SALIENCE

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2019/2020 UPH’s Visual Communication Design Student Final Assignments


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Students Name

Animation Design/Cinematography/Graphic Design



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Final Assignments of Universitas Pelita Harapan’s Visual Communication Design Students 2019/2020 Academic Year

(C) 2020 Universitas Pelita Harapan First Published in Indonesia in October 2020 by Penerbit Fakultas Desain Universitas Pelita Harapan Jl. M. H. Thamrin Boulevard 1100 Lippo Village, Tangerang 15811 Indonesia All rights reserved. No part of this book may be produced in any form without written permission of the copyright owners. All images in this book have been reproduced with the knowledge and prior consent of the students concerned, and no responsibility is accepted by the producer, publisher, or printer for any infringement of copyright or otherwise, arising from the contents of this publication. Every effort has been made to ensure that credits accurately comply with the information supplied. We apologize for any inaccuracies that may have occured and will resolve inaccurate or missing information in a subsequent reprinting of the book. ISBN: 978-623-7489-26-9 ISBN (E-Book): 978-623-7489-27-6 (PDF) Editor: Brian Alvin Hananto, S.Sn., M.Ds. Cover Image & Book Design: Brian Alvin Hananto, S.Sn., M.Ds. Printed in Indonesia


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Greetings from the Dean of UPH School of Design

Dear readers and our dearest Visual Communication Design students that have been endured the Final Project, Welcome to the end, and embrace the new and exciting beginning! The year of 2020 most probably will be remembered as the year of the COVID-19 pandemic. As for students and lecturers, it will most probably be recalled as a sudden change where the learning process went online. Moreover, the final days that usually went super exciting and collaborative ways between students abruptly came to an end where one only can say hello through digital screens. However, these disruptive changes also opening up endless exciting possibilities, as well as a surprising innovative alternate, and creative ways of completing final projects. These will be evident in this Visual Communication Design 2020 Final Project, School of Design, Universitas Pelita Harapan (UPH) book, titled ingeniously: Salience – sa·li·ence/฀sālēəns/ a noun: the quality of being particularly noticeable or important; prominence. Yes! This book is important as it is showcasing special moments in a very special situation - Final Projects from the three concentrations in Visual Communication Design, School of Design, UPH: Graphic Design, Animation Design, and Cinematography. Nonetheless, this book is not just a mere compilation book. This is a book of proof on how the Visual Communication Design Department alongside with its students practice their key values, which are seeing: (1) Design as storytelling and designer as a storyteller with holistic narratives that position design as stewardships, and, (2) Designer as culture shaper through mass media visual communication. The final project would be an ideal stage to measure whether or not the key values reflected, as this is the final journey for each student in their undergraduate learning at Visual Communication Design, School of Design, UPH.

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In 2020, School of Design, UPH has also a new vision, in which: ’To become center of excellence of Christ-centered international design education institution, engaging Design as Strategy to shape an excellence designer that will make Social Changes through Innovation Sustainability that has transformational and Redemptive Impact as a reflection of God’s mandate where design should become a steward for the environment and to become light for others’ as a translation from UPH goal to become ChristCentered University that based on True Knowledge, Faith in God and Godly Character. In short, the essence of the School of Design, UPH is where you learn to become an excellent designer (design strategy), that brings transformational impact to the society (innovation sustainability & social change) and to become a light for others (redemptive impact) in the international stage. For our dear students that now become our colleagues in the design world, be salient, as you are educated at Visual Communication Design, SoD, UPH to have a prominent role in the society in which to become light for others! Be salient in this new exciting world. On behalf of the Faculty and Department, allow me to congratulate you all, our dear students. For everyone reading this book: Enjoy and fine the meaningful storytelling for each one of you! Ony by His Grace,

Dr. Martin l. Katoppo, S.T., M.T. Dean School of Design Universitas Pelita Harapan

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Greetings from the Head of Visual Communication Design Department

Visual Communication Design Universitas Pelita Harapan has evolved over the past 20 years into a professional program. Our aimed primarily at visual communication in the corporate, collaborative, institutional, and municipal sectors. It is a competent program emphasizing visual problem solving, organizational skills, and information theory. Bachelor’s degree in Visual Communication Design Universitas Pelita Harapan traditionally took four years to complete, encompassing 144 credits or around 40 courses. The Visual Communication Design program educates and trains students for the communication needs of industry and society. Emphasis is placed on the conception, creation, planning, and realization of visual solutions to complex problems in traditional and contemporary culture. On the first-year curriculum, students learned Basic foundation that has a substance of Basic Studio, Basic Drawing, Basic Photography, Basic Computer Graphic, and Art & Civilization History. The curriculum includes all phases of typography, information design, design systems, exhibition design, publication design, new media, and visual methods/processes. In the 2nd and 3rd years curriculum, students started to recognize and gathered which specialization they want to admit. Visual Communication Design Universitas Pelita Harapan has three major that acknowledge the specialization, Graphic Design, Animation Design, and Cinematography. Each major has three studio courses and theoretical aspects. The Main studio, Supporting Studio, and Production Studio that will provide theoretical, methodological issues, analytical consideration, empirical prospects, and type of appeals. Students integrate methodology, archetypal, aesthetics, human factors, technology, culture, materials, context, and audience to develop strategies and solutions that give form to print, screen, and the built environment. Faculty emphasize the objectives of design

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rather than the process of production and encourage inventive visual ideas that inform, interpret, instructor persuade the designed user across the spectrum of application. In Graphic Design major, visual communication largely coverage branding, promotion, commercial campaign, social campaign, book design, and visual campaign installation Animation Design major has two methods to enhance a student’s skill and visual sense. Concept art, character design, 2-Dimensional animation, and 3-Dimensional animation. Cinematography major improve mind art directing, screenwriting, film production, film editing, directing, and producing short movie fiction or short documentary. In the 4th year, these courses on these semesters have given them time to elaborate skills, work independently which made them self-aware, self-monitoring, and selfcorrecting. Knowing what you need to do, taking the initiative rather than waiting to be told what to do, doing what is asked to the best of their ability without the need for external prodding, and working until the project is completed. All the students started with innocent curiousness, wondering, ignorance questions how visual communication design will affect life, the future, and the world. This book represented the end of the four years journey of education. I’ve been incredibly proud of their process even during this difficult time of the pandemic, they achieved and gathered with soft skills, visual perspective, interpersonal skills, cultural awareness, self-confidence, world view, and leadership. Cheering on you,

