Amir Hasanudin Fauzi
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SHAMAN: Edukasi Tentang Salahnya Pesugihan Melalui Game Horor PC Muhammad Faris Nazhirah Rozi; Amir Hasanudin Fauzi
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8382

Abstract

Due to the rampant cases of black magic in Indonesia, coupled with the fame of the “Pesulap Merah” (Red Magician) a fewyears ago, who exposed many fraudulent practices on his Youtube channel, it was revealed that all those practices werenothing more than mere tricks and psychological manipulation. This became the inspiration for this final project, a horrorgame that incorporates educational on the dangers of engaging in black magic. “Shaman” is a survival horror game withsome puzzle elements, presented in 3D on the PC platform. The game is designed using the Unity 3D game engine with C#as the programming language. The storyline revolves around a young food merchant who turns to black magic to boost hisbusiness successes. However, the shaman who assists him in the ritual demands more from him, manipulating the youngman into searching for ritual offerings or his own life itself became a substitute if he fails to obtain the required items. Thegame is driven by a story that serves as the main motivational foundation for the game.
AKIBAT: Game Horor Perdukunan Berbasis Mobile Muhammad Ichsan Nurfauzi; Amir Hasanudin Fauzi; Rivaldo Eduard Renyaan
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8387

Abstract

The author aims to create a horror game in Indonesian language called ”Akibat” that intends to raise awareness amongsociety about the consequences of seeking instant gratification through mysticism, either for personal gain or hurting others.In ”Akibat,” players will encounter different stories and mechanics that require unique solutions to complete each narrative.”Akibat” is an Android game targeted at the teenage market with a minimum age rating of 12 years and above. The gamehas been rated T for Teen by ESRB and PEGI 12 by PEGI, with minimal violence and blood. Its purpose is to serve as abridge for teenagers to gradually explore more mature content involving violence and battles. Moreover, ”Akibat” is expectedto serve as an engaging medium to introduce Indonesian culture, particularly to teenagers, helping them better understandthe horror and mysticism elements embedded in Indonesian life. User testing with 20 respondents revealed that 83.7% ofthem acknowledged the game’s success in introducing Indonesia’s rich culture, encompassing urban legends and horrortales involving agreements with mystical figures. Users agreed that ”Akibat” serves as an excellent means to introduceculture to individuals aged 12 and above