Carrera de Realidad virtual y Videojuegos

URI permanente para esta colecciónhttps://dspace.ucacue.edu.ec/handle/ucacue/22616

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  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de diseño visual y recursos gráficos para videojuego educativo en realidad virtual orientado al pensamiento lógico-matemático infantil.
    (Universidad Católica de Cuenca., 2026) Merchán Garnica, Isaac Jared
    This study aimed to develop the visual design and graphical assets for the virtual reality educational video game Crokiando: Learn with Croki, aimed at fostering logical-mathematical thinking in children in early childhood education. The proposal addressed the need to create an immersive, engaging, and easy-to-understand experience in which the visual identity enhanced motivation, orientation, and interaction with the elements of the environment. The development process included the design of characters, environments, user interfaces, and interactive objects, as well as 3D modeling, texturing, animation, and the integration of royalty-free sound and musical assets. Subsequently, the developed elements were incorporated into the video game and evaluated with participants from the target audience using a five-point rating scale. The results indicated a favorable acceptance of the visual style: the main character, Croki, and the overall visual appearance achieved a mean score of 4.40/5, animations received 4.20/5, and the environments and color scheme obtained 4.10/5. Recognition of the interactive objects received the lowest score, with 3.70/5, highlighting the need to improve visual cues to facilitate their identification within the environment. It is concluded that the visual proposal was attractive and coherent for young children, although specific improvements are required in the visual identification of certain interactive elements.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Construcción y programación de un entorno tridimensional interactivo y funcional para un videojuego de computadora mediante Unity.
    (Universidad Católica de Cuenca., 2026) Vázquez Banegas, Ricardo Esteban
    The development of interactive environments is key to creating immersive experiences. This is achieved through the continued integration of level design, which gives shape and structure to the virtual world, and programming, which provides logic, mechanics, and functionality to the playable space, thereby transforming a static setting into a living, dynamic environment. This process involves planning the terrain, strategically distributing map elements, and implementing fluid interaction systems, while balancing scale, navigability, and atmosphere. This project describes the creation of the environment for the video game “Ashes of Faith,” from a conceptual mockup to the level design and the comprehensive programming of its logic in Unity and C#. The work focuses on three pillars: (i) programming the spatial environment and its interactivity, (ii) implementing the user interface, and (iii) optimizing performance to ensure smooth rendering without eye strain. Development is organized using the Scrum agile methodology, in short cycles that facilitate rapid adjustments to the level and its mechanics in response to unforeseen changes. To validate the environment, performance tests were conducted using the Unity Profiler (FPS and resource usage), and usability tests were conducted with a pilot group to measure navigation times and difficulties. The results showed a satisfactory experience, with stable performance and users able to complete tasks without major difficulties, confirming compliance with the established technical and usability standards.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de un entorno de Realidad Virtual para la validación de aplicaciones de aprendizaje lógico-matemático en niños de educación inicial.
    (Universidad Católica de Cuenca., 2026) Berrú Jiménez , Karol Gabriel
    The general objective was to develop and evaluate, in terms of functionality, usability, and interaction, a virtual reality application with interactive mechanics and real-time feedback designed to support the practice of logical-mathematical skills in children aged 4 to 5. This was an applied study with a quantitative approach and a descriptive scope; the software was built iteratively in Unity for Meta Quest 3 using hand tracking. Crokiando integrates three levels: Planeta Dulzura for shape recognition, Parque de Figuras for classification by shape, and Tren de los Patrones for pattern continuation. The supplied material reports aggregate results from 20 participants across ten questions: seven on usability and interaction and three on acceptance. Favorable responses ranged from 75% to 100%, while initial acceptance ranged from 85% to 95%. However, complete participant and session characteristics, the original instrument, an anonymized dataset, and prior ethical records were not supplied. Therefore, implementation and functional verification are documented, whereas the user evaluation is only partially supported and does not demonstrate learning improvement or a closed validation process.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Diseño del componente visual, interfaz inmersiva y optimización gráfica de Explorador Global, simulación educativa de comercio exterior en realidad virtual
    (Universidad Católica de Cuenca, 2026) Matute Dominguez, John Alexander
