ma lam dengan tema polusi cahaya

17
PERANCANGAN DESAIN KARAKTER GAME MALAM DENGAN TEMA POLUSI CAHAYA Laporan Tugas Akhir Ditulis sebagai syarat untuk memperoleh gelar Sarjana Desain (S.Ds.) Nama : William NIM : 00000012955 Program Studi : Desain Komunikasi Visual Fakultas : Seni dan Desain UNIVERSITAS MULTIMEDIA NUSANTARA TANGERANG 2020

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Page 1: MA LAM DENGAN TEMA POLUSI CAHAYA

PERANCANGAN DESAIN KARAKTER GAME

MA’LAM DENGAN TEMA POLUSI CAHAYA

Laporan Tugas Akhir

Ditulis sebagai syarat untuk memperoleh gelar Sarjana Desain (S.Ds.)

Nama : William

NIM : 00000012955

Program Studi : Desain Komunikasi Visual

Fakultas : Seni dan Desain

UNIVERSITAS MULTIMEDIA NUSANTARA

TANGERANG

2020

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LEMBAR PERNYATAAN TIDAK MELAKUKAN PLAGIAT

Saya yang bertanda tangan di bawah ini:

Nama : William

NIM : 00000012955

Program Studi : Desain Komunikasi Visual

Fakultas : Seni dan Desain

Universitas Multimedia Nusantara

Judul Tugas Akhir :

PERANCANGAN DESAIN KARAKTER GAME MA’LAM DENGAN

TEMA POLUSI CAHAYA

dengan ini menyatakan bahwa, laporan dan karya tugas akhir ini adalah asli dan

belum pernah diajukan untuk mendapatkan gelar sarjana, baik di Universitas

Multimedia Nusantara maupun di perguruan tinggi lainnya.

Karya tulis ini bukan saduran/terjemahan, murni gagasan, rumusan dan

pelaksanan penelitian/implementasi saya sendiri, tanpa bantuan pihak lain, kecuali

arahan pembimbing akademik dan narasumber.

Demikian surat Pernyataan Originalitas ini saya buat dengan sebenarnya,

apabila di kemudian hari terdapat penyimpangan serta ketidakbenaran dalam

pernyataan ini, maka saya bersedia menerima sanksi akademik berupa pencabutan

gelar (S.Ds.) yang telah diperoleh, serta sanksi lainnya sesuai dengan norma yang

berlaku di Universitas Multimedia Nusantara.

Tangerang, 3 Januari 2020

William

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HALAMAN PENGESAHAN TUGAS AKHIR

PERANCANGAN DESAIN KARAKTER GAME

MA’LAM DENGAN TEMA POLUSI CAHAYA

Oleh

Nama : William

NIM : 00000012955

Program Studi : Desain Komunikasi Visual

Fakultas : Seni dan Desain

Tangerang, 15 Januari 2020

.

Pembimbing

Prima Murti Rane Singgih, S.Sn., M.Ds.

Ketua Program Studi

Mohammad Rizaldi, S.T., M.Ds.

Penguji

Ken Natasha Violeta, S.Sn., M.Ds.

Ketua Sidang

Rani Aryani Widjono, S.Sn., M.Ds.

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KATA PENGANTAR

Puji syukur penulis panjatkan kepada Tuhan Yang Maha Esa atas segala

rahmatnya yang berlimpah dalam sehingga penulis dapat menyelesaikan tugas

akhir ini sesuai dengan keinginan. Penulis juga mengucapkan terima kasih kepada

dosen, rekan dan lainnya yang telah mendukung penulis dalam pembuatan tugas

akhir ini.

Perancangan tugas akhir ini membahas tentang fenomena polusi cahaya di

masyarakat urban kota Jakarta. Darinya, penulis berharap dapat memberikan

dampak dan manfaat positif kepada masyarakat luas sesuai dengan yang

diharapkan penulis.

Terima kasih penulis ucapkan kepada pihak-pihak yang sudah membantu

penulis dalam merancang game Ma’Lam ini.

