Nusrito Zalins Adekory
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Implementasi Tahap Produksi pada Pengembangan Game Edukasi Tingkuluak Berbasis Unity Menggunakan Teknik Scripting Arfan Maulana; Nusrito Zalins Adekory
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11583

Abstract

Although the development of culture-based educational games offers opportunities for preserving local heritage, studies on the implementation of scripting techniques during the production stage remain limited. This study aimed to describe the implementation of the production stage in the development of the Unity-based Tingkuluak educational game. The study employed a research and development approach with a Game Development Life Cycle design comprising the initiation, preproduction, production, testing, and release stages. Data were collected through an interview with a cultural expert, an initial questionnaire administered to 101 respondents, documentation, a literature review, alpha testing by an expert, and beta testing involving five users aged 11–18 years. The data were analyzed using qualitative and quantitative descriptive methods. The results showed that scripting techniques successfully integrated character movement, dialogue, object interactions, scene transitions, minigames, and the Album Budaya into a unified gameplay system. The beta testing results yielded an average score of 4.63 on a 5-point scale, while the feasibility aspect as a cultural education medium received a score of 5.00. Character animation received the lowest score of 4.20 and therefore still requires improvement. This study strengthens the application of the Game Development Life Cycle and scripting techniques in the development of culture-based educational media and produces a production workflow that can be used to integrate various game features. Further development should involve a broader range of respondents, improve character animation, and assess improvements in users’ knowledge through pretests and posttests.
Perancangan Aset Animasi 2D Pixel “Tingkuluak: Pusaka Perempuan Minang dalam Sehelai Kain” dalam Mobile Game Farraz Nabila; Nusrito Zalins Adekory
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.11582

Abstract

Although advances in digital media offer new opportunities for cultural preservation through educational games, the design of visual assets that specifically represent Tingkuluak in a pixel art style remains limited. This study aimed to design 2D pixel art animation assets for the mobile game “Tingkuluak: Pusaka Perempuan Minang dalam Sehelai Kain” as a medium for introducing Minangkabau culture to younger generations. The study employed a qualitative descriptive approach with a design process based on the Game Development Life Cycle (GDLC). Data were collected through a semi-structured interview with one customary informant, a questionnaire administered to 101 respondents, a literature review, visual documentation, alpha testing by one expert, and beta testing involving five users. The data were analyzed using qualitative descriptive analysis and descriptive statistics encompassing frequencies, percentages, and mean scores. The results of the study produced character, environment, property, interface, mini-game, and five types of Tingkuluak assets with a consistent visual style. The beta-testing results showed mean scores of 5.00 for suitability as an educational medium, 4.80 for game attractiveness, and 4.20 for the comfort of character animation. These findings reinforce the potential use of pixel art and GDLC in the development of culture-based digital media. This study confirms that cultural representation accuracy, visual readability, and interactivity are important aspects of educational game asset design and provides practical implications for developing cultural preservation media that appeal to younger generations. Further refinement of the animations and testing with broader user groups are required to improve the quality and acceptability of the product.