    This project aimed to design the visual component, the spatial immersive interface, and the graphical optimization of “Explorador Global”, a virtual-reality educational simulation for college students majoring in International Business. The proposal addressed the need to represent export, import, logistics, and customs documentation processes through clear, legible, and coherent scenarios and interfaces, while taking into account the technical limitations of the Meta Quest 3. An iterative process was applied that included benchmark analysis, the creation of an art bible, interface mockup design, 3D modeling, integration into Unity, and graphical optimization, using Blender, Unity, Meta XR SDK, Figma, and Affinity. As a result, an art bible, 20 optimized 3D assets, 10 immersive interfaces, four integrated scenarios, and an executable build for Meta Quest 3 were produced. Validation was conducted with 24 students in the fourth academic cycle, each of whom completed four tasks, for a total of 96 trials; 75 were completed independently (78.1%) and 21 with assistance (21.9%), with no incomplete tasks. Visual information clarity obtained a mean score of 4.29/5, while text and document readability reached 3.54/5, the lowest mean among the evaluated criteria. Technical tests showed greater stability in the optimized version, although the port scenario continued to experience performance drops in areas with a high density of resources. It is concluded that the proposal established a functional, coherent, and optimized visual foundation, with room for improvement in terms of readability and performance.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Construcción y programación de un entorno tridimensional interactivo y funcional para un videojuego de computadora mediante Unity
    (Universidad Católica de Cuenca, 2026) Vázquez Banegas, Ricardo Esteban
    The development of interactive environments is key to creating immersive experiences. This is achieved through the continued integration of level design, which gives shape and structure to the virtual world, and programming, which provides logic, mechanics, and functionality to the playable space, thereby transforming a static setting into a living, dynamic environment. This process involves planning the terrain, strategically distributing map elements, and implementing fluid interaction systems, while balancing scale, navigability, and atmosphere. This project describes the creation of the environment for the video game “Ashes of Faith,” from a conceptual mockup to the level design and the comprehensive programming of its logic in Unity and C#. The work focuses on three pillars: (i) programming the spatial environment and its interactivity, (ii) implementing the user interface, and (iii) optimizing performance to ensure smooth rendering without eye strain. Development is organized using the Scrum agile methodology, in short cycles that facilitate rapid adjustments to the level and its mechanics in response to unforeseen changes. To validate the environment, performance tests were conducted using the Unity Profiler (FPS and resource usage), and usability tests were conducted with a pilot group to measure navigation times and difficulties. The results showed a satisfactory experience, with stable performance and users able to complete tasks without major difficulties, confirming compliance with the established technical and usability standards.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de diseño visual y recursos gráficos para videojuego educativo en realidad virtual orientado al pensamiento lógico-matemático infantil
    (Universidad Católica de Cuenca, 2026) Merchán Garnica, Isaac Jared
    This study aimed to develop the visual design and graphical assets for the virtual reality educational video game Crokiando: Learn with Croki, aimed at fostering logical-mathematical thinking in children in early childhood education. The proposal addressed the need to create an immersive, engaging, and easy-to-understand experience in which the visual identity enhanced motivation, orientation, and interaction with the elements of the environment. The development process included the design of characters, environments, user interfaces, and interactive objects, as well as 3D modeling, texturing, animation, and the integration of royalty-free sound and musical assets. Subsequently, the developed elements were incorporated into the video game and evaluated with participants from the target audience using a five-point rating scale. The results indicated a favorable acceptance of the visual style: the main character, Croki, and the overall visual appearance achieved a mean score of 4.40/5, animations received 4.20/5, and the environments and color scheme obtained 4.10/5. Recognition of the interactive objects received the lowest score, with 3.70/5, highlighting the need to improve visual cues to facilitate their identification within the environment. It is concluded that the visual proposal was attractive and coherent for young children, although specific improvements are required in the visual identification of certain interactive elements.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de la base técnica mediante programación de sistemas y mecánicas en caja blanca para Inkfall.
    (Universidad Católica de Cuenca., 2026) Dután Torres , Joan Alexis
    This study aimed to develop the technical foundation of the Inkfall video game by programming systems and gameplay mechanics within a white-box environment using the Unity game engine. The research arose from the need to evaluate gameplay at an early stage before incorporating the final artistic assets, since the simultaneous development of technical and visual components can hinder the identification of issues related to player interaction, progression, and difficulty. An applied study was conducted using a quantitative approach with a descriptive scope. The prototype was developed through the progressive implementation of player control systems, environmental interaction, combat, weapon switching, artificial intelligence, puzzles, and dynamic difficulty progression, integrated into two functional levels through a modular architecture. Validation was carried out with participants from the target audience using a structured Likert-scale questionnaire to assess gameplay, system responsiveness, and user experience. The results identified difficulties in movement mechanics, weapon switching, and camera behavior. Based on these findings, adjustments were made to control responsiveness, weapon switching, and player camera tracking. Subsequent testing confirmed the effectiveness of these improvements and their successful integration into the levels. It is concluded that the prototype established a modular and functional technical foundation for the subsequent incorporation of graphics, audio, and narrative assets.