1. Mohammad Rizaldi, S. T., M.Ds. selaku kepala program studi Desain

Komunikasi Visual UMN

2. Prima Murti Rane Singgih, S.S., M.Ds. sebagai pembimbing tugas

akhir dari penulis

3. Lalitya Talitha Pinasthika, M.Ds. sebagai koordinator tugas akhir

peminatan Interaction Design

4. Rani Aryani Widjono, S. Sn., M.Ds. sebagai ketua sidang akhir

Interaction Design UMN

5. Ken Natasha Violeta, S. Sn., M.Ds. sebagai dosen penguji sidang akhir

Interaction Design UMN

Page 5: MA LAM DENGAN TEMA POLUSI CAHAYA

v

6. Wilson Tjandra sebagai narasumber wawancara topik perancangan

character design yang telah menyempatkan diri untuk berbagi

informasi dibidang character design

7. Keluarga yang selalu memberikan dukungan dan motivasi kepada

penulis dalam penulisan proposal tugas akhir ini.

Tangerang, 7 Januari 2020

William

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ABSTRAK

Dalam menyampaikan informasi dan ajakan untuk mengurangi polusi cahaya melalui game digital, desain karakter merupakan hal yang penting karena memiliki peran dalam menyampaikan cerita melalui character development. Perancangan ini bertujuan untuk merancang desain karakter game digital Ma’Lam yang bertemakan polusi cahaya. Dalam perancangan ini, penulis menggunakan metode design thinking. Metode ini dapat melengkapi data mengenai polusi cahaya sendiri di masyarakat hingga penyelesaian masalah dengan perancangan karakter. Proses pengumpulan data terbagi menjadi dua yaitu, kualitatif dan kuantitatif. Kesimpulan dari perancangan ini adalah diperlukannya riset baik kepada ahli karakter maupun dalam mengumpulkan data mengenai tema. Hal ini dilakukan agar desain karakter memiliki konsep yang kuat dan dapat divisualisasikan secara terarah. Kata kunci : Polusi Cahaya, Astronomi, Karakter Permainan, Fiksi Ilmiah.

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ABSTRACT

In conveying information and invitations to reduce light pollution through games character design is important because it has a role in telling stories through character development. Main topic from this design is to design an appropriate character in representing theme of light pollution. This research utilize design thinking methods. Design thinking method can supplement data about light pollution itself to solving problems with character design. The data collection process is divided into two, qualitative and quantitative. The conclusion of this design is the need for research both to character experts and to collect data on main topic. This is done so that the character design has a strong concept and can be visualized in a directed manner. Keyword : Light Pollution, Astronomy, Character Game, Sci-fi.

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DAFTAR ISI

LEMBAR PERNYATAAN TIDAK MELAKUKAN PLAGIAT ..................... ii

HALAMAN PENGESAHAN TUGAS AKHIR ................................................ iii

KATA PENGANTAR .......................................................................................... iv

ABSTRAK ............................................................................................................ vi

ABSTRACT .......................................................................................................... vii

DAFTAR ISI ....................................................................................................... viii

DAFTAR GAMBAR ........................................................................................... xii

DAFTAR TABEL ............................................................................................. xvii

BAB I PENDAHULUAN ...................................................................................... 1

1.1. Latar Belakang ............................................................................................ 1

1.2. Rumusan Masalah ....................................................................................... 3

1.3. Batasan Masalah.......................................................................................... 3

1.4. Tujuan Tugas Akhir .................................................................................... 5

1.5. Manfaat Tugas Akhir .................................................................................. 5

BAB II TINJAUAN PUSTAKA ........................................................................... 6

2.1. Game Digital ............................................................................................... 6

2.1.1. Game Dua Dimensi ..................................................................................... 8

2.1.2. Genre ........................................................................................................... 8

2.1.2.1. Action ......................................................................................................... 9

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2.1.2.2. Puzzle ......................................................................................................... 9

2.1.2.3. Stealth ...................................................................................................... 10

2.1.3. Character Development Dalam Game ...................................................... 10

2.1.3.1. Karakter Archetypes ................................................................................ 11

2.1.3.2. Shapes Karakter Game ............................................................................ 13

2.1.3.3. Color Exploration .................................................................................... 15

2.1.3.4. Body Postures Karakter Game ................................................................ 22

2.1.3.5. Selective Outline ...................................................................................... 24

2.1.3.6. Non-Humanoid Character Story ............................................................. 25

2.1.4. Art Style ..................................................................................................... 25

