Perancangan Karakter Game Visual Novel “Tikta Kavya” Dengan Konsep Visual Bishonen

Estidianti, Brigitta Rena (2014) Perancangan Karakter Game Visual Novel “Tikta Kavya” Dengan Konsep Visual Bishonen. Undergraduate thesis, Institut Teknologi Sepuluh Nopember Surabaya.

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Abstract

ndustri game terus mengalami perkembangan, khususnya industri game di
dalam negeri. Tetapi, di Indonesia fungsi game belum dimanfaatkan secara
maksimal sebagai media komunikasi terutama dalam mengkomunikasikan sejarah
dan budaya Indonesia kepada generasi muda. Hal tersebut dapat diatasi dengan
menggunakan genre visual novel yang dinilai maksimal dalam menjalankan fungsi
game sebagai media komunikasi. Walau begitu visual novel merupakan genre yang
masih baru di Indonesia, karena itulah dipilih tema Majapahit sebagai kerajaan
Indonesia yang sudah dikenal banyak orang.
Sejarah kerajaan Majapahit dihiasi oleh para tokoh – tokoh besar seperti
Raden Wijaya, Gajah Mada, sampai Hayam Wuruk. Personaliti dan karakteristik
tokoh sentral majapahit tersebut memiliki potensi untuk menjadi karakter yang segar
dan baru bila digabungkan dengan selera dan trend sekarang, tidak terjebak lagi
pada stereotype komik silat. Di lain pihak visual novel memiliki potensi negatif yang
membuat orang merasa bosan saat memainkannya, dilakukanlah pengoptimalan
fitur simulatif pada elemen karakter. Fitur simulatif dapat digali lebih lanjut.
Wujud akhir perancangan ini selain merancang sebuah game pada umumnya
juga mengubah citra karakter desain tokoh sejarah Indonesia yang masih kental
akan gaya gambar komik klasik dan kurang cocok untuk pasar remaja saat ini,
sehingga lebih mudah disukai dan diharapkan dapat menumbuhkan rasa penasaran
akan sejarah Indonesia yang belum mereka ketahui
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The gaming industry continues to undergo development, particularly the
gaming industry in the country. However In Indonesia, The function of the game yet
to be optimized maximally as a medium of communication, especially in
communicating history and culture indonesia to young generation. This can be
overcome by using the visual novel genre are assessed a maximum in running game
functions as a medium of communication. However the visual novel genre is still new
in Indonesia, because of that's the chosen theme is the Majapahit Kingdom as It is
already known to many people.
History of majapahit kingdom ornamented by great figures such as Raden
Wijaya, Gajah Mada, and Hayam Wuruk. Personality and characteristic of majapahit
central figure has the potential to become fresh and new character if combined with
current trends and taste, and not being stuck in stereotype comic silat. On the other
hand visual novel has potential negative to make people feel tired at the moment to
play it, so optimization on simulative feature for character element is need to be
done. Simulative features can be developed further.
The final form of this design, besides designing a game in general, also
changed the image of the character design which still viscous with classical comic
visual style and less suited to today's teen market, making it easier to be favored and
expected to grow curiosity for Indonesian history that they had not know

Item Type: Thesis (Undergraduate)
Additional Information: RSDP 745.4 Est p
Uncontrolled Keywords: Game Visual Novel, Karakter, Majapahit, Romantic, Reimagine
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
Divisions: Faculty of Architecture, Design, and Planning > Industrial Product Design > 90231-(S1) Undergraduate Thesis
Depositing User: EKO BUDI RAHARJO
Date Deposited: 28 Sep 2020 05:49
Last Modified: 28 Sep 2020 05:49
URI: http://repository.its.ac.id/id/eprint/82055

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