  • Item type: Ítem , Access status: Acceso Abierto ,
    InkFall: diseño e integración de personajes, entornos, narrativa e interfaz de usuario en el desarrollo de un videojuego para la generación de experiencias inmersivas.
    (Universidad Católica de Cuenca., 2026) Ortiz Pinos, Carlos Alejandro
    This technological proposal aimed to design and integrate the art direction, narrative, characters, environments, and user interface of Inkfall, a prototype video game developed in Unity featuring exploration, combat, and horror elements. The project addressed the need to unify visual and narrative criteria in order to prevent inconsistencies among graphical assets, environmental design, storyline, and navigation components. The development process comprised planning, conceptual design, graphic asset production, integration, and functional validation. An Art Bible and a Game Design Document (GDD) were produced as reference documents to define the visual style, characters, weapons, levels, logo, and user interface structure. Adobe Photoshop and Adobe Illustrator were used to produce the graphical assets, while ChatGPT served as a supporting tool for organizing and refining conceptual proposals. Subsequently, these elements were integrated into Unity to implement the title screen, the main menu, and its navigation components. Validation confirmed the proper functioning of the user interface, screen navigation, and their alignment with the established art direction. Minor issues related to layout, organization, and visual presentation were also identified and corrected. As a result, a functional and coherent proposal was achieved, establishing a visual, narrative, and interactive foundation for the continued implementation, evaluation, and expansion of Inkfall.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Generación de mapas con diseño modular para juegos de estrategia 3D en Unity
    (Universidad Católica de Cuenca., 2026) Abad Tenorio, Adrian Nestorio
    In video game development, map generation lacks tools that it to be implemented efficiently and easily, thereby increasing video game production costs. This project aimed to develop a procedural map generation method for the Unity game engine in 3D projects by employing modular geometry based on polygons to generate maps in three categories: triangular, quadrilateral, and five-sider or higher-order polygons. Different formulas were applied to each category to ensure the correct generation of maps using modular geometry while preventing excessive computational processing that would result from employing a single general formula for all polygonal shapes. The proposed method was integrated into a prototype game to procedurally generate levels from tiles that determine the player's path across the map, enabling the acquisition of upgrades or the introduction of additional challenges, thus providing a unique experience for each user. The results consisted of maps whose overall shape corresponded to the polygonal tiles from which they were constructed, introducing a novel map generation approach that promotes players to develop tactical skills while delivering a distinct experience for every user.
  • Item type: Ítem , Access status: Acceso Abierto ,
    InkFall: Integración de sistemas y mecánicas en Unity para un videojuego narrativo multigénero de experiencia dinámica.
    (Universidad Católica de Cuenca., 2026) Abad Aucancela, Darwin Alexander
    This study aimed to integrate the systems, mechanics, and assets of the multi-genre narrative video game InkFall through a modular technical architecture implemented in Unity, capable of coordinating the contributions of programming, 3D modeling, user interface, and audio without compromising the project's stability, performance, or maintainability. The research was applied and descriptive in nature and was conducted using an iterative methodology based on the progressive incorporation of mechanics, levels, and systems, supported by continuous validation, refinement, and optimization processes. During development, a component-, manager-, and event-based architecture was defined to reduce system coupling and facilitate the integration of new functionalities. The process included organizing the project structure, configuring the development environment, integrating graphical and audio assets, incorporating third-party assets, and implementing gameplay, user interface, and navigation systems. Functional and performance testing performed using Unity's profiling and analysis tools verified component integration and quantified the improvements achieved. As a result, the prototype increased its performance from approximately 30 to 63 frames per second, representing an improvement of nearly 110%, and reduced the number of rendering batches generated during execution by 90%. It is concluded that the implemented architecture improved the prototype's smoothness, stability, and efficiency while establishing a modular technical foundation for its maintenance, expansion, and collaborative development.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Diseño del componente visual, interfaz inmersiva y optimización gráfica de Explorador Global, simulación educativa de comercio exterior en realidad virtual.
