GAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD

The phenomenon of berkain is now widely seen everywhere, it has even reached teenagers in the urban areas. Even though this trend is a form of preservation that can be considered successful, in fact there are still many teenagers who doesn’t know about the patterns of the cloth that they use. If...

Full description

Saved in:
Bibliographic Details
Main Author: Adelin, Angela
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/73187
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:73187
spelling id-itb.:731872023-06-16T08:47:45ZGAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD Adelin, Angela Indonesia Final Project Game Character, Pattern, Urban Adolescence, Wastra INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/73187 The phenomenon of berkain is now widely seen everywhere, it has even reached teenagers in the urban areas. Even though this trend is a form of preservation that can be considered successful, in fact there are still many teenagers who doesn’t know about the patterns of the cloth that they use. If this continues and berkain enters the final cycle of a trend, then the impact will be reversed. A method to reintroduce these patterns through a media that is close to teenagers is needed. The media in question is game, more specifically one of the elements in a game, namely the characters. Through game characters, teenagers can easily absorb information about wastra. Therefore, a group of game characters will be designed to reintroduce the meaning of several popular wastra patterns worn by these teenagers when they berkain. The design method used consists of 2 parts, namely research and design development. The research was conducted in a descriptive qualitative manner. Writer conducted literature review, interviews, interviews, and forum group discussion to obtain relevant data regarding the target, object, and media. Based on the data it is found that the target has a preference for playing fantasy-themed RPG games with strong, unique, and relatable characters. It can be concluded that the characters designed will have fighting mechanics, visuals that represents the ornaments elements, color, and history as well as traits and stories related to the motives. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description The phenomenon of berkain is now widely seen everywhere, it has even reached teenagers in the urban areas. Even though this trend is a form of preservation that can be considered successful, in fact there are still many teenagers who doesn’t know about the patterns of the cloth that they use. If this continues and berkain enters the final cycle of a trend, then the impact will be reversed. A method to reintroduce these patterns through a media that is close to teenagers is needed. The media in question is game, more specifically one of the elements in a game, namely the characters. Through game characters, teenagers can easily absorb information about wastra. Therefore, a group of game characters will be designed to reintroduce the meaning of several popular wastra patterns worn by these teenagers when they berkain. The design method used consists of 2 parts, namely research and design development. The research was conducted in a descriptive qualitative manner. Writer conducted literature review, interviews, interviews, and forum group discussion to obtain relevant data regarding the target, object, and media. Based on the data it is found that the target has a preference for playing fantasy-themed RPG games with strong, unique, and relatable characters. It can be concluded that the characters designed will have fighting mechanics, visuals that represents the ornaments elements, color, and history as well as traits and stories related to the motives.
format Final Project
author Adelin, Angela
spellingShingle Adelin, Angela
GAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD
author_facet Adelin, Angela
author_sort Adelin, Angela
title GAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD
title_short GAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD
title_full GAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD
title_fullStr GAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD
title_full_unstemmed GAME CHARACTER DESIGN BASED ON NUSANTARA’S WASTRA PATTERNS FOR URBAN ADOLESCENCES FROM 14-19 YEARS OLD
title_sort game character design based on nusantara’s wastra patterns for urban adolescences from 14-19 years old
url https://digilib.itb.ac.id/gdl/view/73187
_version_ 1822279523246276608