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Kajian Desain Karakter Dalam Game Overwatch dalam Kerangka Metode Perancangan Manga Matrix Fajar Persada Supandi; Alvanov Tzpalanzani Mansoor; Savitri Putri Ramadina
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1191.91 KB) | DOI: 10.5614/jkvw.2017.8.1.5

Abstract

Overwatch adalah game dengan genre First Person Shooter(FPS) dan juga Massive Online Battle Arena (MOBA). Terdapat 22 karakter yang dapat dipilih oleh pemain dan setiap karater memiliki kemampuan bertempur, senjata, bentuk badan, dan peran terbagi menjadi empat macam, yaitu: offense, Defense,Tanker, dan Support. 2 karakter wanita tersebut dipilih untuk menjadi objek penelitian, karena dalam permainan Overwatch, kedua karakter tersebut memiliki keterkaitan yang dibangun dengan latar belakang cerita yang kuat. Penelitian ini dilakukan dengan analisis struktur visual dengan pendekatan teori Manga Matrix. Pada 3 matrix dalam karakter yang dikaji, yaitu: matriks bentuk, matriks kostum, matriks personaliti. Hasiltemuan penelitian ini adalah manga matrix dapat diaplikasikan untuk menganalisis karakter dalamvideo game Overwatch. Akan tetapi, karena kedua karakter yang dianalisis keduanya merupakan manusia dalam bentuk wanita yang berbeda usia, mekanisme perancangan chara dalam Overwatch dibalik dari matrix personity, matrix kostum, dan terakhir menggunakan matrix bentuk. kesimpulan lainnya adalah game overwatch pada setiap karakternya lebih memfokuskan pada fungsi permainan dari masing-masing karakter. 
Perancangan Game Visual Novel Berdasarkan Novel “Love Risk Management” Karen Vovolita Hanrik; Fajar Persada Supandi
VISUALIDEAS Vol. 3 No. 2 (2023): Visual Ideas
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/visualideas.vol3.iss2.2023.1449

Abstract

Perancangan Game Visual Novel yang didasarkan oleh karya tulis Novel “Love Risk Management”  adalah proses dimana penulis menyampaikan cerita yang ada dengan ilustrasi dan narasi yang immersif dan interaktif sehingga audiens terlibat dan dapat merasakan dunia dalam tulisan tersebut, pada kasus ini novel yang diangkat adalah novel dengan genre Romance, Metropop dan Urban karya Helen Tanuwan dimana Novel ini dikemas dengan genre Romance namun juga mengangkat isu disabilitas, keluarga dan karir perbankan , perancangan game ini dimulai dengan pemahaman dan research pada naskah yang diberikan klien sehingga penulis dapat memahami novel dan setting dunia yang digarap, setelah itu penulis membuat sketsa konsep latar belakang, karakter dan asset. setelah sketsa konsep disetujui oleh klien, penulis kemudian membuat Illustrasi final karakter, asset dan latar belakang, setelah asset-asset tersebut selesai dirancang penulis kemudian membuat prototype Game Visual Novel tersebut dengan menggunakan Figma, saat perancangan Game Visual Novel ini penulis ingin menonjolkan genre Romance dengan aset dan typography yang selaras dan juga immersif dan interaktif bagi audiens.
PERANCANGAN DAN PRODUKSI GAME VISUAL NOVEL (Adaptasi dari Novel Misteri “PLUVIA”) Steven Wijaya; Fajar Persada Supandi
JURNAL RUPA MATRA Vol. 2 No. 1 (2023): OKTOBER 2023
Publisher : Puslitabmas Batam Tourism Polytecnic

