Publication: Pixel art. Estética de la necesidad o elogio del medio
Authors
Maravall Llagaría, José Luis ; Martín Martínez, José Vicente
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Publisher
Murcia: Servicio de Publicaciones de la Universidad de Murcia
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DOI
https://doi.org/10.6018/236111
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info:eu-repo/semantics/article
Description
Abstract
Este texto pretende exponer cómo el proceso de evolución
tecnológica de la imagen digital, desde sus limitaciones primigenias
hasta el momento en que pudo reproducir los recursos gráficos
de los medios anteriores –principalmente la fotografía– junto a la
incorporación de la tecnología 3D, ha permitido, por oposición,
magnificar las características gráficas que son específicas de esta
tecnología para finalmente configurar lo que podemos denominar
una estética propiamente digital.
Vamos a centrarnos en particular en el ámbito del ocio electrónico con
el objetivo de comprobar si el reciente auge de videojuegos diseñados
con la estética conocida como pixel art puede deberse a las carencias
técnicas de los soportes a los que va destinado –tabletas, dispositivos
portátiles y teléfonos móviles, principalmente- y a la aparición de
equipos de programación independientes que no cuentan con los
recursos de las grandes compañías del entretenimiento, o si por
el contrario, se trata de decisiones conscientes de diseño cuyas
motivaciones intentaremos esclarecer aquí.
The purpose of this paper is to show the process of technological evolution of digital imaging, from its primitive constraints until the time it has been able to reproduce the capabilities of photograph, 3D image and video. This process will stress the graphical features that are specific to this technology, so we could finally set up what we call a specific digital aesthetics. We will focus on particular in the field of electronic entertainment so that we could check wether the recent rise in video games production designed with aesthetics known as pixel art may be due to technical deficiencies –of tablets, portable devices and mobile phones- and the emergence of indie programming teams that don’t have the resources of large entertainment companies, or wether it’s based on aesthetical design decisions whose motivations we will aim to clarify in this paper.
The purpose of this paper is to show the process of technological evolution of digital imaging, from its primitive constraints until the time it has been able to reproduce the capabilities of photograph, 3D image and video. This process will stress the graphical features that are specific to this technology, so we could finally set up what we call a specific digital aesthetics. We will focus on particular in the field of electronic entertainment so that we could check wether the recent rise in video games production designed with aesthetics known as pixel art may be due to technical deficiencies –of tablets, portable devices and mobile phones- and the emergence of indie programming teams that don’t have the resources of large entertainment companies, or wether it’s based on aesthetical design decisions whose motivations we will aim to clarify in this paper.
Citation
Arte y políticas de identidad, Vol. 12 (2015)145-168
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