2.1.4.1. Style Pixel ................................................................................................ 26

2.1.4.2. Style Vector .............................................................................................. 26

2.1.4.3. Style Hand-Drawn .................................................................................... 27

2.2. Polusi Cahaya ............................................................................................ 27

BAB III METODOLOGI PENELITIAN ......................................................... 31

3.1. Metodologi Pengumpulan Data ................................................................ 31

3.1.1. Kuesioner .................................................................................................. 31

3.1.2. Wawancara ................................................................................................ 33

3.1.2.1. Wawancara Ahli Astronomi Planetarium Jakarta ................................... 33

3.1.2.2. Wawancara Lead Artist Mintsphere ........................................................ 34

3.1.3. Studi Referensi Game ............................................................................... 35

3.1.4. Studi Referensi Karakter Alien ................................................................. 42

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3.2. Metodologi Perancangan ........................................................................... 46

3.2.1. Understanding ........................................................................................... 49

3.2.1.1. Fenomena................................................................................................. 49

3.2.1.2. Art style .................................................................................................... 51

3.2.2. Empathize .................................................................................................. 55

3.2.2.1. Survei Lokasi ........................................................................................... 55

3.2.2.2. Wawancara Target Pemain ...................................................................... 58

3.2.3. Define ........................................................................................................ 61

3.2.3.1. Brainstorming .......................................................................................... 61

3.2.3.2. Persona .................................................................................................... 67

3.2.3.3. Empathy Map ........................................................................................... 68

3.2.3.4. Konsep Game .......................................................................................... 70

3.2.4. Ideate ......................................................................................................... 71

3.2.4.1. Mindmap .................................................................................................. 71

3.2.4.2. Moodboard .............................................................................................. 72

3.2.4.3. Konsep Karakter ...................................................................................... 73

3.2.4.4. List Asset .................................................................................................. 84

BAB IV ANALISIS ............................................................................................. 93

4.1. Analisis Alfa Test ...................................................................................... 93

4.1.1. Analisis Pemain ......................................................................................... 93

4.1.2. Before After ............................................................................................... 99

4.2. Analisis Beta Test .................................................................................... 104

4.2.1. Analisis Desain ....................................................................................... 104

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4.2.1.1. Mu Centauri / Kapten ............................................................................ 105

4.2.1.2. Zeta Centauri / Navigator ...................................................................... 106

4.2.1.3. Alpha Centauri / Pilot ............................................................................ 107

4.2.1.4. Theta Centauri / Teknisi ........................................................................ 108

4.2.1.5. Non-Playable Character........................................................................ 109

4.2.2. Overall Gameplay ................................................................................... 111

4.2.3. Mu Centauri / Kapten .............................................................................. 113

4.2.4. Zeta Centauri / Navigator ........................................................................ 113

4.2.5. Alpha Centauri / Pilot ............................................................................. 114

4.2.6. Theta Centauri / Teknisi .......................................................................... 115

BAB V PENUTUP ............................................................................................. 116

5.1. Kesimpulan ............................................................................................. 116

5.2. Saran ........................................................................................................ 118

DAFTAR PUSTAKA ........................................................................................ xvii

LAMPIRAN ...................................................................................................... xxiii

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DAFTAR GAMBAR

Gambar 2. 1. Perbandingan Vector Graphics dan Raster Graphics ....................... 6

Gambar 2. 2. Media Game Digital Tahun 1980an .................................................. 7

Gambar 2. 3. Mobile Gaming Device Pertama, Microvision .................................. 7

Gambar 2. 4. Perbandingan Vector dan Bitmap ...................................................... 8

Gambar 2. 5. Dark Souls III .................................................................................... 9

Gambar 2. 6. Tetris.................................................................................................. 9

Gambar 2. 7. Mark of The Ninja ........................................................................... 10

Gambar 2. 8. Link dari Zelda: Breath of The Wild ............................................... 11

Gambar 2. 9. Jafar dari Aladdin ............................................................................ 12

Gambar 2. 10. Professor Oak dari Let’s Go Pikachu ............................................ 12

