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TAJOG RUN GAME VISUAL ASSET DESIGN Yasa, I Wayan Adi Putra; Yasa, Ngakan Putu Dharma
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v4i1.663

Abstract

Purpose : designing character design assets, item, obstacles and background for the development of the Tajog Run game. Research methods : research start from determining the visual style based on the game concept, media and user segmentation. After that, visual study process are collected into a moodboard. After that, brainstorming is carried out to get appropriate visuals in the form of design sketches, then enter the visualization stage using a computer/laptop device. Findings : through the process of visual study, brainstorming, and visualization, suitable design assets were obtained in the form of boy character assets in typical Balinese clothing, item assets in the form of stars, chicken and stone obstacle assets, background assets with a forest environment full of trees. Implications: obtain game visual assets that are suitable for the children's market segmentation
INFORMATION MEDIA PUBLIC SERVICE ADVERTISEMENT ABOUT VCT BASED ON 2D ANIMATION Trisemarawima, I Nyoman Yoga; Prayoga, I Kadek Martha; Jayanegara, I Nyoman; Yasa, I Wayan Adi Putra
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v4i1.664

Abstract

Purpose: to design information media for public service advertisements about the importance of 2D animation-based VCT tests. Research methods: the research was conducted qualitatively by collecting data through interviews, observation, literature and documentation. The design process is carried out through three stages, namely pre-production, production and post-production. Findings: The design of public service advertisement information media is carried out through three stages. First, the pre-production process by designing simple design concepts, visual elements to storyboards and scenarios. The second stage enters the production process by realizing and combining all visual assets in the software. The third stage is post-production, which is the rendering process to produce a public service advertisement video that is ready to be distributed to the public. Implications: 2D animation-based public service advertisement media is communicative, informative and easy to understand and is suitable for display in the community.
PELATIHAN DESAIN PENGEMASAN PRODUK DENGAN CANVA BAGI SISWA SMK NEGERI 1 PETANG Yasa, I Wayan Adi Putra; Jayanegara, I Nyoman; Setiawan, I Nyoman Anom Fajaraditya; Yasa, Ngakan Putu Darma; Trisemarawina, I Nyoman Yoga; Anggara, I Gede Adi Sudi
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2025): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat)
Publisher : Yayasan Lavandaia Dharma Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59458/jwl.v5i2.171

Abstract

The community service carried out aims to improve the ability of human resources at SMKN 1 Plaga related to students' abilities in utilizing and using information technology and improving students' understanding of product packaging. This activity is carried out in a series of supporting the P5 program as part of the Merdeka curriculum according to the government program. Using the knowledge transfer method about Canva and product packaging starting from designing labels, and box packaging to designing hampers. After being given a briefing on packaging materials, participants were given assignments in the form of projects to create product designs based on their interests and potential. Presentations and providing suggestions are the daily processes of this activity. The results of the service using the knowledge transfer method went well, participants participated enthusiastically with the results in the form of label designs, product packaging designs, and hampers designs from various products.
PELATIHAN DESAIN POSTER BAGI KELAS VII DI SMPN 11 DENPASAR Jayanegara, I Nyoman; Yasa, I Wayan Adi Putra; Yasa, Ngakan Putu Darma; Yusa, I Made Marthana; Setiawan, I Nyoman Anom Fajaraditya; Putra, I Putu Satria Udyana
Jurnal KOMET Vol 2 No 2 (2025): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 2 Nomor 2, Oktobe
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi digital telah menuntut generasi muda untuk memiliki keterampilan kreatif yang adaptif, salah satunya melalui desain grafis. Namun, di SMPN 11 Denpasar, khususnya siswa kelas VII, kemampuan desain grafis masih tergolong rendah. Hal ini terlihat dari minimnya pemahaman terhadap prinsip dasar desain, keterbatasan fasilitas, serta rendahnya pemanfaatan perangkat lunak desain yang mudah diakses. Tim pengabdian merancang program pelatihan desain poster berbasis aplikasi Canva, yang dipilih karena aksesibilitas, kemudahan penggunaan, dan kelengkapan fitur yang sesuai dengan kebutuhan siswa SMP. Pelatihan dirancang melalui tiga tahap, yakni persiapan, pelaksanaan, serta penutup dan refleksi. Pada tahap persiapan, dilakukan koordinasi dengan sekolah dan penyusunan modul pembelajaran. Tahap pelaksanaan terdiri dari empat sesi utama: pengenalan prinsip dasar desain grafis, pengenalan aplikasi Canva, latihan membuat poster berbasis template, dan pembuatan poster mandiri. Sesi ini menggabungkan transfer pengetahuan, praktik langsung, dan presentasi hasil karya siswa. Tahap akhir berupa evaluasi, diskusi reflektif, dan pemberian apresiasi. Hasil pelatihan menunjukkan adanya peningkatan signifikan dalam pemahaman siswa mengenai prinsip desain serta keterampilan teknis penggunaan Canva. Sebanyak 100 peserta mengikuti kegiatan dengan antusias, mampu menghasilkan poster yang lebih estetis, komunikatif, dan sesuai dengan prinsip desain. Program ini mendapat apresiasi tinggi dari siswa maupun pihak sekolah karena berhasil meningkatkan kepercayaan diri, kreativitas, serta kesadaran akan pentingnya desain grafis sebagai keterampilan strategis di era digital. Dengan demikian, pelatihan ini tidak hanya menjawab kebutuhan praktis sekolah, tetapi juga menjadi langkah strategis dalam menumbuhkan potensi generasi muda sebagai creativepreneur masa depan.
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; Yasa, I Wayan Adi Putra; Pandawana, I Dewa Gede Agung; Jayanegara, I Nyoman
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.967

Abstract

The pandemic due to the spread of the COVID-19 disease has led to changes in various social structures in society. The application of social distancing as a form of preventing the spread of disease raises the phenomenon of limiting various activities that present a large number of people. Various changes in the order of life then gave rise to a new life order (new normal) in responding to the COVID-19 epidemic. A creative effort is needed so that this new life order can be implemented in society from an early age. Games are creative solutions that combine elements of design and technology so that they are very easy to be accepted by various groups. In game design, assets are very important to design first. The design of this asset game will use a visual flat design style that has gone through a visual study process by collecting similar images or photos as a visual reference in the design. The resulting game assets display simplification of both illustrations and typography, the use of solid colors with game values, and a simpler user interface (UI).