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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
ii
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
iii
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.
iv
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
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
vi
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.
vii
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.
viii
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
ix
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
x
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
xi
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
xii
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
xiii
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
xiv
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
xv
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
xvi
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
xvii
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