. By a detailed study of the methodology and process used on Blender logic bricks and the Unreal Engine nodular system of Blueprints, we will define how visual scripting has become the reference in the development of videogames. To achieve this goal, we will analyze and compare the similarities and differences between both frameworks, in order to understand which framewok is better to guarantee success. DILLE, Flint, ZUUR, John, 2007. "The Ultimate Guide to Video Game Writing and Design", Nueva York: Lone Eagle Publishing. O'DONNELL, Casey, 2014. Developer's Dilemma: The Secret World of Videogame Creators, Cambridge: The MIT Press. ROQUE, Miguel Ángel, 2015. "Blender: Videogame Development through logic bricks and Python", en Videojuegos: Desarrollo e industria creativa, nº3, Madrid: ESNE, pp. 45-56. THORN, Alan, 2014. Practical Game Development with Unity and Blender, Boston: Cengage. Learning. UHEDA, Fumito, 2016. The Last Guardian, Japón: Sony Interactive Entertainment. ; [ES] Este artículo sintetiza la experiencia en programación visual adquirida durante los últimos años por el grupo de investigación IDECA (investigación y desarrollo de contenidos audiovisuales) en el desarrollo de proyectos audiovisuales y videojuegos. Para ello, nos sumergimos en el proceso de creación de un videojuego a través del análisis de dos de los principales entornos de desarrollo basados en programación visual Blender y Unreal Engine. Por medio del estudio del funcionamiento de los Bloques de lógica utilizados en Blender, y del sistema nodular de Blueprints empleado por Unreal Engine, observaremos cómo la ...