Dr. Lala Palupi Santyaputri, S.Sn., M.Si. Head of Department Visual Communication Design Universitas Pelita Harapan

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Greetings from the Final Assignment Coordinator

It is with great pride that we present this book. It has been a challenging year for the whole world, with the swift changes brought about by the Covid-19 global pandemic. The Final Project is the apex of our students’ four-year undergraduate study in Universitas Pelita Harapan’s Visual Communication Design program, which showcases the whole knowledge, skill, and competence they’ve acquired from all the previous courses. The whole process takes at least two semesters: one for the research, data gathering, and conceptualization phase, and another for design and production. First, allow me to briefly describe the Final Project. At the start, the students get to choose a topic that personally appeals to them, where they can explore the visual solution possibilities with passion and in accordance with their strengths—be it in hand-drawing or illustration, printmaking, photography, installation art, cinematography, etc. Each student is assigned two Final Project advisors, who will guide them through the process of formulating and specifying the design problem, conceptualize possible solutions, developing visuals that are not only appropriate for the design concepts but preferably also able to represent the best of each student’s particular skills and capabilities, and advise them in the production phase and preparation of the final artworks. But this year’s Final Project is very special, in that less than two months after our class of 2020 began their second half of the Final Project, Covid-19 happened and all project consultation process moved online. Both students and supervisors had to adjust to this new process, and of course, there are hurdles along the way. But when we finally complete this journey, it is wonderful to find that our students still managed to make great designs, although in a somewhat different form than we expected. For health and safety concerns, we cannot hold a face-to-face exhibition, so all design output must be made digital and presented virtually. For students in Animation Design and

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Cinematography concentration, this might not be a big change, considering that they already made their projects in digital formats before. But for those in Graphic Design concentration, this is quite a drastic change, because most of them usually produce their designs in print. This change to digital format actually liberated them in some way: by releasing them from the constraint of materials, size, and production cost of their design, had it been made physically. This experience might end up being beneficial for both students and supervisors, in that it inadvertently made us learn about the possibilities that the digital way of working can open, and it also prepared the students to enter the industry that will likely be much more digitalized post-pandemic. In honor and appreciation of all the students’ and advisors’ combined efforts in these troubled times, we aim to document, preserve and present the result of this long process in the pages of this book. We hope that it could be a source of pride for the students in what they have achieved, give an overview of the characteristics of Universitas Pelita Harapan’s visual communication design education, and be of use for all its readers.

Ellis Melini, S.Sn., M.T. Final Assignment Coordinator Visual Communication Design Universitas Pelita Harapan

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Foreword

“Salience” is the fourth book on Universitas Pelita Harapan’s Visual Communication Design Department’s student final assignments. Like our previous book, “Salience” divides its chapters into three. The three chapters are majors that are offered and taught in Universitas Pelita Harapan. While each major may offer a different taste, all three majors are all part of the same program: Visual Communication Design. As an editor, I am tasked to collect and review all projects that had been submitted. Each student had elaborated their projects not just with their words, but also through their design. Animation design students had designed animation shorts and also concept arts for various media. Graphic Design students had visualized texts and designed graphic objects. Cinematography students showcase their documentary and short fictional movies. Each project shown in this book are responses that our students had on various issues that they discover and noticed. Each project that is recorded is living proof not just on how our students communicate but also to connect themselves to their world. After four books, I concluded that our students had a distinct quality that is perhaps unique compared to other students from other schools. While it may sound arrogant, one attempt to prove my opinion are through showcases on what our students had achieved on their final assignments. This distinct quality is perhaps hard to define and also describe, but if we see the students as a whole, this quality is not unnoticeable. For four years, our students had learned and grow to become not only just educated but also prominent in their rights. Every lesson they take paved new pathways for them to express themselves and contribute to society. Every experience they had in and out of our classes shows them new heights that they could achieve. On finishing their studies, our students had not finished their journey but had just started on their odyssey of prominence. These are the calling of salience, which we believe our students had and will be salient in each year to come.

Brian Alvin Hananto, S.Sn., M.Ds. Book Editor Visual Communication Design Universitas Pelita Harapan

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Table of Contents

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Greetings from the Dean of UPH School of Design

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Greetings from the Head of Visual Communication Design Department

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Greetings from the Final Assignment Coordinator

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Foreword

ANIMATION DESIGN

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“Melaju” Two Dimensional Animated Film Alvin Lukas Oktavianus Jane Budiman Rita Pandora Pangestu

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Video Game Concept Art Design Based on Aldous Huxley’s “Brave New World” Clara Efferin

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Representation of Karma Concept in Life Through Design of Concept Art in Video Game Darwin Darmatama

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Concept Art about Juvenile Deliquency (Case Study: The Legend of Nezha) Dennis

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Visual Concept Design for Two-Dimensional Short Animated Film Adaptation of a Fictional Novel (Case Study: The Last Wild)’ Gabriella Livia


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Visual-Environment Design in Three Dimensional Short Animation (Case Study: Wilma-Jean The Worry Machine) Jefferson Kurnia

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Design Process of 2D Short Animated Film About Technology Addiction (Case Study: Connected) Jonathan Alexander

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Concept Art Design Based on ”Fahrenheit 451” Joshua Alexander Herman

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Concept Art Design of Novel Adaptation ‘Have a Song on Your Lips’ Kayo Yoshida

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Layout, Lighting, and Compositing Theory Application in Designing “Amour” 3D Animation Short Film Levina Anastassia Setiawan

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“On My Plastic Days” Three- Dimensional Short Animated Film Design Livia Verren Clarissa

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Concept Art Design Based on “The Bear and The Nightingale” Marsheila

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“Alice In Wonderland” Two Dimensional Animation Film Concept Design Roberto Carlos