    (Universidad Católica de Cuenca., 2026) Matute Domínguez, John Alexander
    This project aimed to design the visual component, the spatial immersive interface, and the graphical optimization of “Explorador Global”, a virtual-reality educational simulation for college students majoring in International Business. The proposal addressed the need to represent export, import, logistics, and customs documentation processes through clear, legible, and coherent scenarios and interfaces, while taking into account the technical limitations of the Meta Quest 3. An iterative process was applied that included benchmark analysis, the creation of an art bible, interface mockup design, 3D modeling, integration into Unity, and graphical optimization, using Blender, Unity, Meta XR SDK, Figma, and Affinity. As a result, an art bible, 20 optimized 3D assets, 10 immersive interfaces, four integrated scenarios, and an executable build for Meta Quest 3 were produced. Validation was conducted with 24 students in the fourth academic cycle, each of whom completed four tasks, for a total of 96 trials; 75 were completed independently (78.1%) and 21 with assistance (21.9%), with no incomplete tasks. Visual information clarity obtained a mean score of 4.29/5, while text and document readability reached 3.54/5, the lowest mean among the evaluated criteria. Technical tests showed greater stability in the optimized version, although the port scenario continued to experience performance drops in areas with a high density of resources. It is concluded that the proposal established a functional, coherent, and optimized visual foundation, with room for improvement in terms of readability and performance.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Diseño de niveles y narrativa interactiva del videojuego “Qhapac Ñan: El Camino del chasqui” para la educación patrimonial infantil en Ecuador.
    (Universidad Católica de Cuenca., 2026) Gaibor Caguana, Dante Alexis
    In the modern world, traditional educational methods have proven ineffective for new generations of digital natives because they fail to hold their attention. For this reason, new approaches and game-based solutions are being explored to generate genuine interest in cultural heritage among young people. The objective of this project is to design the narrative and gameplay mechanics of an immersive video game that engages children between the ages of 8 to 12, encouraging them to take an interest in and learn about the worldview and communication system of the ancient Inca Empire, using the ancestral tale of “Sacrificio de la Llama Sagrada” [The Sacrifice of the Sacred Llama] as the narrative foundation, which is translated into turn-based roguelike strategy mechanics. When presented to the target audience, consisting of a sample of 12 children, the proposal generated genuine interest, with positive responses. The participants acquired new knowledge and, more importantly, demonstrated a genuine interest in the cultural heritage of their ancestors after playing the video game.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Aplicación de técnicas de modelado y animación tridimensional en Blender para el desarrollo optimizado de personajes y entornos interactivos en tiempo real.
    (Universidad Católica de Cuenca., 2026) Cevallos Villavicencio, Ronny Sebastián
    Artificial intelligence applied to 3D modeling has transformed workflows in digital content development, enabling the automatic generation of three-dimensional meshes and accelerating the stages of digital sculpting; however, these geometries often present topology issues that make indispensable human intervention through retopology processes, where the author applies artistic knowledge to provide expressiveness and realism to characters and objects, demonstrating how the combination of artificial intelligence and human work can accelerate 3D content development without compromising its final quality. This project describes the modeling and retopology of playable and non-playable characters, as well as the creation of assets for the video game “Ashes of Faith”, using Blender under a low-poly artistic style. For the characters, meshes generated with the “Tencent Hunyuan 3D” tool was used as the starting point, with retopology applied to reduce and organize polygon density while maintaining their visual appearance, while the assets were modeled from scratch to the same standard. In addition, work was carried out on UV mapping, materials, textures, rigging, and animation for their proper integration into Unity; all activities were planned under the Scrum Agile methodology, allowing the work to be organized into sprints and reducing development time. As a result, tests were conducted in Unity using the Profiler to measure the impact of the assets on rendering, confirming that artificial intelligence acts as an initial accelerator, while the expressiveness and performance of the models are the product of technically validated human judgment.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de inteligencia artificial para personajes no jugables e implementación del control del personaje principal en entornos de videojuego.
