Calvin, Lorentius (2022) Perancangan identitas visual dan aset visual komponen board game 'Antapura: Poerwakala' = Visual identity and game components visual assets design of 'Antapura: Poerwakala' board game. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Identitas visual berperan penting dalam memberikan persepsi secara visual pada suatu brand. Hadirnya brand touchpoint yang tepat dapat membantu pengenalan brand, membuat audiens tertarik serta mengingat brand yang bersangkutan. Intellectual Property Antapura menjadi salah satu entitas yang menggunakan brand touchpoint berupa board game bernama ‘Antapura: Poerwakala’ sebagai medium pengenalannya. Meskipun board game sudah rampung dan siap digunakan sebagai medium pengenalan brand, produk memiliki isu berupa ketidakhadirannya identitas visual dan aset visual pada komponen permainannya. Isu yang besifat fundamental ini membuat produk tidak dapat diproduksi dan dimainkan dengan optimal. Oleh karena itu, perancangan berupa identitas visual yang kemudian dikembangkan menjadi aset visual pada komponen permainan dilakukan sebagai solusi dari isu ini. Proses perancangan dimulai dari pengumpulan data permainan dan analisis referensi visual budaya Indonesia serta entitas serupa. Hasil analisis kemudian digunakan sebagai landasan pengembangan konsep dan eksplorasi desain, hingga perancangan dan implementasi desain akhir. Hadirnya perancangan ini menjawab kebutuhan entitas dan berdampak signifikan bagi pengenalan produk sekaligus pengalaman bermain pemainnya. / Visual identity plays an important role in providing a visual perception of a brand. The presence of the right brand touchpoint can help brand recognition, make the audience interested and remember the brand easily. Antapura Intellectual Property is one of the entities that uses a touchpoint brand in the form of a board game called 'Antapura: Poerwakala' as an introduction medium. Although the board game has been completed and is ready to be used as a medium for brand touchpoint, the product has issues such as the absence of visual identity and visual assets of the game components. This fundamental issue makes the product unable to be produced and played optimally. Therefore, the design in the form of a visual identity which is then developed into a visual asset in the game component is carried out as a solution to this issue. The design process starts from collecting game data and analyzing visual references to Indonesian culture and similar entities. The results of the analysis are then used as the basis for concept development and design exploration, to the design and implementation of the final design. The presence of this design answers the needs of the entity and has a significant impact on product introduction as well as the player's playing experience.
Item Type: | Thesis (Bachelor) | ||||||||||||
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Uncontrolled Keywords: | desain komunikasi visual ; desain grafis ; board game ; identitas visual ; aset visual komponen permainan | ||||||||||||
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: | Lorentius Calvin | ||||||||||||
Date Deposited: | 27 Jun 2022 04:47 | ||||||||||||
Last Modified: | 27 Jun 2022 04:47 | ||||||||||||
URI: | http://repository.uph.edu/id/eprint/48089 |
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