Bilgisayar Oyunlarının Yapım Sürecinde Konsept Tasarımı, Üretilmesi ve Uygulanması
Abstract
Computer games, could be determined as the side outcome of the technologic advancements in the 1940’s. At first what started as a hobby among computer engineers has evolved drastically until present day. The present revenue of the Computer Games industry is estimated to be 135 billion dollars. Becoming this large of an industry, computer games have had a quality requirement standardization. These standards have been observed as having a negative effect on the quality and authenticity of the games produced. On this thesis we are going to follow a path forward through art design, concept design and possible techniques that will avoid these negative effects.
The first section of this thesis covers the historical progression of computer games and technologies. This research sheds a light on computer game genres created over time and computer game companies that had a great impact on the industry.
The second section of the thesis focuses on concept design and how it has become useful over other industries. This chapter also includes a breakdown the most important uses of concept design in computer game designs and the importance of it in the production pipeline. Last part of this section covers the techniques and technologies that is used to create concept designs.
The third section covers what we may call the Oscar’s of computer games industry, ‘’The Game Awards’’. This part focuses on the Art Direction awards of 2015, 2016 and 2017 winning 3 games and their concept design processes.
The fourth section, includes the conclusion of the covered successful concept designs and their implementation to the given example. The example provided is based on the “Gilgamesh” epic. The reason of the choice of this epic is that it is told to be the first historical written story tablet of mankind. Also, even though the “Gilgamesh” epic belongs to the Mesopotamian culture, it is still considered to be a legacy for all mankind. On this implementation, ‘Gilgamesh’ epic tried to be addressed as a concept computer game, and analysed in the way the concept designs mentioned in section three.
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