Implementasi Ragam Hias Nusantara dalam Perancangan Desain Karakter Game Nuswantara

Authors

  • Yasmin Wita Al Hadida Sekolah Tinggi Informatika & Komputer Indonesia
  • Mahendra Wibawa Sekolah Tinggi Informatika & Komputer Indonesia

DOI:

https://doi.org/10.32815/jeskovsia.v8i01.998

Keywords:

Character design, Game aset, Ilustration, Nusantara Motive

Abstract

Archipelago decoration is a pattern of beauty that is repeated in works of art influenced by Indonesian culture. Indonesian decorations are reflected in traditional games and have the opportunity to be introduced into modern games. This design aims to create characters with Indonesian decorative patterns that are attractive and can be implemented into Nuswantara games. The design method used in this design is Design Thinking. The data collected comes from project briefs, literature studies, and observations. This design resulted in 6 character sheets and concept art representing the Kutai kingdom, Sriwijaya kingdom, Ancient Mataram kingdom, Singasari kingdom, Majapahit kingdom and Kalinga kingdom. This design also produces supporting media in the form of art books, loading screens and merchandise. After that, a trial phase was carried out with 3 validators, namely the Nuswantara IP holder as the main resource person, the Let's Play project manager, and a professional illustrator. The test results of the designed media show that the design looks attractive and is considered to have met the character design needs of the Nuswantara game well.

Downloads

Download data is not yet available.

References

Arrazaq, Naufal Raffi, dan Saefur Rochmat. 2020. “Kehidupan sosial ekonomi masyarakat Kerajaan Mataram Kuno abad IX-X M: Kajian berdasarkan prasasti dan relief.” Patra Widya: Seri Penerbitan Penelitian Sejarah dan Budaya. 21(2):211–28.
Condronegoro, Mari S. 1995. Busana adat Kraton Yogyakarta, 1877-1937: makna dan fungsi dalam berbagai upacara. Yayasan Pustaka Nusatama.
Eva, Y. 2020. Suatu Pengantar: Metode Dan Riset Desain Komunikasi Visual DKV. Deepublish.
Fauzi, Mokhammad Lutfi. 2000. “Kedudukan dewa wisnu dalam agama hindu pada masa Jawa kuna abad X-XVI masehi.”
Hakim, Muhammad Lukman. 2019. “Kajian Bentuk Dan Ornamen Baju Kebesaran Raja Kutai Kartanegara Di Museum Tanggarong Kalimantan Timur.”
Hembree, Ryan. 2006. The complete graphic designer: a guide to understanding graphics and visual communication. Rockport publishers.
Mahadi, Samala. 2020. “7 Senjata Tradisional Terunik Dari Berbagai Provinsi Di Indonesia. Enggak Kalah Dari Senjata Modern!” 99.co. Diambil 7 Januari 2023 (https://berita.99.co/senjata-tradisional-unik/).
Muljana, Slamet. 2006. Sriwijaya. LKIS PELANGI AKSARA.
Nurhadiat, Dedi. 2004. “Pendidikan Seni Rupa.” Jakarta: PT Grasindo.
Nurindiyani, Artiarini Kusuma, Ashafidz Fauzan Dianta, Halimatus Sa’dyah, dan Ilham Agung Riyadi. 2023. “Perancangan Visual Karakter Dan Visual Latar Game Cerita Rakyat Asal Usul Kota Surabaya.” Jurnal Sains dan Seni ITS 12(2):H21–26.
Putri, Risa Herdarita. 2019. “Mengobati Penyakit pada Zaman Kuno: Bagaimana mengobati penyakit pada zaman kuno? Sembarangan mengobati bisa dihukum mati.” Historia.id. Diambil 10 Januari 2023 (https://historia.id/kuno/articles/mengobati-penyakit-pada-zaman-kuno-DEnea/page/1).
Rohidi, Tjetjep Rohendi. 1984. Lintasan peristiwa & tokoh seni rupa Indonesia baru. IKIP Semarang Press.
Sabrina, Fia Malika. 2022. “Dasyatnya Manfaat Briefing.” Kementerian Keuangan Republik Indonesia. Diambil 11 Maret 2023 (https://www.djkn.kemenkeu.go.id/artikel/baca/15325/Dasyatnya-Manfaat-Briefing.html).
Safitri, Dinda Reza, dan Mahendra Wibawa. 2022. “West Papua Culture-Based Virtual Youtuber Avatar Design with animated rigging on live2D Cubism.” IC-ITECHS 3(1):183–203.
Sloan, Robin James Stuart. 2015. Virtual character design for games and interactive media. CRC Press.
Soeherman, Bonnie. 2007. Mastering Manga Character. Elex Media Komputindo.
Sunaryo, Aryo. 2009. Ornamen Nusantara: kajian khusus tentang ornamen Indonesia. Dahara Prize.
Yuliarma, Yuliarma. 2016. “The Art of Embroidery Designs: Mendesain Motif Dasar Bordir dan Sulaman.”
Zharandont, Patrycia. 2015. “Pengaruh warna bagi suatu produk dan psikologis manusia.” Bandung. Universitas Telkom.

Published

30-01-2024

How to Cite

Hadida, Y. W. A., & Wibawa, M. (2024). Implementasi Ragam Hias Nusantara dalam Perancangan Desain Karakter Game Nuswantara. Jurnal Desain Komunikasi Visual Asia, 8(01), 17–28. https://doi.org/10.32815/jeskovsia.v8i01.998