    (Universidad Católica de Cuenca., 2026) Ramírez Malla, Cesar Mateo
    In video games, characters constitute the central focus of the interactive experience; they are divided into playable characters, controlled by the user, and non-playable characters, managed by the system to bring life and context to the virtual world through intelligent rule-based behaviors. The combat system, meanwhile, is a key mechanic in action-adventure games, based on direct attacks, dodges, and special abilities controlled in real time by the player. This project involves the design and development of artificial intelligence and player mechanics for the video game “Ashes of Faith,” developing the programming logic for both playable and non-playable characters. For the playable character, the following systems are covered: (i) mobility, (ii) combat, (iii) health management, (iv) special abilities, and (v) interaction. For non-playable characters, finite state machines are implemented, using Scriptable Objects as the data structure for state configuration and management. The development process was carried out using Unity and the C# programming language under the Scrum agile methodology, which enabled the iterative and incremental management of each deliverable within each sprint. The results were obtained through a Likert-scale questionnaire that evaluated the management and control criteria of the playable and non-playable characters, as well as the combat system. In addition, black-box testing was conducted in Unity to evaluate the scalability of enemies implemented via Scriptable Objects, demonstrating a robust, scalable system consistent with gameplay mechanics.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Diseño de UI/UX y creación de animaciones 3D en “Qhapac Ñan: El Camino del Chasqui”, videojuego educativo y cultural para niños de 8 a 12 años.
    (Universidad Católica de Cuenca., 2026) Coronel Jarro, Yahir Eduardo
    UI/UX design is essential in video games, as are animations. The characteristics of both the interface and the interactive experience provided to the user help define a video game’s impact and personality—key factors in its success. These components aim to foster intuitive navigation within the player’s experience, an aspect considered fundamental in the video game market and among players. This project focuses on the design of animations and UI/UX for the video game “Qhapac Ñan: El camino del Chasqui,” an educational game aimed at children aged 8 to 12. As such, it focuses on maintaining the players’ interest and creating a visual environment that encourages exploration and optimal viewing during gameplay, serving as a bridge between excitement and education. The result is a dynamic and visually intuitive interface that fosters interaction and engagement among players, as demonstrated in playtesting with 20 participants, 100% of whom were able to navigate the menu and game freely and intuitively.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Diseño, desarrollo y evaluación de un prototipo de plataformas 2D con mecánica de riesgo-recompensa: Veins to Light.
    (Universidad Católica de Cuenca., 2026) Uyaguari Córdova, Esteban Mateo
    Risk-reward mechanics constitute a game design approach that seeks to balance the benefits obtained by players against the consequences of taking specific risks during gameplay. This type of mechanics encourages strategic decision-making by transforming limited resources into essential elements for progression and the overall gameplay experience. However, in 2D platformer games, the health bar is typically restricted to a survival function, with minimal involvement in the core gameplay mechanics. This paper focuses on the development of a functional prototype of a 2D platformer game titled Veins to Light, developed using the Unity game engine and the C# programming language. The project was carried out following the Scrum agile methodology, organized into iterative development cycles known as sprints, which facilitated the incremental implementation of each system within the prototype. The prototype is structured around four main components: (i) characters, (ii) gameplay mechanics, (iii) 2D art design, and (iv) level design. These components are integrated through a modular architecture that coordinates the movement system, health management, player abilities, enemy behavior, the user interface, and level progression. The prototype was evaluated through a Likert-scale survey administered to 30 participants, achieving excellent internal consistency (Cronbach’s α = 0.933) and an average rating of 4.51 out of 5. The results indicate a positive perception of the core gameplay mechanics, system integration, and overall gameplay experience, supporting the feasibility of the proposed approach.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de recursos tridimensionales para una guía interactiva orientada al aprendizaje guiado del entorno de Unity
    (Universidad Católica de Cuenca., 2026) José Alberto , Guillen Parra