Gambar 2. 11. Tails dari Sonic ............................................................................. 13

Gambar 2. 12. Athena dari God of War ................................................................ 13

Gambar 2. 13. Bentuk Geometri ........................................................................... 14

Gambar 2. 14. Bentuk Organik ............................................................................. 14

Gambar 2. 15. Bentuk Abstrak .............................................................................. 15

Gambar 2. 16. Sejarah Merah ............................................................................... 16

Gambar 2. 17. Sejarah Oranye .............................................................................. 17

Gambar 2. 18. Sejarah Coklat ............................................................................... 18

Gambar 2. 19. Sejarah Kuning .............................................................................. 18

Gambar 2. 20. Sejarah Hijau ................................................................................. 19

Gambar 2. 21. Sejarah Biru ................................................................................... 20

Gambar 2. 22. Sejarah Ungu ................................................................................. 20

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Gambar 2. 23. Sejarah Putih ................................................................................. 21

Gambar 2. 24. Sejarah Hitam ................................................................................ 22

Gambar 2. 25. Open Body Postures ...................................................................... 22

Gambar 2. 26. Closed Body Postures.................................................................... 23

Gambar 2. 27. Forwards Body Postures ............................................................... 23

Gambar 2. 28. Backwards Body Postures ............................................................. 24

Gambar 2. 29. Outline Karakter Pada Lokasi Terang Dan Gelap ......................... 24

Gambar 2. 29. Contoh Fungsi Anthropomorphism ............................................... 25

Gambar 2. 30. Eastward ........................................................................................ 26

Gambar 2. 31. Ghost Trick Phantom Detective .................................................... 27

Gambar 2. 32. Hollow Knight ............................................................................... 27

Gambar 2. 33. Jenis Polusi Cahaya ....................................................................... 29

Gambar 3. 1. Rumus Slovin .................................................................................. 32

Gambar 3. 2. Karakter Dalam Tabel Perbandingan .............................................. 37

Gambar 3. 3. The Witch’s Isle .............................................................................. 38

Gambar 3. 4. Gris .................................................................................................. 40

Gambar 3. 5. Tales of The Neon Sea .................................................................... 42

Gambar 3. 6. UFO Chicken Little ......................................................................... 43

Gambar 3. 7. Alien Chicken Little ........................................................................ 44

Gambar 3. 8. Alien Planet 51 ................................................................................ 45

Gambar 3. 9. UFO Planet 51 ................................................................................. 45

Gambar 3. 10. Alien CJ7 ....................................................................................... 45

Gambar 3. 11. Bagan Proses Perancangan Karakter ............................................. 48

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Gambar 3. 12. Peta Polusi Cahaya Jakarta Timur ................................................. 49

Gambar 3. 13. Peta Polusi Cahaya Jakarta Barat .................................................. 49

Gambar 3. 14. Peta Polusi Cahaya Jakarta Utara .................................................. 50

Gambar 3. 15. Peta Polusi Cahaya Jakarta Selatan ............................................... 50

Gambar 3. 16. Peta Polusi Cahaya Jakarta Pusat .................................................. 51

Gambar 3. 17. Perbandingan Indie Game Dengan Standar Jumlah Pemain ................. 51

Gambar 3. 18. Perbandingan Retro Pixel Art Dan Modern Pixel Art .......................... 51

Gambar 3. 19. Bundaran HI .................................................................................. 55

Gambar 3. 20. Daerah gedung sekitar Monas ....................................................... 56

Gambar 3. 21. Daerah Monas ............................................................................... 56

Gambar 3. 22. Daerah Kampung Kemang ............................................................ 56

Gambar 3. 23. Daerah Senayan City ..................................................................... 57

Gambar 3. 24. Daerah Senayan City ..................................................................... 57

Gambar 3. 25. Daerah PIK .................................................................................... 57

Gambar 3. 26. Daerah PIK .................................................................................... 58

Gambar 3. 27. Daerah PIK .................................................................................... 58

Gambar 3. 28. Narasumber 1 ................................................................................ 59

Gambar 3. 29. Narasumber 2 ................................................................................ 60

Gambar 3. 30. Brainstorm Fenomena Polusi Cahaya ........................................... 62

