Handersen, Graciella (2023) Perancangan desain latar dalam visualisasi konsep video game 'Waroeng Si Oyen' = Environment design in visualization of the video game 'Waroeng Si Oyen'. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Globalisasi banyak membawa pengaruh luar biasa ke Indonesia dibanyak aspek penting seperti pertahanan, sosial budaya, politik dan keamanan. Karena budaya makanan jajanan pasar yang tidak diturunkan dari generasi sebelumnya, lama kelamaan jajanan pasar akan menghilang dan semakin diabaikan oleh generasi sebelumnya. Karena itu, butuh adanya pelestarian dan pengenalan jajanan pasar kepada masyarakat khususnya kepada remaja dan anak-anak (Fatimah, 2021). Pengumpulan data dilakukan dari riset, analisis data, analisis konteks, analisis pendukung, proses kreatif, perancangan, hasil akhir, studi pustaka dan studi wawancara. Wawancara dilakukan di pasar Petojo Ilir dengan dua orang pedagang, data hasilkan dari web, buku dan jurnal akademik. Cara yang akan digunakan adalah menampilkan desain latar atau environment design untuk anak-anak berusia 12-17 tahun di dalam game terkait jajanan pasar yang mensimulasikan penjual yang berjualan makanan khas Indonesia dengan tempo yang cepat saat menyajikan makanan untuk para pembelinya. Pemain yang memainkan video game ‘Waroeng Si Oyen’ akan menjadi penjual jajanan pasar di dalam game, tampilan game adalah point of view dari si penjual yaitu karakter kucing oren yang Bernama Oyen.Proyek akhir ini menghasilkan 8 stage, 8 desain latar, 8 desain loading screen dan 76 properti untuk video game Waroeng Si Oyen. Desain video game Waroeng Si Oyen dirancang berdasarkan keyword cute dan heartfelt. / Globalization has brought significant influence to Indonesia in various crucial aspects such as defense, socio-cultural, political, and security. Due to the market snack culture not being passed down from previous generations, over time, traditional snacks will fade and be increasingly overlooked by the younger generation. Therefore, there is a need for the preservation and introduction of traditional snacks to the community, especially to teenagers and children (Fatimah, 2021). The approach used involves presenting background designs or environment designs in a game related to traditional snacks in 8 locations within Jakarta. This final project yields 8 stages, 8 background designs, 8 loading screen designs, and 76 props for the video game 'Waroeng Si Oyen.' The design of the 'Waroeng Si Oyen' video game is based on the keywords cute and heartfelt. Players engaging in the 'Waroeng Si Oyen' video game take on the role of a snack vendor with a fast-paced game tempo, and the game's perspective is from the viewpoint of the vendor, a character named Oyen, an orange cat. Data collection involves research, data analysis, contextual analysis, supporting analysis, creative processes, design, final results, literature review, and interview studies. Interviews were conducted at Petojo Ilir market with two vendors, and data were gathered from the web, books, and academic journals.
Item Type: | Thesis (Bachelor) | ||||||||||||
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Uncontrolled Keywords: | jajanan pasar; concept art; video game; environment art | ||||||||||||
Subjects: | N Fine Arts > N Visual arts (General) For photography, see TR | ||||||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design |
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Depositing User: | Graciella Handersen | ||||||||||||
Date Deposited: | 15 Jan 2024 04:27 | ||||||||||||
Last Modified: | 15 Jan 2024 04:27 | ||||||||||||
URI: | http://repository.uph.edu/id/eprint/60087 |
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