Redesigning Nusantara Oral Narratives to Character Design: New Potential Process Application in A Trading Card Game Model

This research is to establish the process of designing oral Nusantara folklores characters. The applied creative process adapting Trading Card Game Model by Miller (2011) commonly used as a playable trading cards among enthusiast and collector. The Nusantara characters selected in this study were fo...

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Bibliographic Details
Main Authors: Ahmad Azaini, Abdul Manaf, Fytullah, Hamzah
Format: Article
Language:English
English
Published: UNIMAS Publisher, Universiti Malaysia Sarawak 2019
Subjects:
Online Access:http://ir.unimas.my/id/eprint/31452/1/Cover%20page%20Jan2019.pdf
http://ir.unimas.my/id/eprint/31452/2/Redesigning%20Nusantara%20Oral%20Narratives%20to%20Character%20Design%20New%20Potential%20Process%20%20Application%20in%20A%20Trading%20Card%20Game%20Model.pdf
http://ir.unimas.my/id/eprint/31452/
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Institution: Universiti Malaysia Sarawak
Language: English
English
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Summary:This research is to establish the process of designing oral Nusantara folklores characters. The applied creative process adapting Trading Card Game Model by Miller (2011) commonly used as a playable trading cards among enthusiast and collector. The Nusantara characters selected in this study were found potentials to translate into final cards, modified and redesign characters based on commercial requirements. The adaptation of selected folklores “Barongan” Character design selected among many potential characters from Nusantara, Javanese, Singapore, Thailand and Malaysia, shared the same concept. The process of creation the character in the trading cards using DACIDFM (Design>Analysis>ConceptTextual>Defining>Ideation>Media) is an efficient creative process that is potential to enforce towards animation concept industries. These practices accelerate the product outcome, compared the conventional processes that were known strictly bound to the content scope, which cause lengthy process in game and animation studios. The method established to be efficient and economical with multiple and various complicated characters were created apart from “Barongan” with the same manner, in other hand preserved the character originality and yet, appealing to the current market requirement. By adopting the process, the Trading Card Game Model and its applications, currently practiced at Kromosom Sdn. Bhd. an animation studio in Kuala Lumpur. The suggested method on the other hand, not only beneficial to animation and game industry at large, but to the character design itself; has wide potential for Intellectual property in the toy industry, at the same time promoting traditional elements within the textual accuracy.