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Visual Concept Design for Two- Dimensional Animation Movie in Adaptation of a Novel (Case Study: The Great Gatsby) Sharmila Yasmeen

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Table of Contents

CINEMATOGRAPHY

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Motion Comic Design for ‘Robohnya Surau Kami’ Short Story Adaptation Sherly Gracia

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The Role of Director in Fiction Short Movie ‘Makan’ David Leono

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The Role of Director in the Making of Family Drama Short Movie “GRAVITASI” Elvira Tjahjadi

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Application of Directing Principles in “Kala Wengi” Short Film Ferra Fergiani

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“Passampo Siri” Fictional Short Movie Inarah Syarafina Omar Joesoef Jennifer Felicia Liunardy

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The Role of The Producer in The Short Documentary Film “Tatung” Jansen Sulaiman Jason Wirawan Muljana Sheyri Olivia

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Teluk Kulian Tourism Promotion Video Kevin Jonathan

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Director’s Role in Short Documentary Film “Wissemu” William Gunawan


GRAPHIC DESIGN 82

Book Visualization through Installation Medium Design (Case Study: The Book You Wish Your Parents Had Read) Celine Wisuna

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Visual Identity Design for Sushi Joobu Fusion Dining House Fanny Lie

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Illustration Design Of Fairytale Of “The Kancil’s Adventure Compilation” Book Farsya Fatmawati Zoeleicha

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Visual Identity Redesign For “Hadi Kitchen Salad Bar” Febrianti Setiana

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Visualization of Song of Songs Poems Through Installation Media Based On The “Song of Songs” Book Felicia Kristella

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Visual Identity Redesign For “Water Boom Lippo Cikarang” Felicia Violetta

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Installation Design of “No Apologies Indonesia” in Generation Hall IFGF Bogor Glory Josephine Immanuela

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“Budaya dan Kuliner” Memoir Book Visual Design Jesslyn Ivanda Bella

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Visualization of Endangered Animals in Indonesia For Educational Media Based on The Indonesian WWF Program’ Jesslyn Oh

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Table of Contents

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Illustration Design for ‘The Wonderful Wizard of Oz’ Novel Juliana

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Contemporary Naive Illustration With Layered Art Techniques Based On Literature Book ‘Na Willa’ Kezia Octavia Gunawan

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“Ronggeng Dukuh Paruk” Visualization Through Virtual Reality Typographic Installation Livia Margarita Chandra

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Mental Health Anxiety Visualization With Installation Medium Marcha Elcha

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“Random Acts Of Kindness” Book Illustration Design Merry Oktofenti

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Grimm’s Fairy Tales Story Book Illustration Design Michelle Evangelyn Kusuma

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“Sakuntala” Poetry Book Visualization Using Motion Graphic Illustrations Nabila Rumondang Yasmin Hutasuhut

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“Wacation” Campaign Visual Media Design Natasha Dian Chandra

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Visual identity Redesign for Pesona Krakatau Housing Priscilla Josephine Olivia Soegandi

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Illustration Design Based on “Masarasenani And The Sun” Folklore Children’s Book Raydita Febriana Putri


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“Whatever You Think, Think the Opposite” Book Visualization Through Installation Art Samantha Jolene Sujantono

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“Kintamani Bali Dog” by Dewi S. Dewanto Book Design Saskia Rachelly Yahya

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Visual Redesign For “Orang Rimba” Board Game Shella Subagia

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R.A. Kartini’s Letters Metaphorical Visualization Using Surrealist Style Shelley Christine

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Illustration Series Design Based on the Biography Book of Oei Hui Lan Shienny Steffi Wongso

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Experimental Typography Book Design Based on “Khong Guan” Poetry Series by Joko Pinurbo Shindy Lie

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Illustration Design for ‘Refrain’ Novel Soleil Ulka Ababilluna

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About Universitas Pelita Harapan’s School of Design

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About Universitas Pelita Harapan’s Visual Communication Design Department

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S A L I E N C E /’sālēəns/

the quality of being particularly noticeable or important; prominence.


Animation Design

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Students Name

Animation Design/Cinematography/Graphic Design


17 Students, 15 Projects Animation Design/Cinematography/Graphic Design

Student’s Name

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“Melaju” Two Dimensional Animated Film Alvin Lukas Oktavianus Jane Budiman Rita Pandora Pangestu Jessica Laurencia, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds.

Nowadays, a lot of people travel back and forth to work in Jakarta every day using private vehicles which cause traffic jams and air pollution. This can be avoided by the use of public transportation such as Electric Train (KRL). However, some people are reluctant to use it because of the inherent bad KRL image. This issue was brought up in a short story and visualized by the writer and the team in the form of a two-dimensional short animated film, to increase public awareness of the existing problem. The design methods used are literature and observation study. The data collected are in the form of articles and researches relating to the issues discussed, as well as theories and references relating to the production of animated films, especially the topic of animation and composition. While observations were done by looking directly at the situation on the train and several stations, which were then analyzed according to the topic discussed. The result of this final project is a short two-dimensional animated film.

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Alvin Lukas Oktavianus; Jane Budiman; Rita Pandora

Animation Design


Animation Design

Alvin Lukas Oktavianus; Jane Budiman; Rita Pandora

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Students Name

Animation Design/Cinematography/Graphic Design


Video Game Concept Art Design Based on Aldous Huxley’s “Brave New World” Clara Efferin Naldo Yanuar Heryanto, S.Sn., M.T. Yoga Yasahardja, S.Sn..

This design is made to criticize the ideology of materialism depicted by Aldous Huxley in the novel Brave New World (1932). To do this, the writer has taken ideas from the novel visually so that these concepts could be used to guide a game production. The methods used are interviews, library research, and case studies. Using those methods, the writer has taken the story of Brave New World (1932) and visualized it as best as possible to the perspective and historical context of Aldous Huxley. The result of this design is hoped to take the audience into the perspective of John, the Savage, who is the protagonist of Brave New World (1932) to what he experienced in the World State. He is a person who grew up with the ideologies of the savage and because of that what he experiences in London, World State is a contrast. Through his journey, the audience can learn how a belief in materialism can change someone’s perspective and lifestyle extremely..

