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The current investigation focus on the functions of the monster through eras, in the western world, with a special emphasis in the way it is visually portrayed in our current times, through Drawing applied to concept art which is a widely used tool in videogames and in educational contexts, when it comes to artistical studies. We started by focusing on the cultural and societal framework in which the monster was present as well as its functions in them. Our focus was on the analysis of fantastical beings under an artistical point of view, through an extensive observation of visual elements that are needed to their creation and that are transversal to both Drawing and Painting notions – in both analogical or digital mediums. These knowledges are used in the field of concept art, as exploration methods in several steps of the artistic and conceptual process of making a videogame. We defined the several elements that allow us to relate emotionally with monsters and also how they work in the field of videogames. Next, using our teaching experience and the analysis of interviews, we evaluated the advantages existing in the subjects that can be articulated with the theme of fantastical monsters to create a better learning experience in the field of visual arts. Finally, we analysed all the gathered information regarding interviews to four distinct social groups: students/teachers, creators/executants, consumers and others dilettantes. Having said results our goal is to contribute to a better comprehension of the utility of monsters in actuality, giving emphasis on its several visual and artistical representations, the way it can be used in classroom context and finally how it evolved to have such a strong association to videogames
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Arte conceptual Desenho Ensino artístico Monstros - Enquadramento histórico Fantástico Videojogos Personagens Aspectos psicológicos
