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Pembuatan Game Visual Novel “One Year Of Time” pada Platform Website Jonathan Suryadi; Darius Andana Haris; Jeanny Pragantha
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 3 (2025): Desember: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i3.6279

Abstract

The game “One Year of Time” is a form of interactive entertainment that engages players in rule-based activities with specific goals. Besides recreation, games also help develop critical thinking, problem-solving, strategic planning, and hand-eye coordination skills. “One Year of Time” is a 2D romance visual novel developed using Unity and programmed in C# for the web platform. Players take on the role of a god named Aion, who is descended to the human world due to a violation of the laws imposed by Zeus and is punished with a one-year time limit to find a partner—or face extinction. Along the way, players meet three main female characters, each with a unique personality. Each choice they make affects their relationships and determines the outcome of the story. Through these decisions and challenges, players explore the meaning of love, human relationships, and the consequences of their actions. Testing of this game was conducted. The game was tested using three methods: black box testing, an alpha test conducted by a supervisor, and a beta test conducted by 33 participants. The test results indicated that "One Year of Time" was considered engaging, easy to understand, and potentially well-received by players. This demonstrates the game's entertainment value and replayability. Therefore, it can be concluded that the game successfully provided a positive gaming experience and has potential for further development.
Pembuatan Trading Card Game bertema Cerita Rakyat Indonesia sebagai Media Alternatif dari Storytelling Caesario Refint Sia; Darius Andana Haris; Ruby Chrissandy, S.Sn., M.Ds
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 14 No. 1 (2026): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/7gwap639

Abstract

Trading Card Game atau Game Kartu Koleksi adalah jenis permainan kartu yang menggunakan kartu fisik dan membutuhkan strategi serta perhitungan untuk dimainkan. Permainan ini disukai oleh banyak orang, mulai dari anak-anak hingga orang dewasa, karena faktor koleksi atau mekanik permainannya yang menarik. Tujuan dari perancangan game kartu koleksi ini adalah mengangkat tema storytelling agar pemain bisa lebih mengenal berbagai cerita dari berbagai belahan dunia. Hipotesa dalam membuat media alternatif berupa kartu game koleksi sebagai media storytelling adalah karena media yang ada saat ini terasa kurang interaktif dan membuat sesi membaca terasa membosankan. Hasil dari perancangan kartu game koleksi ini adalah pembaca akan lebih terlibat dalam cerita melalui desain karakter dan rancangan permainan yang disajikan.
ASISTENSI P5 SMA SINAR DHARMA DENGAN TEMA AUGMENTED REALITY Gozali, Carisha Puspa; Tiga Wira Prasidya; Darius Andana Haris
Jurnal Serina Abdimas Vol 3 No 3 (2025): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v3i3.36968