Animation Design

Clara Efferin

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Animation Design


Representation of Karma Concept in Life Through Design of Concept Art in Video Game Darwin Darmatama Alfiansyah Zulkarnain, S.Sn., M.Ds. Jessica Laurencia, S.Sn., M.Ds.

Nowadays, in an era where technological advancement has advanced rapidly. Through the internet, a person could obtain anonymity when they acted and interacting with other people. However, oftentimes this thing was used in a negative manner by a lot of people. The lack of self-awareness to think before act on something was one of the factors. That kind of behavior could be avoided if the public knows about the concept of karma, that could be learned through “The Journey to the west” novel. Adaptations of the novel had been made in various popular media, such as live-action movies, animated movies and also games. In hopes to properly visualize the concept of karma and consequences properly, concept art for a video game titled ‘Karmic’ is designed.

Animation Design

Darwin Darmatama

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Darwin Darmatama

Animation Design


Concept Art about Juvenile Deliquency (Case Study: The Legend of Nezha) Dennis Jessica Laurencia, S.Sn., M.Ds. Alfiansyah Zulkarnain, S.Sn., M.Ds.

Childhood misbehavior is an issue that is always present in every generation, such as impolite children, and irresponsible. This issue cannot be avoided, because it is associated with the growth of children. A child often imitates their parents, other people, and other media. Hence why the film can provide visuals, messages, and impressions to be conveyed, especially in children, animated films are effective to attract the attention of children and even adults. The Legend of Nezha was the choice of case study because it raised a similar issue, namely misbehavior of the child, both in the family and community. In the process of designing an animated film, it takes a visual concept that explores deeper into the character designs, environments, culture, and scenes. This stage is a crucial stage in designing an animated film. The data collection uses literary techniques, theoretical design principles research, and observation. Observations were made in China, to strengthen the culture raised in this film, and the history related to Nezha. Through the data and theory, the design principles found were implemented into the process of designing the visual concept of The Legend of Nezha. This project is expected to be a reference for making related visual concepts.

Animation Design

Dennis

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Dennis

Animation Design


Visual Concept Design for Two-Dimensional Short Animated Film Adaptation of a Fictional Novel (Case Study: The Last Wild) Gabriella Livia Alfiansyah Zulkarnain, S.Sn., M.Ds. Naldo Yanuar Heryanto, S.Sn., M.T.

Nowadays, a lot of people are still not yet aware of the damage and natural degradation issue that is very concerning and keep increasing every year, in which this issue also becomes the theme of a fiction book entitled The Last Wild. In order to increase their awareness, in this Final Project, the writer makes a concept art for a two-dimensional short animated film adapted from The Last Wild which raises similar issues to explain it in a more clear and interesting way. The design of this Final Project applies the theory of design principles, gestalt, color theory, color psychology, and composition. In addition, The Hero’s Journey storytelling technique, character design, and environment design, and 12 Principles of Animation were also applied in this Final Project. The final result of this Final Project design consists of seven character designs, eight environment designs, two design props, 12 key arts, and a two-dimensional animated trailer with a duration of approximately 40 seconds long. Overall this Final Project should not be taken as a full guide to concept art creation as it is limited in its scope of two-dimensional animation and dystopian themed concept art. Even so, the results of this Final Project still holds as a solid foundation for future design in this area.

Animation Design

Gabriella Livia

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Visual-Environment Design in Three Dimensional Short Animation (Case Study: Wilma-Jean The Worry Machine) Jefferson Kurnia Naldo Yanuar Heryanto, S.Sn., M.T. Ferric Limano, S.Sn, M.Ds.

The issue of anxiety disorder in children at an early age throughout the world is still poorly exposed so that this issue is still considered a taboo that is not considered necessary to be dealt with as soon as possible. In addition, in an animated film, the visual elements are very important to deliver a message to be conveyed to the audience. The presentation of the visual elements is also strongly supported by the existence of visual concepts, modeling, texturing and lighting rendering and also post-production which will make the visual more attractive for the public to enjoy. One key component of visual elements present for a three-dimensional animation is the visualenvironment design. This project focuses on the development of a visual-environment for a short film dedicated to addressing the anxiety disorder issue in children at an early age.

Animation Design

Jefferson Kurnia

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Design Process of 2D Short Animated Film About Technology Addiction (Case Study: Connected) Jonathan Alexander Brian Alvin Hananto, S.Sn., M.Ds. Ferric Limano, S.Sn, M.Ds.

Mankind currently lives in the information era, where people experience a high acceleration of the ability to accessing information and knowledge that create a very significant and challenging social change. This change demands adaptability of ethic and social culture at the same high pace, especially to children that were on the “Early Childhood Development” stage. Responding to the issue, a design process work of short animated film will be made. This design process starts from the script, storyboard, concept art, 3D asset creation, background painting, until 3D and 2D animation. All of these processes are done based on literature review and application of various visual theories, from fundamental theory like the theory of color, and principles of design, until more complex one like Mise-en-Scène and character depth. The overall look of this film is a stylized 2D, where a lot of manual digital drawing is done. However, to speed up the 2D animation film production time that usually is time-consuming, and the integration of 3D animation is made, where the character animation part is done by using the 3D animation pipeline. Thus not only helps to quicken the animation process and revision but also helps to keep the consistency of the character’s shape and volume that are very hard to achieve in 2D animation. After going through the design process for 8 months, the result is a 5 minutes 43 seconds long short animated film which is expected to be able to address technology issues attractively and give serious concern to the issue as well.

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Jonathan Alexander

Animation Design


Animation Design

Jonathan Alexander

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Jonathan Alexander

Animation Design


Animation Design

Jonathan Alexander

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Students Name

Animation Design/Cinematography/Graphic Design


Concept Art Design Based on ”Fahrenheit 451” Joshua Alexander Herman Jessica Laurencia, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds.

