用游戏引擎创造屏幕故事:学生和研究人员跨学科合作的挑战和机遇

K. Dooley, Susan Emery
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引用次数: 0

摘要

近年来,在新兴和传统屏幕媒体制作的背景下,游戏引擎的增加促进了跨格式的创新。游戏引擎提供了创造沉浸式项目的机会,这些项目可以利用体验设计师、游戏开发者、编剧和其他创意从业者的专业知识;然而,鉴于不同领域的不同“诗学”,来自不同背景的个人如何有效地在这些项目中合作,问题就出现了。这个词是伊恩·麦克唐纳在剧本创作实践中使用的,指的是“实践模式或范式的合理化;对于那些参与开发屏幕想法的人来说,在那个时间和地点,一系列有意义的感知规范”(2013,3)。本文探讨了使用虚幻引擎创建的两个屏幕作品的发展,从而概述了该领域多学科团队合作的挑战。本文将论证这些项目的成功实现需要围绕这种新的实践模式发展共同基础,通过共享边界对象(Star and Griesemer 1989)、专业知识和倾听参与者的关注来促进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Creating screen stories with game engines: challenges and opportunities for students and researchers working collaboratively across disciplines
ABSTRACT In recent years, the increased take up of game engines in the context of emerging and traditional screen media production has fostered innovation across formats. Game engines present an opportunity to author immersive projects that draw upon the expertise of experience designers, game developers, screenwriters and other creative practitioners; however, questions arise as to the ways that individuals from different backgrounds might work together effectively on these projects given the varying ‘poetics’ of their fields. This term, used by Ian MacDonald in the context of screenwriting practice, refers to ‘the rationalisation of a mode, or a paradigm, of practice; a collection of perceived norms that make sense together, for those involved in developing a screen idea, in that time and place’ (2013, 3). This article explores the development of two screen works created using Unreal Engine, so as to outline the challenges for multidisciplinary teamwork in this area. This article will argue that the successful realisation of these projects called for the development of common ground around this new mode of practice, one fostered through a sharing of boundary objects (Star and Griesemer 1989), expertise and through listening to participant concerns.
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