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Production Efficiency of 2D Pixel Art Through 3D Model Transformation Using Node-Based Compositing Najwa Nur Azizah Sanusi; Samuel Gandang Gunanto; Mohammad Arifian Rohman
Sanggitarupa Vol. 6 No. 1 (2026): Sanggitarupa
Publisher : Institut Seni Indonesia Surakarta

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

Abstract

The game development industry demands high efficiency in visual asset production without compromising aesthetics. While 2D pixel art maintains consistent market appeal, its conventional manual frame-by-frame method is structurally limited in terms of consistency and scalability. This research designs and validates a deterministic hybrid pipeline for 3D-to-2D pixel art character asset production using Blender's Compositing Node, employing a Research and Development (R&D) approach combined with experimental methods. The pipeline integrates Rasterization Algorithms, Grid Snapping, and Downsampling Theory, with production time, visual quality, and reusability were evaluated objectively using screen-recording analysis. Three key findings were obtained. First, the pixel conversion formula Value = Render Resolution ÷ Target Resolution was mathematically validated across five resolution scenarios, yielding perfect matrix partitions without pixel residue; in the critical case (1080 px → 64 px), spatial deviation was only 0.74%, well below the industry tolerance threshold of 5–10%. Second, the pipeline achieved a Break-Even Point (BEP) at n ≈ 0.97, indicating that the reusable component investment (3.21 hours) was recovered before the first character was completed, with efficiency gains growing from 1.66% (1 asset) to 49.73% (10 assets). Third, the identified visual deviation of 1–2 pixels (1.56%–3.13%) falls below the Just Noticeable Difference (JND) threshold of 5–10%, confirming that pixel art aesthetics including outline sharpness, inter-frame proportional consistency, and silhouette readability remain fully intact. These results demonstrate that the proposed pipeline offers a reproducible, scalable, and AI-independent solution for mass production of pixel art character assets.
The Future of Animation: Exploring the Integration of Generative AI and the Role of Animators Troy; Samuel Gandang Gunanto
Journal of Information Technology and Its Utilization Vol 8 No 1 (2025): June 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.1.6000

Abstract

Artificial Intelligence (AI) capabilities significantly change the way creative actors in the production process work. Through a study of the impact of AI on the animation industry, this article highlights the shift of AI from basic automation to more complex roles. Multi-modal generative AI, such as Large Language Models (LLMs) and diffusion models, revolutionizes the animation workflow, changes the job description of animators, and creates new challenges and opportunities. The analysis is carried out on repetitive tasks such as in-betweening, rendering, and asset creation. Through the exploration of the application of diffusion models for the creation of image and video works, as well as the application of LLMs in the development of narratives and storyboards, animators are expected to focus more on conceptual aspects and increase their creativity. AI will be involved as an innovative partner. This partnership encourages various forms of new creative expression as well as collaborative and integrated workflows. It is undeniable that this leaves notes and challenges related to the potential shift in human resources and ethics. This article provides an explanation of the adaptations that must be made so that the integration of technology and humans can maximize human creativity, not to replace it.
Gamification-Driven Management Information System: A Design Approach for Enhancing Students’ Final Project Supervision Troy; Ginanjar Setyo Nugroho; Kathryn Widiyanti; Samuel Gandang Gunanto
Journal of Information Technology and Its Utilization Vol 8 No 2 (2025): December 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.2.6038

Abstract

This study aims to design a gamification-based Management Information System (MIS) interface to enhance the effectiveness and engagement of students during final project supervision. The research background is based on literature findings regarding the potential of gamification in education that can encourage motivation, participation, and transparency in the learning process. The research method used is Research through Design (RtD), emphasizing the integration of gamification elements into the MIS framework, including features for recording progress, awarding points, levels, and badges related to guidance activities. The research results is a student final project MIS interface that combines managerial functions with gamification-based motivational mechanisms. This system is expected to increase student engagement, provide more transparent monitoring for supervisors, and create a more attractive and interactive guidance ecosystem. The direction of further research is directed at the development of a complete MIS prototype, limited trials, and evaluation of effectiveness through case studies.
Using Blender 3D Node-Based Compositor to Replicate Video Home System Visual Analog Theophilus Ceezario Christianto; Mohammad Arifian Rohman; Samuel Gandang Gunanto
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 11 No. 1, June 2026
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v11.i1.598

Abstract

Due to its unique analog visual quality and ability to evoke nostalgia, the visual esthetics of the Video Home System (VHS) are once again widely used in various digital works. The aim of this research is to assess how well the Node-Based Compositor in Blender 3D replicates VHS visual features in an integrated compositing approach. This study employs a Practice-Based Research methodology through seven experimental phases that investigate node configurations to produce VHS visual features, which were then verified by thirty participants. According to the study's findings, every respondent (100%) stated that the experimental results accurately depicted VHS-style analog graphics, with 53.3% providing full validation and 46.7% providing conditional validation. These results indicate that the Node-Based Compositor in Blender 3D can be used to replicate analog graphics in a VHS manner while providing more effective and integrated compositing techniques. This study offers a different approach to digital animation creation and advances research on the application of Node-Based Compositor in analog visual reproduction.