    Low Poly three-dimensional modeling is a graphic representation technique aimed at optimizing geometry through the controlled use of polygons, enabling the development of stylized and efficient visual assets for real-time interactive environments without compromising the established aesthetic coherence. This project focuses on the creation of three-dimensional assets in Blender for the development of an interactive guide implemented in Unity. The process involves low-poly modeling of the playable character, interactive objects, and decorative elements, followed by UV mapping, the application of color maps, and the configuration of reusable materials to optimize graphic resources. For the character, a rigging system is implemented using an armature and weight painting, enabling controlled deformations and the creation of basic animations. The resulting assets are subsequently integrated into Unity through prefabs, materials, colliders, and an Animator Controller to manage interactions and animation states. Additionally, there is a graphic design proposal for a guidebook, considering criteria such as composition, visual hierarchy, spatial distribution, and color consistency. The development follows the waterfall methodology, sequentially structuring the planning, design, production, integration, and validation phases, resulting in a functional, coherent, and visually consistent interactive guide. The application's performance is analyzed with Unity Profiler, evaluating its behavior during operation. Additionally, a Likert scale is applied to assess the modeling, artistic style, color selection, readability, and thematic coherence, thereby determining the technical and visual feasibility of the developed proposal.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de un prototipo de videojuego tipo metroidvania en principios cognitivo-conductuales para la representación de conflictos psicosociales
    (Universidad Católica de Cuenca., 2026) Mieles Serrano , Jorge Andrés
    This study presents the development of a two-dimensional metroidvania video game prototype whose purpose is to integrate principles of Cognitive Behavioral Therapy into the design of the narrative, game mechanics, and levels to represent human characteristics without entering the clinical field, promoting players’ personal reflection on these characteristics. The proposal arises from the need to explore new ways of taking advantage of the expressive potential of video games by incorporating psychological principles into the interactive experience. An iterative development methodology was implemented in Unity, together with the Mechanics, Dynamics, and Aesthetics (MDA) framework as a guide for the design, with the support of a professional psychologist to ensure the appropriate conceptualization and adaptation of psychological principles into boss mechanics, traps, and environments. The video game incorporates exploration, combat, and environmental storytelling, structured around thematic areas and bosses that represent human characteristics such as anger and manipulation. It was validated through playtesting sessions and user experience evaluation to analyze the consistency between the implemented mechanics, the narrative, and players' perceptions. It is concluded that video games can contribute to the interactive representation of psychological concepts and encourage personal reflection.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Evaluación de un entorno inmersivo de realidad virtual para el entrenamiento en emergencias prehospitalarias: un estudio observacional
    (Universidad Católica de Cuenca., 2026) Contreras Urgilés, Anthony Marcos
    Training in prehospital emergency care requires resources that allow for safe and repeatable practice in real-life situations before actual patient contact. In this context, this study analyzed the functioning and contributions of three-dimensional modeling and animations in a virtual reality-based prehospital emergency care simulator. The study employed an evaluative and descriptive approach, with a predominantly quantitative focus. The study involved 22 Nursing students from the Catholic University of Cuenca, who used the simulator and subsequently completed a 10-question Likert-scale questionnaire. In addition, a technical observation form was used during the simulation experience. The results showed an acceptance rate of approximately 85%, with a descriptive mean of 4.23 out of 5. A total of 86.4% of the participants rated the clarity of objects, characters, animations, and actions positively. Similarly, 95.5% did not experience any visual problems during the test, while 31.8% reported mild discomfort without discontinuing the experience. It is concluded that 3D modeling and animations contribute positively to the understanding of the scenario, interaction with objects, and the perceived reinforcement of the procedure, although the simulator should be viewed as a complementary resource rather than a substitute for face-to-face clinical practice.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo y validación de niveles, narrativa y assets visuales para mejorar la coherencia ludo-narrativa en un videojuego 3D
    (Universidad Católica de Cuenca., 2026) Picón Cedillo, David Sebastián
    Narrative, level design, and concept art constitute fundamental pillars for shaping the story, spatial layout, and interaction in video games. This study addresses these components from the conceptualization and documentation perspective for the video game “Ashes of Faith,” with the goal of laying the foundations for an experience that strengthens ludo-narrative coherence and visual clarity in a 3D environment. To achieve this, a proposal was developed focused on story planning, character creation, dialogue design, and the construction of two interconnected zones, strictly limited to the scope of technical and conceptual design. The project is based on the Scrum agile methodology, organized into sprints and a Product Backlog divided into five phases: (i) analysis and planning, (ii) narrative design, (iii) visual and UI design, (iv) level design, and (v) integration and conceptual refinement. Additionally, tools such as Microsoft Word, Adobe Illustrator, and Kit Scenarist were also used. As a result, a comprehensive design document was produced, featuring a coherent narrative and a level design characterized by clear and easy-to-follow pathways. The theoretical effectiveness of the design was validated through user testing based on the Likert scale, which measured users’ perceptions of their understanding of the environment, the flow of the game, and their correct interpretation of the story.
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