Mustofa Mustofa
Univerisitas Bina Sarana Informatika

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Penerapan Game Development Life Cycle Untuk Video Game Dengan Model Role Playing Game Mustofa Mustofa; Jordy Lasmana Putra; Chandra Kesuma
Computer Science (CO-SCIENCE) Vol. 1 No. 1 (2021): Januari 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v1i1.158

Abstract

The development of technology and information drives the acceleration of a very dynamic world. With this discovery, computer technology, which was created as a tool for human work, has now developed into a means of games, entertainment, communication and so on. In the entertainment sector, one of the most popular pieces of technology is the video game industry. However, information and knowledge regarding video game development is not very popular in Indonesia, especially about the Life Cycle in the video game development process. In addition, video games have a wide variety of genres and different role-plays. So that not all Game Development Life Cycle (GDLC) models fit into certain game categories, especially the RPG (Roled Playing Game) genre which has unique role-playing. So it is necessary to have a suitable testing model. This study aims to test whether the Life Cylce Development Game proposed by Rido Ramadan and Yani Widyani can be used in the development of RPG (Roled Playing Game) video games. The results show that video game development using the Game Development Life Cycle (GDLC) proposed by Rido Ramadan and Yani Widyani, this video game can run well.
PENERAPAN BYL’s GAME DEVELOPMENT LIFE CYCLE DALAM PERANCANGAN VIDEO GAME ORACLE FOR ANGEL Mustofa Mustofa; Vadlya Ma’arif; Ragil Wijianto; Frengki Pernando
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol 4 No 2 (2019): JITK Issue February 2019
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1213.511 KB)

Abstract

The dynamic world development has accelerated the development of technology and information. Computers that were once made only to help humans, but now developed into a means of entertainment, games, communication, etc. In the entertainment sector, Industries’s attention is centered on the video game industry. However, knowledge about making video games is not popular in Indonesia. Based on knowledge about the life cycle in designing video games. Therefore this research tries to apply the Cycle Life Development Game compiled by Penny de Byl in designing RPG video games (Role Playing Game). The design of this video game uses the application of 3 dimensional Blender Game Engine. By using the Game Development Life Cycle provided by Byl this video game can be finished well
Penerapan Finite State Machine Dalam Inteaksi Dialog Dalam Novel Game Forest Life Mustofa Mustofa; Vadlya Maarif; Achmad Novel; Sunanto Sunanto; Chandra Kesuma
Computer Science (CO-SCIENCE) Vol. 2 No. 2 (2022): Juli 2022
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v2i2.1291

Abstract

Human life is increasingly complex in today's technology-filled era, often making people feel tired and tired in their activities. Of course, the presence of this technology also provides an answer by providing an increasingly creative and varied variety of entertainment such as video streaming services, social media, online comics, internet, video games and many other services. Of the several entertainments that are quite popular, video games are one of the entertainments that are consistently the main choice. The game is currently quite in demand and has been favored by various ages, especially teenagers. However, currently the majority of video games circulating in the country come from outside and lack of education. For this reason, the need for literacy in making games that are easy to make but still fun to play and have an educational element. This study tries to create a simple novel game by utilizing a finite state machine to facilitate the design of the storyline. By using the finite state machine, designing video game storylines becomes faster and easier.
SISTEM INFORMASI PSIKOTES ONLINE PADA PERUSAHAAN XYZ Vadlya Maarif Vadlya; Hidayat Muhammad Nur; Mustofa Mustofa; Ahmad Nouvel; Sunanto Sunanto
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1740

Abstract

Companies that are engaged in the Control Process Instrumentation sector which requires HR (Human Resources) competent in their respective fields with the Recruitment section of the Human Resources Division to recruit qualified candidates in accordance with the criteria determined by the Prospective Employee Division. will work later. Each individual certainly has a different character and personality and each part of the company requires employees who have character according to work assignments. Therefore, companies need to conduct psychological tests to obtain data related to information on a prospective employee in the context of work. Currently, testing is done manually, which is very inefficient and time-consuming. Using CBT (Computer Base Test) is certainly a good solution because with computerization, starting from the test process to analyzing test data, it is easier and more effective to do. By answering questions online, of course there is no distance limit, prospective employees who want to practice without having to come directly to the head office are located. Also, the process that previously used the sheet method was difficult in storing archives, by using computerization all recorded data from each prospective employee could be centralized and easier to manage.
Implementasi Metode Prototype pada Sistem Informasi Pemesanan Kaos Sablon CV Jiyo’g Berbasis Website Joko Dwi Mulyanto; Fabriyan Fandi Dwi Imaniawan; Mustofa Mustofa; Ibnu Alfarobi
Bianglala Informatika Vol 11, No 1 (2023): Bianglala Informatika 2023
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/bi.v11i1.16015

Abstract

Abstrak - Seiring perkembangan teknologi yang semakin pesat sangat mempengaruhi berbagai kehidupan terutama dalam kegiatan bisnis seperti usaha konveksi guna mempertahankan dan bersaing di dalam bisnis yang semakin ketat. CV. Jiyo’g merupakan usaha industri yang bergerak di bidang konveksi yang melayani jasa produksi pakaian khususnya pembuatan kaos sablon yang memprioritaskan kepuasan pelanggan. Padahal CV. Jiyo’g sudah memiliki banyak pelanggan, tetapi saat ini dalam kegiatan bisnis pemesanannya masih belum efektif, dimana pelanggan datang ke toko untuk melakukan pemesanan serta dalam pencatatan data pemesanan masih menggunakan buku. Untuk itulah penulis mencoba membuat Tugas Akhir mengenai Perancangan Sistem Informasi Pemesanan Kaos Sablon Berbasis Web Pada CV Jiyo’g yang bisa memudahkan pelanggan dalam pemesanan kaos sablon, serta admin dapat mengolah data pemesanan, dan data pembayaran dengan cepat. Metode yang digunakan merancang sistem ini berupa metode prototipe, teknik pengumpulan data dengan cara observasi, wawancara dan studi pustaka. Dengan adanya sebuah sistem informasi ini dapat mempermudah pelanggan maupun admin.Kata Kunci: Sistem Informasi, Pemesanan, Sablon.Abstract - Along with the rapid development of technology, it greatly affects various lives, especially in business activities such as the convection business in order to maintain and compete in an increasingly tight business. CV. Jiyo'g is an industrial business engaged in convection that serves clothing production services, especially the manufacture of screen printing t-shirts that prioritize customer satisfaction. Even though CV. Jiyo'g already has many customers, but currently in its ordering business activities it is still not effective, where customers come to the store to place orders and in recording order data they still use books. For this reason, the author tries to make a Final Project regarding the Design of a Web-Based Screen Printing T-shirt Ordering Information System at CV Jiyo'g which can make it easier for customers to order screen printing t-shirts, and admins can process order data, and payment data quickly. The method used to design this system is a prototype method, data collection techniques by means of observation, interviews and literature study. With the existence of this information system can make it easier for customers and admins.Keywords: Information System, Ordering, Screen Printing.