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

Abstract

Jurnal ini membahas tentang produksi aset visual novel bertema misteri yang merupakan sebuah adaptasi dari novel yang dibuat oleh seorang penulis independen, Helen Tanuwan beserta penerbitnya. Dalam perancangan prototype visual novel ini, penulis bertanggung jawab atas produksi aset seperti ilustrasi karakter, pembuatan background, adaptasi cerita ke media visual novel, game design, user interface, dan game flow. Hasil dari perancangan ini adalah prototype yang dapat mendemonstrasikan bagaimana cerita dapat disampaikan kepada pembaca melalui media visual novel dan memberi gambaran bagaimana proses perancangan visual novel dikerjakan dari awal hingga prototype yang dapat dimainkan secara interaktif. Setelah prototype dibuat, proyek  ini dapat digunakan sebagai demo cerita yang ditampilkan di media sosial yang dikelola oleh penulis cerita.
Perancangan Game Visual Novel Tuhan Dalam Kepala Farhan Alif Fahrezi; Fajar Persada Supandi
JURNAL RUPA MATRA Vol. 2 No. 1 (2023): OKTOBER 2023
Publisher : Puslitabmas Batam Tourism Polytecnic

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

Abstract

Visual novel adalah salah satu jenis permainan video yang menekankan pada pengembangan cerita dan karakter. Dalam visual novel, pemain berinteraksi dengan naratif melalui pemilihan opsi dialog, keputusan moral, dan tindakan tertentu yang dapat mempengaruhi alur cerita. Visual novel adalah bentuk unik dari media naratif interaktif yang memungkinkan penonton menjadi bagian dari cerita. Dalam pembuatan tugas akhir ini dilakukan dengan menggunakan aplikasi ilustrasi dan aplikasi pembuatan visual novel tersebut. Dengan menggabungkan elemen cerita, gambar, dan suara untuk memberikan pengalaman yang mendalam kepada pemain. Pemain akan memilih berbagai pilihan yang menentukan arah cerita, seperti memilih dialog dan tindakan yang diambil dalam berbagai situasi. Keputusan pemain akan memengaruhi alur cerita dan akhir dari game tersebut. Penelitian ini diharapkan dapat memberikan kontribusi dalam memahami pengalaman interaktif cerita dalam visual novel dan membuka peluang untuk pengembangan visual novel yang lebih berkualitas di masa depan.
Designing Interactive Media for the Introduction of Visual Language on Kresnayana Relief in Prambanan Fajar Persada Supandi
Gondang: Jurnal Seni dan Budaya Vol 8, No 1 (2024): GONDANG: JURNAL SENI DAN BUDAYA
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gondang.v8i1.53297

Abstract

Prambanan Temple in Yogyakarta is one of Indonesia's most meaningful and historic cultural heritages. One of the most impressive elements of the temple is the Kresnayana Relief, which depicts the epic story of Lord Vishnu transforming into Kresna. This relief has high artistic and historical value, but understanding and appreciation of the story is often limited. This research aims to design an interactive media that combines visual language with modern technology, focusing on the Kresnayana Relief. Through literature studies, surveys, interviews, and visual art analysis, we understand the story of the Kresnayana Relief and the interest of visitors to Prambanan Temple in interactive media. The result of this research is an interactive media prototype designed to provide an immersive experience in understanding the Kresnayana Relief story. The prototype includes a user-friendly interface, visual animation, narration, and audio elements that aim to enhance visitors' understanding and appreciation of this relief.
ANALISIS MAKNA VISUAL POSTER FILM JUJUTSU KAISEN 0 Citra Agustina; Fajar Persada Supandi
JURNAL RUPA MATRA Vol. 2 No. 2 (2024): APRIL 2024
Publisher : Puslitabmas Batam Tourism Polytecnic

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62375/jdkv.v2i2.234

Abstract

Film poster is one of the visual promotional media as the identity of the movie that will be shown. Film posters are made by showing information that contains visual elements and verbal elements that make it attractive to the audience and contain implied meanings such as one example is the poster of the movie Jujutsu Kaisen 0. The purpose of this research is to study the semiotics contained in the Jujutsu Kaisen 0 poster along with the denotation and connotation meanings. The research method used in this study is a qualitative method with an analysis method using online observation and with a semiotic approach that provides an explanation of the visual meaning contained in the Jujutsu Kaisen 0 movie. This research was conducted by explaining the existing visual meaning and visual elements with the theory contained in the movie poster. The result of this research is to understand the semiotic meaning of the visual elements and verbal elements in the movie Jujutsu Kaisen 0. This research shows that there is a semiotic meaning in the visual elements and verbal elements of the poster that has an implied meaning related to the storyline of the movie from Jujutsu Kaisen 0.
Analisa Identitas Visual Karya Firma Desain Chermayeff & Geismar & Haviv Hengky Dwi Putra; Ria Sapitri; Fajar Persada Supandi
JURNAL RUPA MATRA Vol. 2 No. 2 (2024): APRIL 2024
Publisher : Puslitabmas Batam Tourism Polytecnic

