Perancangan konsep visual pada aset gim (Studi kasus: A Wizard of Earthsea)

Imanuel, Jeffry (2021) Perancangan konsep visual pada aset gim (Studi kasus: A Wizard of Earthsea). Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Perancangan ini bertujuan untuk menciptakan dasar konsep visual dalam pengembangan adaptasi cerita A Wizard of Earthsea (1968) karya Ursula K. Le Guin ke medium yang baru, dalam kasus ini melalui medium video game. Perancangan tersebut dilakukan dengan cara menejemahkan ide-ide tertulis pada cerita tersebut kedalam bentuk visual. Pendekatan yang digunakan adalah melalui kaji pustaka dan studi kasus terhadap video game dengan tema yang sejenis. Perancangan ini dilakukan dengan harapan untuk dapat membantu proses adaptasi cerita A Wizard of Earthsea (1968) kedalam medium video game. Dan dengan diadaptasinya cerita tersebut kedalam medium yang baru, diharapkan audiens lengan latar demografi generasi millenial dan generasi Z dapat lebih menikmati cerita tersebut, dan bisa mendapatkan manfaat dari amanat tentang tanggung jawab moral yang tersirat didalam cerita tersebut.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Imanuel, JeffryNIM00000012760s00000012760@student.uph.edu
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorHeryanto, Naldo YanuarNIDN0326018103UNSPECIFIED
Thesis advisorLimano, FerricUNSPECIFIEDUNSPECIFIED
Uncontrolled Keywords: archipelago; high fantasy
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
Depositing User: Users 5388 not found.
Date Deposited: 22 Feb 2021 04:39
Last Modified: 04 Mar 2022 05:14
URI: http://repository.uph.edu/id/eprint/20982

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