Technology is now an essential part of people’s life. With all the advancements in technology, people are becoming too dependent on it. The state of our society today resembles that of Fahrenheit 451, a science fiction novel by Ray Bradbury. According to this novel, a hedonistic lifestyle leads to a less fulfilled life. This novel has never been adapted into an animated film. It would be very beneficial if it were. Animated films are capable of reaching a certain demographic that the novel or a live-action adaptation couldn’t, such as kids and teenagers. This novel had been adapted into a live-action film twice. The concept designs used in both adaptations struggle to portray the story and the state of the society within the story. Two important concepts are missing from both films. It’s the concept of Populuxe and the Googie architectural style. Both concepts play an important role in describing the zeitgeist and the state of American society in the 50s. Both of those concepts are taken as inspiration in this concept design. These designs look futuristic yet unmistakably 50s. The designs are appealing to children, teenagers, and also adults. This concept design would provide a faithful and accurate design for an animated adaptation.

Animation Design

Joshua Alexander Herman

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Concept Art Design of Novel Adaptation ‘Have a Song on Your Lips’ Kayo Yoshida Alfiansyah Zulkarnain, S.Sn., M.Ds. Jessica Laurencia, S.Sn, M.Ds.

A problem that often occurs in Japanese teenagers is insecurity. The story of the “Have a Song on Your Lips” by Eiichi Nakata is effective in explaining the environment and problems in adolescents in current Japan. Due to the absence of visual media to explain school life in Japanese villages to people who do not recognize regional life and the environment, this story is very suitable to be adapted into concept art which can later be developed in the production of two-dimensional animation trailers to the animation films. The author produces this final project from the adaptation idea from the book novel “Have a Song on Your Lips”. The work to be made is in the form of concept art for two-dimensional animation works in the form of character design, environment design, key art, and short animated trailers for the production of two-dimensional animation. The author did not design the two-dimensional animated film itself. At the end of the design, it can be seen that the lack of confidence in Japanese teenagers can be visualized in the “Have a Song on Your Lips” content using design principles.

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Kayo Yoshida

Animation Design


Animation Design

Kayo Yoshida

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Kayo Yoshida

Animation Design


Layout, Lighting, and Compositing Theory Application in Designing “Amour” 3D Animation Short Film Levina Anastassia Setiawan Naldo Yanuar Heryanto, S.Sn., M.T. Ferric Limano, S.Sn., M.Ds.

A movie is one of the most important media for people. Not only for entertainment, but movies can also be a source or idea maker for people in comprehending cultures, politics, and many other things. One of the examples is how romance movies can influence how someone perceives the meaning of love. But there are not many movies out there that represent love from the perspective of the octogenarian. Layout design, lighting, and compositing have an important role in delivering the meaning of a movie. Layout, lighting, and compositing are tools to set the mood and structure in telling a story visually. With a good design, a story can be delivered properly too. In designing a 3D animation movie based on a script, an understanding of the content and context of the story is needed. Then in the designing, it also needs a comprehension of the theories related to designing 3D movies and also the application of the theories. From that data analysis then we continue to the Pre-Production, Production, until the Post-Production.

Animation Design

Levina Anastassia Setiawan

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“On My Plastic Days” ThreeDimensional Short Animated Film Design Livia Verren Clarissa Naldo Yanuar Heryanto, S.Sn., M.T. Yoga Yasahardja, S.Sn.

Human’s usage of plastic materials has become a bad habit for the world. It takes a long time for plastic waste to decompose, therefore it can harm living things and the environment. Simple waste management actions can help reduce the use of plastic. 5 simple kits can reduce the use of plastic in human life, especially in urban areas. This issue will be outlined in the form of a short story written by the writer Anggun Prameswari. Regarding a man who lives in urban areas, where people have to carry black plastic bags containing plastic waste that they use in their daily lives. Every day, he uses plastic goods. So it is enough to make the man surrender. But everything changed when he was inspired to see his office friend who had made these simple changes. Making a short three-dimensional campaign film from the short story can encourage and make people aware of making simple changes in their lives using these 5 simple kits so that it can reduce the use of plastic waste in their daily lives.

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Livia Verren Clarissa

Animation Design


Animation Design

Livia Verren Clarissa

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Concept Art Design Based on “The Bear and The Nightingale” Marsheila Jessica Laurencia, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds.

The purpose of this visual concept is to create a visual for the novel “The Bear and The Nightingale”. This novel tells of a girl in medieval Russia who has the unique ability to see supernatural beings but was rejected by the society which regarded the belief of supernatural creatures as a sin in Christianity. The visual concepts are intended for an audience who prefers visual media. The method used was: researching the issues present in the novel, determining keywords for the overall visual design, and researching the visual references through interviews and the internet. The issue raised was the teenage identity. The keywords obtained are Russian Fairytale and Historical Fantasy. The outcome of the research and observations were formulated to visual concept works. The color palette differentiation was used to distinguish the two worlds: warm and bright colors to portray the human realm, and cold colors to show the supernatural realm. It aims to show that the main character lives within two worlds that causes a conflict between social norms and identity. The outcome of research and design is a visual concept book that representing the overall visual novel and digital paintings using Adobe Photoshop.

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Marsheila

Animation Design


“Alice In Wonderland” Two Dimensional Animation Film Concept Design Roberto Carlos Jessica Laurencia, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds..

In this process of the concept of the art design, the author wants to discuss the development or growth of adolescents such as biological, psychological, or socialist where these factors can influence the development of adolescents towards somethings positive or negative. However, many adolescents don’t realize the choice or the impact of their actions on themselves and those around them. Therefore, Alice in Wonderland was chosen to illustrate how the actions of a teenager can affect their development in terms of physical, emotional, and environmental surroundings. The story can be depicted visually about the development of adolescents to become more mature which is useful for themselves and those around them. By using twodimensional animated films, visuals in the story of Alice in Wonderland can look more imaginative and unique so that it can give an interesting impression visual on the audience. This design uses the literature study method to obtain information in the form of theory, problems, and design. The result of this final project is the concept of a 2-dimensional animated film. All process of design from characters, environments, and key arts will be discussed in this paper and as a concept to making the animated film. The keyword search is a guide in making character designs, environments, and key arts so that the results of the design concept look more consistent.

