PERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN
The gaming industry has rocketed into new heights within these past few years and has become one of the staples of modern entertainment and lifestyle. In Indonesia, while its gaming industry is still quite small compared to other countries, it is slowly but consistently improving, both in mechanics...
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id-itb.:646252022-05-30T14:18:16ZPERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN Abbygail, Patricia Indonesia Final Project entertainment, lifestyle, gaming industry, game, world building, fantasy game, ijen crater INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/64625 The gaming industry has rocketed into new heights within these past few years and has become one of the staples of modern entertainment and lifestyle. In Indonesia, while its gaming industry is still quite small compared to other countries, it is slowly but consistently improving, both in mechanics and aesthetics. Despite games being a flexible narrative medium, Indonesian culture is severely under represented within the creative industry. A questionnaire was distributed to 18-34 year old gamers to map out the general interest regarding world building, games, and Indonesia’s game industry as quantitative research, while two professionals within the game industry were interviewed about world building in games as qualitative research. Literature and documentary study were conducted as qualitative research and as foundation for world building. The results of this research is a creatively developed world building project for a fantasy game inspired by the nature of Ijen Crater from Indonesia. text |
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Institut Teknologi Bandung |
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The gaming industry has rocketed into new heights within these past few years and has become one of the staples of modern entertainment and lifestyle. In Indonesia, while its gaming industry is still quite small compared to other countries, it is slowly but consistently improving, both in mechanics and aesthetics. Despite games being a flexible narrative medium, Indonesian culture is severely under represented within the creative industry. A questionnaire was distributed to 18-34 year old gamers to map out the general interest regarding world building, games, and Indonesia’s game industry as quantitative research, while two professionals within the game industry were interviewed about world building in games as qualitative research. Literature and documentary study were conducted as qualitative research and as foundation for world building. The results of this research is a creatively developed world building project for a fantasy game inspired by the nature of Ijen Crater from Indonesia. |
format |
Final Project |
author |
Abbygail, Patricia |
spellingShingle |
Abbygail, Patricia PERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN |
author_facet |
Abbygail, Patricia |
author_sort |
Abbygail, Patricia |
title |
PERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN |
title_short |
PERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN |
title_full |
PERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN |
title_fullStr |
PERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN |
title_full_unstemmed |
PERANCANGAN WORLD BUILDING GAME FANTASI âGIAVA: ARTA NUKARTAâ BERBASIS TAMBANG SULFUR KAWAH IJEN |
title_sort |
perancangan world building game fantasi âgiava: arta nukartaâ berbasis tambang sulfur kawah ijen |
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https://digilib.itb.ac.id/gdl/view/64625 |
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