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DIOGO ALBIERO

post production supervisor

ACADEMIC WORK

Some of my academic work.

UNTITLED 2: VIDEOGAMES BETWEEN NARRATIVE AND GAMEPLAY

Final project for Bachelor's Degree in Audiovisual, Senac São Paulo (2011).

 

ABSTRACT

 

The goal of this project is to discuss the implementation of narrative and gameplay inside the videogames universe. Focusing in narrative games, it seeks comprehension about the narrative element and how it’s established in them, as well as the gameplay element. The interlacing of these two makes this project a search towards the understanding of the choices made in several games, seeking the importance of the relation of these intrinsic elements in the accomplishment of a narrative game. The analysis of the game Red Dead Redemption promotes the use of the studied concepts and completes this project.

 

Keywords: narrative, gameplay, videogame, game, narrative games, audiovisual, playable mechanisms, Red Dead Redemption

HYBRID NARRATIVES AND THE SANDBOX GENRE

Paper for Uvic's (Universitat de Vic - Universitat Central de Catalunya) digital magazine Obra Digital - Barcelona, Spain.

Volume 5, Interactividad y Videojuegos, september/2013.

 

ABSTRACT

 

This paper aims to discuss videogames as narrative medias and how narrative takes form differently according to multiple set of rules. The narrative path as a pre-determined and/or emergent one is analyzed in the game Red Dead Redemption due to its hybrid characteristic that allows the player to interact with the virtual space and the fabricated narratives.

 

Keywords: narrative; gameplay; sandbox; Red Dead Redemption; language.

 

Link: http://revistesdigitals.uvic.cat/index.php/obradigital/article/view/32

EXPERIENCE IN VIDEOGAMES: DIALOGUES BETWEEN GAME DESIGN AND PLAYERS

Final thesis for Master's Degree in Technologies of Intelligence and Digital Design, PUC-SP (2015).

 

ABSTRACT

 

This dissertation seeks to understand the relationship between game design and the player on the construction of experiences manufactured in videogames. Due to its interactive nature, we can understand that videogames are made by two instances in the construction of its language and experience: on one hand, the game design defines how the game will be; and on another, the player, key-element, interacts and renews the choices made for the game. The question of how the experiences in videogames happen is instigated through this mutuality. With this purpose we seek to understand the concept of experience through the duality proposed by Eduard Gámez, using Martin Heidegger’s phenomenological perspective and John Dewey’s pragmatic view. We then go to a practical approach on how to create the language of videogames, based on Jesse Schell, Tracy Fullerton, Jesper Juul and Jane McGonigal. After identifying the key-elements to understand how videogames configure their language, we switch to the player’s perspective. By using Gámez’s Core Elements of Gaming Experience, we seek to identify similar aspects from players’ experience and how they eventually conform a subjective outcome from playing. These theoretical pillars end up in the analysis of the game Heavy Rain. It allows the concepts and examples used in the text to be effectively analyzed as a whole. The bibliographical revision and the approach given during the dissertation allow the evaluation of videogames under the game design and the player’s perspective, heading towards the creation of the experience of this media on a mutual path. Through this we can see videogames from a wider point of view, understanding its processes and the potential they carry in their core as a media.

 

Keywords: videogame, experience, game design, player, heavy rain

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