Animation Design

Roberto Carlos

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Roberto Carlos

Animation Design


Visual Concept Design for TwoDimensional Animation Movie in Adaptation of a Novel (Case Study: The Great Gatsby) Sharmila Yasmeen Naldo Yanuar Heryanto, S.Sn., M.T. Jessica Laurencia, S.Sn, M.Ds.

One of the misconceptions about true happiness is that the more worldly materials that someone possesses, the happier they will be. This kind of view creates a materialistic tendency, where the impact caused by materialism may affect someone’s mental and may cause them to shift to illegal activities and crime. From that point, the novel The Great Gatsby is chosen as a study case that discusses materialism. Animation movie is one of the most effective media in communicating a message or issue in an interesting and limitless way. In the process of making an animation movie, deep research and exploration regarding character design and setting are a crucial phase, therefore a proper concept art is needed as the basis of film making. Data collecting is done using literature review and deep research using theories and principles of design. From then on, appropriate principles of design are implemented so that the issue from The Great Gatsby could be communicated well, visual wise.

Animation Design

Sharmila Yasmeen

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Sharmila Yasmeen

Animation Design


Motion Comic Design for ‘Robohnya Surau Kami’ Short Story Adaptation Sherly Gracia Donny Ibrahim, S.Sn., M.Ikom. Naldo Yanuar Heryanto, S.Sn, M.T.

The motion comic is a combination of comic and animated films that could be accessed through digital media. This form of media has a wide range of audiences nowadays. The author’s project started by interpreting the short story “Robohnya Surau Kami” by A. A. Navis. After understanding the content of the story, the author then searches for visual references. After the visualization of characters and several scenes, the motion comic design process itself begins. The motion comic features movements or animations in such as zoom, slight sifts, and rotation. Through the adaptation of the short story from text media into a motion comic, the author hopes to provide a different way to retell the storyline, which would allow it to be more accessible for a wider audience.

Animation Design

Sherly Gracia

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Cinematography

58

Students Name

Animation Design/Cinematography/Graphic Design


10 Students, 7 Projects Animation Design/Cinematography/Graphic Design

Student’s Name

59


The Role of Director in Fiction Short Movie ‘Makan’ David Leono J. Baptista Anton, S.Sn., M.IKom. Dr. Lala Palupi Santyaputri, S.Sn., M.Si.

Culture is what determines the identity of a nation, and Indonesia is a country of many varieties of cultures. With that many varieties of cultures, then some of them are starting to fade and forgotten. Those cultural aspects that are starting to fade and forgotten must be preserved since those cultures are identities for a certain group of society. In this paper, the author tries to convey those fading and forgotten cultural aspects through the media of a short movie. The reason behind using movies as media to convey the message about those fading and forgotten cultural aspects is based on the power of movies as a medium in conveying messages to audiences. This short movie is using culture as a main theme and horror-comedy as a genre. In the process of making this short movie, the author tries to apply the principles of cinematography that have been studied so far.

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David Leono

Cinematography


Cinematography

David Leono

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The Role of Director in the Making of Family Drama Short Movie “GRAVITASI” Elvira Tjahjadi J. Baptista Anton, S.Sn., M.IKom. Dr. Lala Palupi Santyaputri, S.Sn., M.Si.

The movie is made to tell a story about something that the public usually didn’t concern, which is about communication in the family.

Cinematography

Elvira Tjahjadi

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Application of Directing Principles in “Kala Wengi” Short film Ferra Fergiani J. Baptista Anton, S.Sn., M.IKom. Dr. Lala Palupi Santyaputri, S.Sn., M.Si.

The dream is one of the most mysterious and surreal nature that every human have experienced. The dream feels so dearly to humans, as what film holds its position to humankind. Furthermore, dreams and film are two explorative dimensions because they have realistic approaches that reflect what we pursue as reality, this explains why humans could take on films as a part of reality despite having a fantasy or unrealistic context. All things considered, the writer started to design “Kala Wengi” short film and took the dream as her grand idea. She was also inspired by her dream where she saw a traditional Javanese dancer and her daughter. According to the grand idea and all visual references that had been collected, the writer started to preparing the script and searched for the perfect set and characters that match the roles. On 15-17 February 2020, the writer held the production that took place in Yogyakarta. The whole process then followed by a post-production process that was held for two months with a lot of editing and adjusting that will help audiences to follow this complex storyline. And thus, “Kala Wengi” short film has finished with the hope that Indonesian artists will start to appreciate our beautiful traditions and cultures.

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Ferra Fergiani

Cinematography


Animation Design/Cinematography/Graphic Design

Student’s Name

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Students Name

Animation Design/Cinematography/Graphic Design


Cinematography

Ferra Fergiani

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

71


“Passampo Siri” Fictional Short Movie Inarah Syarafina Omar Joesoef Jennifer Felicia Liunardy J. Baptista Anton, S.Sn., M.IKom. Dr. Lala Palupi Santyaputri, S.Sn., M.Si.

A film is a form of art, storytelling through moving pictures. Films are also a way to represent a culture. This thesis is a description of theory and reports from making Passampo Siri, a fictional short film as a director. Passampo Siri implicitly tells about the belief in local cultural Bugis – Makassar namely Siri’ on everyday conflicts in 1990. Research carried out to design and build this short film started from Interviews, Citing some literature and film as visual data references. The execution of this film includes pre-production, production, and post-production. By the making of Passpampo Siri, the writer hope that the viewers add insight into the local culture and more appreciation into local films.

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Inarah Syarafina Omar Joesoef; Jennifer Felicia Liunardy

Cinematography


The Role of The Producer in The Short Documentary Film “Tatung” Jansen Sulaiman Jason Wirawan Muljana Sheyri Olivia Dr. Lala Palupi Santyaputri, S.Sn., M.Si. J. Baptista Anton, S.Sn., M.IKom.

