DESIGNING VISUAL NOVEL CHARACTERS OF GAJAH MADA AND TRIBHUWANA TUNGGADEWI AS REPRESENTATION OF HISTORY FIGURES
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Abstract
Gajah Mada and Tribhuwana Tunggadewi are two historical figures of the Majapahit Kingdom. Both of them had great influence in expanding the power of Majapahit Kingdom. These two historical figures can be presented as visual novel characters that educate, especially representing it through an interactive media that appeals to teenagers. Currently, there are not many visual novels featuring Indonesian history setting. This study creates visual movel characters of Gajah Mada and Tribhuwana Tunggadewi in the context of visual communication design. The discussion about these characters of visual novel uses a qualitative approach with structural semiotics method that is designing messages through visual elements of lines, shapes, textures, and colors. This study shows that the costume design on the character represents the informational meaning about the influential figure in the kingdom. Accessory design represents the symbolic meaning of the royalty. Facial design and posture as a representation of elegance and strength figure in the meaning of images. The character design results are expected to give a picture of the historical figure in the kingdom of Majapahit for teenagers.
Keyword: visual elements, character, visual novel, structural semiotic
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MENDESAIN ELEMEN VISUAL KARAKTER GAJAH MADA DAN TRIBHUWANA TUNGGADEWI SEBAGAI REPRESENTASI FIGUR SEJARAH DALAM VISUAL NOVEL
Abstrak
Gajah Mada dan Tribhuwana Tunggadewi adalah dua tokoh sejarah Kerajaan Majapahit. Keduanya memiliki pengaruh besar dalam memperluas kekuatan Kerajaan Majapahit. Kedua tokoh sejarah ini bisa disajikan sebagai karakter permainan dalam visual novel yang mendidik, terutama merepresentasikannya melalui media interaktif yang menarik bagi remaja. Saat ini, tidak banyak visual novel yang menampilkan latar sejarah Indonesia. Studi ini menciptakan karakter Gajah Mada dan Tribhuwana Tunggadewi dalam konteks desain komunikasi visual. Pembahasan tentang karakter visual novel ini menggunakan pendekatan kualitatif dengan metode semiotika struktural, yaitu mendesain pesan melalui elemen visual garis, bentuk, tekstur, dan warna. Studi ini menunjukkan bahwa desain kostum pada karakter sebagai representasi makna informasi tentang sosok yang berpengaruh di kerajaan. Desain aksesori merupakan representasi makna simbolik tentang dolongan kebangsawanan. Desain wajah dan postur sebagai representasi eleganitas dan kekuatan karakter dalam makna imaji. Hasil desain karakter ini diharapkan bisa memberi gambaran tentang tokoh sejarah di Kerajaan Majapahit bagi remaja.
Kata kunci: elemen visual, karakter, visual novel, semiotika struktural
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