Abstract

Advanced technology has implemented many things, such as entertainment, health, and education. The birth of various innovations is motivated by the development of technology in this ongoing era. One of the technological developments that is quite influential is Augmented Reality, a technology that combines two-dimensional or three-dimensional virtual differences into a real environment. In connection with the government's policy regarding a program called the Pancasila Student Profile Strengthening Project or P5 with the theme "Engineering and Technology to Build the Republic of Indonesia", Augmented Reality (AR) technology is determined in the relevant school as the basis for making the project. This activity aims to further hone the abilities and skills of students in adapting to the advancement of technology in the 21st century by implementing their knowledge into AR-based learning media. With the background of informatics learning that has been obtained by students, the theme related to this technology is in accordance with the sustainability of the program. With this activity, it is expected to bring a positive impact to the educational life of students. Before this PKM, several similar PKMs had been implemented, one of which was a workshop and competition for making AR-based games. The implementation of PKM is divided into several stages: needs assessment, material development, and workshop implementation. The existence of this report proves that the activity went well, smoothly, and students succeeded in producing interactive AR-based learning media that is in accordance with the theme. Students also practice their ability to work in groups to hone their communication skills, with the hope that students are ready to go directly into society with diverse characteristics and ideas. ABSTRAK Teknologi maju telah mengimplementasikan banyak hal, seperti hiburan, kesehatan, maupun pendidikan. Lahirnya berbagai inovasi dilatarbelakangi dengan berkembangnya teknologi pada zaman yang sedang berlangsung ini. Salah satu perkembangan teknologi yang cukup berpengaruh adalah Augmented Reality, sebuah teknologi yang menggabungkan beda maya dua dimensi maupun tiga dimensi ke dalam suatu lingkungan nyata. Sehubungan dengan kebijakan pemerintah mengenai suatu program yang bernama Proyek Penguatan Profil Pelajar Pancasila atau P5 yang bertemakan “Berekayasa dan Berteknologi Untuk Membangun NKRI”, maka teknologi Augmented Reality (AR) ditetapkan pada sekolah yang bersangkutan sebagai basis dari pembuatan proyek tersebut. Kegiatan ini bertujuan untuk mengasah lebih dalam kemampuan dan keterampilan peserta didik dalam beradaptasi dengan majunya teknologi di abad ke-21 ini dengan mengimplementasikan pengetahuan mereka ke dalam sebuah media pembelajaran berbasis AR. Dengan latar belakang pembelajaran informatika yang pernah didapat oleh peserta didik, maka tema yang berkaitan dengan teknologi ini sesuai dengan keberlangsungan program. Dengan adanya kegiatan ini diharapkan agar dapat membawa dampak positif ke dalam kehidupan pendidikan peserta didik. Sebelum adanya PKM ini, sudah terlaksana beberapa PKM serupa, salah satunya adalah kegiatan workshop dan kompetisi pembuatan permainan berbasis AR. Pelaksanaan PKM dibagi dalam beberapa tahap: pengkajian kebutuhan, pengembangan materi, dan pelaksanaan lokakarya. Adanya laporan ini membuktikan bahwa kegiatan berjalan dengan baik, lancar, serta peserta didik berhasil menghasilkan media pembelajaran berbasis AR yang interaktif dan sesuai dengan tema. Peserta didik juga melatih kemampuan bekerja dalam kelompok untuk mengasah kemampuan komunikasi mereka, dengan harapan agar peserta didik siap untuk terjun langsung ke masyarakat dengan karakteristik dan ide yang beragam.
DIGITALISASI DENAH RUANG KELAS SMA SINAR DHARMA DENGAN UNITY 3D Prasidya, Tiga Wira; Carisha Puspa Gozali; Darius Andana Haris
Jurnal Serina Abdimas Vol 3 No 3 (2025): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v3i3.36972

Abstract

Technological advancements have had a significant impact across various aspects of life, including entertainment, healthcare, and especially education. One of the most influential technological innovations is 3D (three-dimensional) visualization. 3D visualization is a method of representing images using three coordinate axes: X (length), Y (width), and Z (height). Unlike two-dimensional (2D) visualization, which only displays length and width, 3D visualization adds depth and volume, making objects appear more realistic and lifelike. This is achieved by implementing informatics knowledge into learning media based on Unity and 3D visual design. In addition, students are trained to work collaboratively to enhance communication and problem-solving skills. With the informatics background they have acquired, this technological theme is highly relevant and supports the school’s ongoing programs. Previously, a similar PKM (Student Creativity Program) activity had also been conducted in the form of assignments and Unity-based learning materials covering fundamental skills such as using ProBuilder to help students create floor plans. This activity was carried out through several stages, including needs assessment, material development, and task implementation. Therefore, it can be concluded that the activity ran successfully, had a positive impact on both parties, and provided tangible benefits for the development of students’ digital skills as well as for the partner institution. ABSTRAK Kemajuan teknologi telah memberikan dampak besar dalam berbagai bidang kehidupan, termasuk hiburan, kesehatan, dan terutama pendidikan. Salah satu inovasi teknologi yang cukup berpengaruh adalah Visual 3 Dimensi (3D), visual 3D merupakan metode representasi gambar menggunakan tiga sumbu koordinat: X (panjang), Y (lebar), dan Z (tinggi). Tidak seperti visualisasi dua dimensi (2D) yang hanya menampilkan panjang dan lebar, visual 3D mampu menghadirkan kedalaman dan volume, sehingga objek tampak lebih nyata dan realistis. Dengan cara mengimplementasikan pengetahuan informatika ke dalam media pembelajaran berbasis Unity dan desain visual 3D. Selain itu, siswa dilatih untuk bekerja secara kolaboratif guna meningkatkan keterampilan komunikasi dan pemecahan masalah. Dengan latar belakang pendidikan informatika yang telah diperoleh, tema teknologi ini sangat relevan dan mendukung kelangsungan program sekolah. Sebelumnya, kegiatan PKM serupa juga telah dilakukan dalam bentuk penugasan dan materi berbasis Unity yang terdiri dari ilmu dasar seperti menggunakan Probuilder untuk membantu murid membuat denah. Kegiatan ini dilaksanakan melalui beberapa tahapan, meliputi pengkajian kebutuhan, pengembangan materi, dan pelaksanaan tugas. Dengan demikian dapat disimpulkan bahwa kegiatan ini berjalan dengan baik, memberikan dampak positif untuk kedua belah pihak, dan memberikan manfaat nyata bagi pengembangan keterampilan digital peserta didik maupun institusi mitra.
WORKSHOP DAN KOMPETISI ROBLOX STUDIO DENGAN AI UNTUK SMA/SMK DI JAKARTA DAN SEKITARNYA Haris, Darius Andana; Ivander; Osswald, Amita Ratu; Yudino, Deven
Jurnal Serina Abdimas Vol 3 No 4 (2025): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v3i4.37253