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62375/jdkv.v2i2.235

Abstract

Chermayeff & Geismar & Haviv is a brand design firm in New York City, United States specialising in visual identities. Since established in 1957, the firm has succeeded in creating the most recognisable visual identities and logos such as Mobil, NBC Television, Warner Bros Discovery, Open US, and many more. Their memorable logo works have earned the firm a good reputation on a global scale. Therefore, this research aims to analyse the quality of the firm’s work through portfolio observation techniques using semiotics theory. The results showed that the success of the firm's visual identity works departed from simplicity, and the simplicity of logo designs in this technological era has slowly begun to fade. With this research, it is hoped that readers, especially visual identity designers, can gain insight into how to create distinctive and memorable visual identity works through simplicity.
Meningkatkan Nilai Ekonomi UMKM melalui Ekonomi Kreatif dan Design Preneurship Marisa Astuti; Rudy Farid; Fajar Persada Supandi
Jurnal Informatika Ekonomi Bisnis Vol. 6, No. 1 (March 2024)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v6i1.837

Abstract

Micro, Small and Medium Enterprises (MSMEs) play a crucial role in a country's economy, but are often faced with various challenges that limit their ability to develop. In facing the era of globalization and digital transformation, the concepts of creative economy and design preneurship have emerged as promising solutions. This research aims to analyze and understand the role of the creative economy and design preneurship in increasing the economic value of MSMEs. Data from a number of references highlights that the implementation of the creative economy and design preneurship can produce innovation, product differentiation and expand market share. Despite the great potential, many MSMEs have not fully utilized these concepts. Therefore, this research focuses on identifying effective strategies, best practices, and the impact of implementing the creative economy and design preneurship on the growth and sustainability of MSME businesses. This study uses qualitative methods with a focus on case studies. Data was obtained from 25 business actors who are MSMEs in Parongpong District, West Bandung Regency and are considered representative who will successfully apply creative economic concepts and design preneurship in increasing the economic value of MSMEs. From the research results, it is known that increasing the economic value of MSMEs through the creative economy and designpreneurship in MSMEs in Parongpong District, West Bandung Regency can be done through 3 (three) activities, namely optimizing product branding, optimizing packaging design and optimizing promotional media, with training provided regarding optimization. These three things mean that the creative economy and design entrepreneurship can effectively increase the economic value of MSMEs and provide the basis for more concrete and efficient policy strategies.
Bahasa Rupa Relief Cerita Kresnayana Candi Prambanan Asep Deni Iskandar; Fajar Persada Supandi
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1424

Abstract

The Kresnayana story relief in the Prambanan temple complex is considered by researchers as a past artifact that can provide information. The information presented is in the form of visuals that tell the Kresnayana epic. The Kresnayana story relief is a transformation of a literature (kitab) originating from India. The carvers select the scene in the most appropriate paragraph, then visualize and arrange the composition of each image in each panel. The selected scenes in each panel are then assembled into a complete Kresnayana story.  In a modern visual context, the series of scenes arranged into a unified story is like a movie. In order to depict all the scenes within the limited picture plane, the sculptors used a typical drawing method with the space-time-flat system. The way of drawing done by the carvers is very different from the modern Western way of drawing.  The distinctive way of drawing on each relief panel is then considered to be strange and makes it difficult to read the story scene. This way of drawing is used to examine the reliefs of the Kresnayana story. This research uses descriptive and qualitative methods. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of working on various media. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of creating works in various visual media. From the results of the analysis, information on the typical drawing method that was used before the discovery of the Western drawing method with the naturalist-perspective-moment opname system can be found.