Hadi, Ariesto
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Technology Influences Comics for Education Hadi, Ariesto
International Journal of Art, Design, and Metaverse Vol. 1 No. 1 - February (2023): Art, NFT, and Education
Publisher : CV TOPAZART

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Abstract

Non-fungible tokens (NFTs) are transferrable rights to digital assets, such as art, in-game items, collectibles, or music. The phenomenon and its markets have grown significantly since early 2021. This study aims to find the most popular NFT type. Furthermore, this study aims to describe how technology influences the creation of NFT comics so it is used for education easily. This study uses a qualitative research method. This study uses a qualitative research method focusing on developing NFT comics. Information is collected from journal articles and websites. The research findings show that technology increases the NFT comic industry, especially for education. The main factor is contributing blockchain technology to creators and collectors. In addition, comics help students in reading and writing. They can now use mobile technologies to access the NFT comics and find, read, and write learning.
Designing Platformer Game using GameMaker Studio Hadi, Ariesto
International Journal of Art, Design, and Metaverse Vol. 2 No. 1 (2024): Art, Design, and AI Generation
Publisher : CV TOPAZART

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Abstract

Most people who design and make video games for a living have experienced that game development is less pretty than it seems. Timelines to meet, bottlenecks in production, pressure from video game publishers, and endless workweeks are just a few of the many challenges that arise during the development cycle. However, few who venture into game development know that culture and customs test one’s sincerity and determination, but the drive to produce video games that look, feel, and play beautifully keeps them going. In this study, we learn how to make games with GameMaker Studio. The games that you make are simple, namely maze and platformer games. The game’s object is to move the object through the maze to reach the endpoint. In this example, the player is Pitung, and the endpoint is to exit the yard through the gate. The walls of the labyrinth were made of walls and a few thick trees that made it impassable. Besides that, if you encounter dogs and Dutch soldiers on the road, Pitung will return to find another way.