Abstract

The Roblox Studio Workshop and Competition with AI is a commUnity service activity conducted by the Game Development Lab of the Faculty of Information Technology, Tarumanagara University. The target group of this activity is high school/vocational school students in Jakarta and its surrounding areas. This activity was carried out over two days. The first day was an introduction and training in game Development with an AI approach in Roblox Studio, while the second day was a competition for presentations of work and the determination of winners. In the training session, participants received a basic explanation of Roblox Studio, world design techniques, and how Artificial Intelligence can be applied to support interactions and mechanisms in games. With a hands-on approach, students not only learned theory but also implemented their knowledge in the form of simple projects. For the competition, each team created a metaverse world with the theme "Learning" using Roblox Studio. Their work was assessed by a panel of judges from the collaboration partner, namely AKA Virtual, with consideration of the following aspects: Environment (35%), interactivity (30%), and presentation (35%). This competition was group competition with a maximum of three people per team. Each high school/vocational school could send a maximum of two student teams and be accompanied by one supervising teacher. The activity was held in the FTI UNTAR computer laboratory, which is equipped with adequate facilities to support the training and competition process. The benefits of this activity are diverse. In addition to introducing the concept of Artificial Intelligence and game Development through the Roblox platform, this activity also serves as a means to develop students' soft skills, such as teamwork, problem-solving, and creativity. Furthermore, this activity is expected to bridge high school and vocational school students to learn more about the Faculty of Information Technology at Tarumanagara University, while also motivating them to continue their studies in technology and game Development. Workshop dan kompetisi Roblox Studio dengan AI merupakan kegiatan pengabdian kepada masyarakat yang dilaksanakan oleh Lab Game Development dari Fakultas Teknologi Informasi Universitas Tarumanagara. Sasaran dari kegiatan tersebut yaitu siswa SMA/SMK di wilayah Jakarta dan sekitarnya. Kegiatan ini telah dilaksanakan dalam waktu 2 hari. Hari pertama berupa pengenalan dan pelatihan pengembangan game dengan pendekatan AI di Roblox Studio, sementara hari kedua merupakan kompetisi presentasi karya dan penentuan pemenang. Pada sesi pelatihan, peserta mendapatkan penjelasan dasar mengenai Roblox Studio, teknik desain world, serta bagaimana Artificial Intelligence dapat diterapkan untuk mendukung interaksi maupun mekanisme dalam game. Dengan pendekatan praktik langsung, siswa tidak hanya belajar teori, tetapi juga mengimplementasikan pengetahuan mereka dalam bentuk project sederhana. Untuk kompetisi, setiap tim membuat world metaverse bertema "Belajar" menggunakan Roblox Studio. Hasil karya mereka dinilai oleh tim juri yang berasal dari mitra kerja sama, yaitu AKA Virtual, dengan memperhatikan aspek: Environment (35%), interaktivitas (30%), dan presentasi (35%). Kompetisi ini bersifat kelompok dengan maksimal tiga orang per tim. Setiap sekolah SMA/SMK dapat mengirimkan maksimal dua tim