{"id":4029,"date":"2016-06-06T00:00:00","date_gmt":"2016-06-05T23:00:00","guid":{"rendered":"http:\/\/esatvalencia.wpengine.com\/el-arte-procedural-de-no-mans-sky\/"},"modified":"2016-06-06T00:00:00","modified_gmt":"2016-06-05T23:00:00","slug":"el-arte-procedural-de-no-mans-sky","status":"publish","type":"post","link":"https:\/\/www.esat.es\/en\/el-arte-procedural-de-no-mans-sky\/","title":{"rendered":"El arte procedural de No Man&#8217;s Sky"},"content":{"rendered":"<p style=\"text-align: justify;\">Sin duda, el apartado art\u00edstico del juego de ciencia ficci\u00f3n y exploraci\u00f3n de Hello Games es su se\u00f1a de identidad. Los colores pastel y la armon\u00eda y simpleza de los escenarios convierten esta pieza l\u00fadica en un producto que entra por los ojos. El juego, que saldr\u00e1 a la venta el pr\u00f3ximo mes de agosto, destaca por el trabajado dise\u00f1o art\u00edstico de todos y cada uno de los elementos que se muestran en pantalla.<\/p>\n<p style=\"text-align: justify;\">Grant Duncan, director de arte de No Man&#8217;s Sky, desvel\u00f3 el origen de cada elemento art\u00edstico del juego: Las <strong>portadas de novelas de ciencia ficci\u00f3n de los a\u00f1os sesenta<\/strong> que marcaron parte de la infancia de Sean Murray, director del proyecto. Estos trabajos, que toman referencias del trabajo de <a href=\"http:\/\/www.chrisfossart.com\/\">Chris Foss<\/a> muestran, tal y como dice \u201cnaves infladas, algo il\u00f3gicas pero llenas de color\u201d. El estilo, por lo tanto, es pict\u00f3rico y alegre, a diferencia de la ciencia ficci\u00f3n actual.<\/p>\n<p style=\"text-align: justify;\">[iframe id=&#8221;https:\/\/www.youtube.com\/embed\/UzwWynT8aSY&#8221;]<\/p>\n<h5 style=\"text-align: justify;\">Planetas procedurales<\/h5>\n<p style=\"text-align: justify;\">Una vez elegidos los matices de color y estilo volum\u00e9trico de los objetos recurrentes (naves, estaciones espaciales o bases) los programadores de Hello Games deb\u00edan adaptarlo al origen procedural de No Man&#8217;s Sky, verdadero signo diferenciador del videojuego. En un universo cuasi infinito (17 trillones de planetas que deber\u00edan llevar a una persona unos cinco mil millones de a\u00f1os visitarlos una media de un segundo) se rige por unas normas procedurales. Cada planeta se crea en el momento en que un jugador se acerca a \u00e9l. Un algoritmo matem\u00e1tico decide al azar el clima, el color, las criaturas o el ciclo solar. Una vez lo abandonemos ese planeta ya existe, volver\u00e1 a desaparecer hasta que otro jugador lo encuentre, guardando los matices que ya se han decidido anteriormente.<\/p>\n<p style=\"text-align: justify;\">Aaron Andrews y Jake Golding, dos artistas del equipo, aseguran: \u201cHay que crear cada objeto, cada parte de una nave o elemento de una criatura pensando no solamente en lo que tienes en mente\u201d. \u201cCon el arte procedural aprendes a valorar mucho m\u00e1s las partes individuales que creas. <strong>No creas una parte y se acab\u00f3, esa parte se crea en montones de criaturas distintas<\/strong>\u201d, apostilla Andrews. De esta manera, los artistas no tienen un control total sobre lo que crea, pues, al margen de la base o la primera obra, cada elemento dibujado se puede utilizar para otro ser que nunca hab\u00edan tenido en cuenta. Un trabajo que exige una visi\u00f3n global y un sentido de la est\u00e9tica y la belleza, pues no controlan los posibles usos de sus creaciones. Ser\u00e1n los usuario los que ver\u00e1n por primera vez, muchas de estas criaturas, naves y planetas, algo que no deja de ser emocionante para el usuario y un temor constante para el dise\u00f1ador.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sin duda, el apartado art\u00edstico del juego de ciencia ficci\u00f3n y exploraci\u00f3n de Hello Games es su se\u00f1a de identidad. Los colores pastel y la armon\u00eda y simpleza de los escenarios convierten esta pieza l\u00fadica en un producto que entra por los ojos. El juego, que saldr\u00e1 a la venta el pr\u00f3ximo mes de agosto, destaca por el trabajado dise\u00f1o &hellip; <\/p>\n","protected":false},"author":1,"featured_media":4030,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1,517],"tags":[486,740,739],"class_list":["post-4029","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-actualidad","category-diseno-grafico","tag-arte-digital","tag-digital","tag-reportaje"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>El arte procedural de No Man&#039;s Sky - ESAT Valencia - Escuela Superior de Arte y Tecnolog\u00eda<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.esat.es\/el-arte-procedural-de-no-mans-sky\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"El arte procedural de No Man&#039;s Sky - ESAT Valencia - Escuela Superior de Arte y Tecnolog\u00eda\" \/>\n<meta property=\"og:description\" content=\"Sin duda, el apartado art\u00edstico del juego de ciencia ficci\u00f3n y exploraci\u00f3n de Hello Games es su se\u00f1a de identidad. 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