A Film can be used to preserve a culture. For that, writers made a short documentary film titled “Tatung” to tell the different sides of Tatung, which is part of one typical ritual of traditional Chinese beliefs. Shows how a Tatung has a big responsibility for the dangers that will be faced. Many types of research are used to get the related theory, start from getting visual data, and approach interviewees before interviews started. The interviewees are those who understand the topic. As a director, the writer has done three distinct stages of film production that is pre-production, production, and post-production. Several things the writer does in the pre-production stage are mind mapping, determine keywords, research to get more detailed information. Other than that, arranging treatment films as a guide when the production is on progress, and looking for some interviewers. The result of this Final Project is a short documentary film titled “Tatung”. With this documentary, the writer hopes it can add cultural insight and be able to share the interviewee’s feelings.

Cinematography

Jansen Sulaiman; Jason Wirawan Muljana; Sheyri Olivia

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

75


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Inarah Syarafina Omar Joesoef; Jennifer Felicia Liunardy

Cinematography


Cinematography

Jansen Sulaiman; Jason Wirawan Muljana; Sheyri Olivia

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Teluk Kulian Tourism Promotion Video Kevin Jonathan J. Baptista Anton, S.Sn., M.Ikom. Rizky Nawawi, S.Sn., MFV.

Indonesia as an archipelagic country has a diversity in culture that can be made tourist attraction. The province of Tanggamus’s tourism bureau has a pretty good potential in recent years, unfortunately, the lack of information and promotion of other areas in Teluk Kiluan. The lack of information and promotion of the bay tour in Teluk Kiluan has also affected the sluggishness of tourism in several areas that also actually have tourism potential. Standing from this standpoint, the author made this film with the aim of giving a little picture of tourism in Teluk Kilian by providing information and showcasing other potential destinations within. As a director, the directing principles used in this Final Project are casting and blocking; while the cinematography principles used include the use of a camera, framing, and angle camera. The result of this final project is a short film with the title ‘ Teluk Kiluan’ that document traveling that is made in order to inform and educate people about traveling in Teluk Kiluan.

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Kevin Jonathan

Cinematography


Director’s Role in Short Documentary Film “Wissemu” William Gunawan Dr. Lala Palupi Santyaputri, S.Sn., M.Si. J. Baptista Anton, S.Sn., M.IKom.

The author makes a documentary with the story behind the stories of two tough women who completed the expedition of the seven highest mountain peaks in the world. This step is a way to succeed in the film industries in Indonesia. In various ways, the author does collect and obtain data, through online newspapers, various television news programs, YouTube, and also interviews from Jakarta, Bandung, to Bali to collect data from the interviewees. The writer here acts as a director in this documentary to do several steps to make a film from the pre-production process to determine the topic, research, and meet the interviewees directly. Maturation of concepts and data collection are very important parts of the documentary. The short documentary film “Wissemu” is the result of the Final Project. ith the work of the documentary film “Wissemu” it is expected to provide knowledge, insights, and also new perspectives from resource persons contained in the film.

Cinematography

William Gunawan

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Graphic Design

80

Students Name

Animation Design/Cinematography/Graphic Design


26 Students, 26 Projects Animation Design/Cinematography/Graphic Design

Student’s Name

81


Book Visualization through Installation Medium Design (Case Study: The Book You Wish Your Parents Had Read) Celine Wisuna Donny Ibrahim, S.Sn., M.Ikom. Drs. Winoto Usman

Text and image are both communication media that have different functions, however complementing each other. Texts can deliver information accurately while images can gain people’s interests. The difference between these two media is utilized to introduce and deliver pieces of information from the book. Based on the keywords decided, “Contemporary” and “Interactive”, the writer had done some library research, interview, and observations to support herself while doing this project so that it can fulfill the initial goal perfectly.

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Celine Wisuna

Graphic Design


Graphic Design

Celine Wisuna

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84

Students Name

Animation Design/Cinematography/Graphic Design


Visual Identity Design for Sushi Joobu Fusion Dining House Fanny Lie Dra. Roostantinah, M.T. Dra. Rerry Isfandriani

The restaurant is one of the business fields that is often found, with a variety of different concepts. Thus, the number of competitors in that field is also very large which would make it difficult for restaurants to compete if they do not have the characteristics, interesting concepts, and strong visual identity. Sushi Joobu is one of the restaurants that is slowly being abandoned because it can’t compete with other competitors. Therefore, there is a need for an analysis of visual problems in the visual identity used, so that they can be solved with a more interesting design in accordance with the characteristics and concepts to be presented. This thesis is based on data analysis conducted through research, observation, and interviews, as well as concepts and theories based on trusted guidelines. So that the design can be designed aesthetically and with careful thought. From the results of the design, the visual identity of Sushi Joobu restaurant succeeded in representing the characteristics as a whole and in accordance with the concepts and images that want to be presented by Sushi Joobu restaurant.

Graphic Design

Fanny Lie

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Illustration Design Of Fairytale Of “The Kancil’s Adventure Compilation” Book Farsya Fatmawati Zoeleicha Eston K. Mauleti, S.Sn., M.Ds. Ary Dananjaya Cahyono, S.Sn, M.Litt.F.A

This research discusses the design of illustrated picture books that are often heard by tales for Indonesian folk tales, namely the story of the Kancil. The author chose the story about the Kancil because this character is a strong and legendary character for quite a long time so that by raising the story of the Kancil, it can make the character of the Kancil to stay alive for a longer period. Si Kancil is a character who is known to have very high intelligence with all the limitations he has. The role of design in picture books is very important. A book design that follows the correct rules will make your audience more interested in reading. Of course, the Kancil pictorial storybook requires good illustrations and layouts to make it interesting to read. If the layout is not good, it will decrease the reader’s interest when reading it. The author hopes that it can increase reading interest in children in general. The focus of the problem being analyzed is how to create a visual concept that can convey stories and moral messages in one combination of illustrations.