siswa dan didampingi oleh satu guru pembimbing. Kegiatan diselenggarakan di laboratorium komputer FTI UNTAR yang telah dilengkapi fasilitas memadai untuk mendukung proses pelatihan dan kompetisi. Manfaat kegiatan ini sangat beragam. Selain mengenalkan konsep Artificial Intelligence dan pengembangan game melalui platform Roblox, kegiatan ini juga menjadi sarana pengembangan soft skill siswa, seperti kerja sama tim, problem solving, dan kreativitas. Lebih jauh, kegiatan ini diharapkan dapat menjadi jembatan bagi siswa SMA/SMK untuk mengenal lebih dekat Fakultas Teknologi Informasi Universitas Tarumanagara, sekaligus memotivasi mereka agar tertarik melanjutkan studi di bidang teknologi dan game Development.
Co-Authors Aditya Dwi Septian Adrian Hartanto, Adrian Agus Danarto Agus Hendrah Roni Albert Ensen Albert Sany Alex Fenturi Andi Wijaya Andrean Danawan Andreas Hernawan Andres Andrew Marcelino Andy Wijaya Anthony Anthony Arthian Terry Sammatha Sudarthio Arya Sena Aurellia Clearesta Sumarlie bagus Mulyawan Bill Kevin Caesario Refint Sia Carisha Puspa Gozali Carlene Lim Castello Purba, Andrew Chazio Jonathan Christine Christine Christine Christine Chung, Cecillia Cliffen Allen, Cliffen Daffa Imani Saputra Dannny Kristianto Darryl Kresnadi Nugroho Darwin Darwin Davin Pratama Derrick Ivan Dominic Oscar Donny Kurniawan Dwiky Anderson Eric Ang, Eric Ewaldo Filbert Felicia Natashia Ferdy Tanumihardjo Fernando Fernando Fernando Fernando, Fernando Ferry Ruben Yudistira Ferry Ruben Yudistira Yudistira, Ferry Ruben Yudistira Garry Wiratama Garry Wiratama, Garry Geovanny Valerian Soemitha Gozali, Carisha Puspa Grandy Grandy Harley Leo Liman Helmy Yusuf Sutanto Hendaryie Hendaryie Hendryli, Janson Hendy Sofjan Herdiman Herdiman Isammudin Isammudin Ivander James Feriady Sulistiyo Januar Pangestu Jason Jason Jason Wirawan Jastin Ng Jeanny Pragantha Jeanny Pragantha Jeanny Pragantha Johny Andersen Jonathan Andreas Rawung Jonathan Sunarjo Jonathan Suryadi Julio Alexander Justin Hensel Kenaz Reisha Kennedy Kennedy Kenneth Hakim Kevin Alexander Kevin kevin Kevin The Kevin, Bill Kirey Larasati Kristianto, Joseph Lely Hiryanto Leonardo Leonardo Lim, Carlene Liman, Harley Leo Lina Lina Linda Sari Livia Margarita Lukie Lukie Lukie Lukie, Lukie Luthfi Kamal Margatan, Natalicia Marsel Dwiputra Marsel Dwiputra, Marsel Martindo Martindo Marveen Million Medisha Araz Michael Michael Muliadi Muliadi Natalicia Margatan Novaldo Rustandi Osswald, Amita Ratu Pramudita, Melvin Prasidya, Tiga Wira Puendra, Valentino Rasna Rei Malchiel Reinardus Tirto Tryharyanto Ricky Yulianto Rizki Rian Anugrahani Robby Setiawan Robert Matthew Ronny Setiawan Ruby Chrissandy, Ruby Ruby Chrissandy, S.Sn., M.Ds Sacchio Orlando Salim, Hansen Samuel Samuel Sanchez Haryon Rohani, Sanchez Haryon Sandy Tanudjaja Sanjaya, Steven Serliana Serliana Silvana Aprilia Stanley, Tarsisius Steven Sanjaya Sumarlie, Aurellia Clearesta Sylvanus, Jericho Tarsisius Stanley Teny Handhayani Tiga Wira Prasidya Timothy Reynaldi Tommy Wicaksono Tony Tony Tony Tony Vicko Fernando Victor Christian Tania Vincent Vincent Vincentius Viny Christanti M Viny Christiani Mawardi Viona Eka Mustika Virginia Virginia Wasino William Hartanto Wirawan, Jason Xaverius, Vincentius Yobel Octavinus Yohanes Yohanes Yoseph Victor Kusuma Yosia Alvin Lie Fandy Yovan Yolanta Yudino, Deven Yulianto Yulianto Zevanya Richen, Zevanya Zinpo Subetha Zyad Rusdi