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Mahardhika, Satrya
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Storyboard dalam Pembuatan Motion Graphic Mahardhika, Satrya; Anam Fathoni, A.F. Choiril
Humaniora Vol 4, No 2 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i2.3560

Abstract

Motion graphics is one category in the animation that makes animation with lots of design elements in each component. Motion graphics needs long process including preproduction, production, and postproduction. Preproduction has an important role so that the next stage may provide guidance or instructions for the production process or the animation process. Preproduction includes research, making the story, script, screenplay, character, environment design and storyboards. The storyboard will be determined through camera angles, blocking, sets, and many supporting roles involved in a scene. Storyboard is also useful as a production reference in recording or taping each scene in sequence or as an efficient priority. The example used is an ad creation using motion graphic animation storyboard which has an important role as a blueprint for every scene and giving instructions to make the transition movement, layout, blocking, and defining camera movement that everything should be done periodically in animation production. Planning before making the animation or motion graphic will make the job more organized, presentable, and more efficient in the process.  
Pendekatan Pemandangan Realistik dengan Menggunakan Digital Matte Painting Mahardhika, Satrya
Humaniora Vol 2, No 1 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i1.3051

Abstract

Movie is one entertainment that is favored by most people. Scenery appearance and spectacular shoots made movie needs high budget for the production. There are shoots looking difficult and needing extra efforts, but obviously it could be solved by using latest technology. Such technology is a combination of 3D and digital painting or image so it could bring digital painting alive: matte painting, a breakthrough in visual effects and movie. The research is conducted through exploration from manipulated images, references and retrieved real images in the specific place. Camera movement is also an important frame to define how far the image will be seen in the camera. So, when it is applied, it has no images that less-showed in camera framing. Although it has limitation in 2D images taken from limited frame, digital matte painting is able to answer industry needs in entertainment to create things that look real.  
Animasi dengan Efek Ilustrasi Pensil (2d) pada Video Klip Musik Mahardhika, Satrya; Ardiyan, Ardiyan; Ardiyansah, Ardiyansah
Humaniora Vol 1, No 2 (2010): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v1i2.2912

Abstract

This research is to explore various styles of animation in making video clip of a new band. Besides defining the exact visual style, the process is important to bring animation out of 2D-3D dichotomy. Doodle style is chosen as it suits particular theme of the band?s songs and music genre. Meanwhile, the style defining is related to the efficiency and efforts to be out of mindset that animation is just about technique skill instead of about creativity. 
The Application of Physiognomy for Comic Character Development in “Menjelajah Negeri Rempah” Comic Fathoni, Ahmad Faisal Choiril Anam; Renata, Patricia; Syamsuddin, Dermawan; Mahardhika, Satrya
Humaniora: Journal of Indonesia Culture and Society Vol. 12 No. 2 (2021): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v12i2.6862

Abstract

The research aimed to document the journey of character development in ‘Menjelajah Negeri Rempah’ comic with physiognomy studies. Indonesia was known as a maritime country that had emerged as one of the largest producers of spices in the last centuries. Unfortunately, younger generations of Indonesia lacked the knowledge of spices. This was one of the reasons why young Indonesians were less concerned with the existence of spices. Several things had been done by the government to socialize the glory of spices in the past so that spices would return to their glory in the future. The researchers who were involved in the teaching and learning process in the Visual Communication Design department wished to take part in this effort through comics to help the government spread knowledge to the younger generation through visual languages they liked without appearing patronizing. In creating this comic, one of the priorities was in the development of characters, which needed to be designed in such a way so that the characters were more easily recognized, and the stories came alive. To strengthen the character, it applied physiognomy in the development of the character designs contained in the comic. It used the design thinking process as a continuously applied design method in this character creation development. It consisted of define, research, ideation, prototype, select, implementation, and learn. The research results are in the form of the comic ‘Menjelajah Negeri Rempah’, which aims to introduce Spice Route as this country’s potential instead of the more famous Silk Road. The result of the research still requires additional data, considering that in the process of making comics, apart from building a relatable character, a strong story is also needed.