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DOI :     Journal Korea Society of Visual Design Forum , Vol.53, No.0, 261 ~ 270, 2016
Title
A Study on the Mobile Game Graphic using Traditional Culture Contents
홍창기 Hong Changkee
abstract
Background With creative economy and cultural enrichment as the conversation topic, culture tourism infrastructure and experimental contents are in the limelight. These days content type experience is developing fast through growth of IT, 3D, VR media. The government also promotes cultural contents industry as a growth industry for the next generation. Global culture advanced countries apply their cultural heritages to digital contents industry. This is because they build foundation of enjoying their traditional culture for their people and give cultural pride in the era of internationalization. With the spread of smart phones and vmobile games, < Clash of Clan; COC > which is developed by Finnish game company `Supercell` based on cultural contents of northern europe became a trend around the world. Japan and China become culture advanced countries in the world through encourage their cultural contents industry using their history, cultural assets and life style. Methods Find out traditional cultural assets, features and materials for folk paintings, then apprehend about motif of objects which are apply to the mobile game graphics. Organize development elements which are characters, environments, UI design based on graphic classified table that are suggested by game developers and planners of three representative game companies - C company, N company, K company - of Korea. Through this process, study on mobile game graphic method using traditional cultural assets and techniques of folk paintings Result This study proposed the design method for game production through extract applicable object to mobile game which on the basis of Korean traditional cultural assets. Conclusion I hope game companies prefer mobile game graphics using traditional cultural elements based on game graphic design as a production item in a stage of game development which has proposed in this study. Furthermore, I wish increase in number of creative mobile game graphic developments based on traditional cultural assets.
Key Words
전통문화자원, 모바일 게임 그래픽, 민화 소재, Traditional cultural resources, Mobile game of graphics, Folk painting materials
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