Saefudin, Ahmad Thabathaba’I
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INTERPRETASI TOKOH MELALUI POSTER FILM JALAN YANG JAUH JANGAN LUPA PULANG Putra, Dhika Purnama; Saefudin, Ahmad Thabathaba’I
Narada : Jurnal Desain dan Seni Vol 12, No 1 (2025)
Publisher : Universitas Mercu Buana

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Abstract

Poster as one of the promotional tools that combine text and images, have an important role in film marketing strategies. Posters not only provide information, but also create emotional impressions through visual signs. In this context, posters function as a medium to convey the atmosphere and main theme of the film to potential viewers. For example, the film "Jalan Yang Jauh Jangan Lupa Pulang". This film poster displays emotional elements and visual signs that are characteristic of the characters, so it becomes an object of semiotic research to understand the interpretation of the characters in the poster. The purpose of this study is to analyze the interpretation of each character through the visual signs of the film poster. This study is expected to understand how the interpretation of the characters through the film poster "Jalan Yang Jauh Jangan Lupa Pulang" using qualitative methods and Roland Barthes semiotics.
Analisis Perubahan Desain Karakter dalam GIM SERI DREADOUT Pendekatan Manga Matrix Rinaldi, Rana Syakirah; Saefudin, Ahmad Thabathaba’i
Jurnal Seni Nasional Cikini Vol. 9 No. 1 (2023): Jurnal Seni Nasional Cikini Vol. 9 No.1
Publisher : Riset, inovasi dan PKM - Institut Kesenian Jakarta, DKI Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52969/jsnc.v9i1.218

Abstract

Game is an interactive media that can create a space of imagination. DreadOut is a digitale game that adapts Indonesian culture as an entertainment aspect in the game, By bringing Indonesian ghosts. In its development, visual appearance is important in building an interesting game, one of which is the characters. There are differences in kuntilanak and tuyul characters in Dreaout 1 and Dreadout 2. This research dissects the differences between these characters using a manga matrix approach. It is hoped that this research will be a reference as a development of visual creation of characters in the game, in order to develop interesting characters according to the intended target market.