Gambar 3. 31. Brainstorm Jenis Polusi Cahaya .................................................... 63

Gambar 3. 32. Brainstorm Dampak Polusi Cahaya .............................................. 64

Gambar 3. 33. Brainstorm Media Polusi Cahaya ................................................. 65

Gambar 3. 34. Brainstorm Ideasi Polusi Cahaya .................................................. 66

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Gambar 3. 35. Persona 1 ....................................................................................... 67

Gambar 3. 36. Persona 2 ....................................................................................... 67

Gambar 3. 37. Persona 3 ....................................................................................... 68

Gambar 3. 38. Empathy Map 1 ............................................................................. 68

Gambar 3. 39. Empathy Map 2 ............................................................................. 69

Gambar 3. 40. Empathy Map 3 ............................................................................. 69

Gambar 3. 41. Mindmap Game Digital Ma’Lam .................................................. 72

Gambar 3. 42. Moodboard .................................................................................... 73

Gambar 3. 43. Kuesioner Bentuk Alien ................................................................... 73

Gambar 3. 44. Mindmap Alien ................................................................................ 73

Gambar 3. 45. Sketsa Awal Alien ........................................................................ 73

Gambar 3. 46. Mindmap Kapten ........................................................................... 79

Gambar 3. 47. Sketsa Kapten ................................................................................ 80

Gambar 3. 48. Mindmap Navigator....................................................................... 81

Gambar 3. 49. Sketsa Navigator ........................................................................... 81

Gambar 3. 50. Mindmap Pilot ............................................................................... 82

Gambar 3. 51. Sketsa Pilot .................................................................................... 82

Gambar 3. 52. Mindmap Teknisi........................................................................... 83

Gambar 4. 1. Kuesioner Karakter 1 ...................................................................... 94

Gambar 4. 2. Kuesioner Karakter 2 ...................................................................... 94

Gambar 4. 3. Kuesioner Karakter 3 ...................................................................... 95

Gambar 4. 4. Kuesioner Karakter 4 ...................................................................... 95

Gambar 4. 5. Kuesioner Karakter 5 ...................................................................... 96

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Gambar 4. 6. Kuesioner Karakter 6 ...................................................................... 97

Gambar 4. 7. Kuesioner Karakter 7 ...................................................................... 97

Gambar 4. 8. Kuesioner Karakter 8 ...................................................................... 98

Gambar 4. 9. Penggantian Outline Karakter dan Warna Yang Lebih Cerah ........ 99

Gambar 4. 10. Penggantian Outline Karakter dan Warna Yang Lebih Cerah .... 100

Gambar 4. 11. Penggantian Outline Karakter dan Warna Yang Lebih Cerah .... 101

Gambar 4. 12. Penambahan Animasi Hurt ......................................................... 102

Gambar 4. 13. Animasi Idle Zeta Sebelum Revisi .............................................. 103

Gambar 4. 14. Animasi Idle Zeta Setelah Revisi ................................................ 104

Gambar 4. 15. Model Bentuk Kapten ................................................................. 106

Gambar 4. 16. Model Bentuk Navigator ............................................................. 107

Gambar 4. 17. Model Bentuk Pilot ..................................................................... 108

Gambar 4. 18. Model Bentuk Teknisi ................................................................. 109

Gambar 4. 19. Visualisasi NPC........................................................................... 110

Gambar 4. 20. Kuesioner Beta Test 1 ................................................................. 111

Gambar 4. 21. Kuesioner Beta Test 2 ................................................................. 112

Gambar 4. 23. Kuesioner Beta Test 4 ................................................................. 113

Gambar 4. 24. Kuesioner Beta Test 5 ................................................................. 114

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DAFTAR TABEL

Tabel 3. 1. Tabel Proyeksi Penduduk DKI Jakarta Tahun 2018 ........................... 32

Tabel 3. 2. Tabel Studi Game 1 ............................................................................ 36

Tabel 3. 3. Tabel Studi Game 2 ............................................................................ 38

Tabel 3. 4. Tabel Studi Game 3 ............................................................................ 41

Tabel 3. 2. Tabel Perbandingan Art Style .............................................................. 53

Tabel 3. 3. List Asset ............................................................................................. 84