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Farsya Fatmawati Zoeleicha

Graphic Design


Visual Identity Redesign For “Hadi Kitchen Salad Bar” Febrianti Setiana Ferdinand Indrajaya., S.Sn., M.Hum. Siswanto Sidharta, B.Sc., MBA

Healthy food trend has increased rapidly in Indonesia, along with eating salad as one of the trends. People nowadays have more aware of a healthy lifestyle and its impact on appearance. If you want to have a healthy body and good appearance, one of the solutions is to have a diet by not eating too much nor a lack of eating. Hadi Kitchen Salad Bar is one of the Indonesian local restaurants that bring a joyful of diet through their signature healthy food and beverage, with salad and smoothies as the main star. There are two fundamental issues related to the visual identity of Hadi Kitchen Salad Bar; content area (undistinctive identity), and its form (unity and visual inconsistency). Hadi Kitchen Salad Bar needs a new visual identity design, which I raise as the focus of this Final Project. The purpose is to design a visual identity that is identical to the existence of Hadi Kitchen Salad Bar and formally notice the visual character that is distinctive, unified, and flexible when applied in different media. The project uses research methods such as observation, interview, and literature review, based on theories from various references. Salad bar, balance, fresh are the keywords for this project, that produce a visual identity for Hadi Kitchen Salad Bar in the form of logo, graphic element, color, typeface, and their implementation in various media.

Graphic Design

Febrianti Setiana

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88

Students Name

Animation Design/Cinematography/Graphic Design


Graphic Design

Febrianti Setiana

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Visualization of Song of Songs Poems Through Installation Media Based On The “Song of Songs” Book Felicia Kristella Donny Ibrahim, S.Sn., M.Ikom. Drs. Winoto Usman

The relation between a man and a woman is one of the most intimate relationships humans can experience in their lives. The topic of love and sexuality is what Song of Songs as one of the books in the Old Testaments, wants to convey in their poems. Even though this relationship is fundamental and meaningful in one’s life, the topic about love and sexuality if often portrayed as taboo, this leads to Song of Songs poems repressively interpreted. Whereas the purpose of the poems itself is to express the celebration and beauty of love and sexual relationship. This relation is a gift and a blessing from God and should be enjoyed and celebrated. Media in this day and age often portrayed love and sexual relationship in a wrong perspective, this can often lead to the audience getting the wrong message and understanding. Therefore, it is important to communicate the message from the Song of Songs in the right way, so any misconception can be avoided. Based on a commentary book titled “Song of Songs” by Tremper Longman III, the message in Song of Songs is communicated through the media of installation, by doing so, involving the audience in to be a part of the installation. This involvement can give the audience a better and more immersive experience. In the hope that through this installation the audience can understand the message whilst enjoying an interesting visual, so it can increase the understanding and awareness about love and relationship that is depicted in the Song of Songs.

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Felicia Kristella

Graphic Design


Graphic Design

Felicia Kristella

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Students Name

Animation Design/Cinematography/Graphic Design


Visual Identity Redesign For “Water Boom Lippo Cikarang” Felicia Violetta Ellis Melini, S.Sn., M.T. Siswanto Sidharta, B.Sc., MBA

Visual identity is something that we are not foreign to. Unconsciously, people can identify and recognize a brand by its adhering visual identity. Therefore, the visual identity is best when it can represent a brand coherently. In this research, the author has chosen Water Boom, a water recreation park based in Lippo Cikarang, as the subject of the case study. Based on the research that has been done, the author finds that there is still room for improvement for Water Boom’s visual identity especially in terms of its coherency with the brand’s characteristics. Thus, the purpose of this paper is to show an attempt on redesigning a visual identity that is more coherent to Water Boom. The redesigning process starts with research to gather information, then an analysis is done to the existing visual identity by comparing it with certain visual identity theories and other supporting design theories; to find out if Water Boom’s visual identity suits the existing theories. The conclusion of the analysis is then used as a base for the redesign process. The attempt of redesigning is done by following the steps according to the existing visual identity design theories. The visual exploration is done with several methods and a new visual direction. The outcome of the visual identity redesign is applied in various supporting items as it should be.

Graphic Design

Felicia Violetta

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96

Students Name

Animation Design/Cinematography/Graphic Design


Graphic Design

Felicia Violetta

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Installation Design of “No Apologies Indonesia” in Generation Hall IFGF Bogor Glory Josephine Immanuela Donny Ibrahim, S.Sn., M.Ikom. Drs. Winoto Usman

This final project elaborates on the importance of having boundaries in the lives of many youths. Informing their identity, they have been affected by several factors such as media and promiscuity. The theme that the writer discuss on this research is the objective of No Apologies Indonesia which voiced the value of abstaining from sex before marriage. Data were collected through literature studies, observations, and interviews with the chairman of the No Apologies Indonesia and the interior designer of the Generation Hall in IFGF Bogor. The information from the interviews has been transcripted and analyzed. According to the analysis, the writer divides the program into 4 major contents; self-identity, media, boundaries, and choices, as well as the form of a healthy and ideal relationship. The purpose of this final project is to build a medium of communication that is attractive, relevant, and has a long-term impact on youth through an interactive installation.

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Glory Josephine Immanuela

Graphic Design


Graphic Design

Glory Josephine Immanuela

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100

Glory Josephine Immanuela

Graphic Design


“Budaya dan Kuliner“ Memoir Book Visual Design Jesslyn Ivanda Bella Hady Soenarjo, S.Sn., M.Ds. Dra. Rerry Isfandriani

There is a close relationship between Peranakan culture and Indonesia such as in arts and what we find every day that is food. Budaya dan Kuliner is a memoir book that focused on Peranakan East Java recipes that were handed down by Koo Siu Ling’s family. Peranakan East Java culture is shown by visual form to introduce cultural identity and cultural characteristics. This research uses a literature review and observation of a museum. It is intended to collect factual data that required to study the culture of East Java Peranakan through a visual medium. The result is book system design can help the reader in solving problems that previously encountered by showing cultural identity through visual. The identity of Peranakan culture and Malang culture is shown through the batik drawing method and the decoration motif found in the culture.

Graphic Design

Jesslyn Ivanda Bella

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Jesslyn Ivanda Bella

Graphic Design


Visualization of Endangered Animals in Indonesia For Educational Media Based on The Indonesian WWF Program Jesslyn Oh Dra. Roostantinah, M.T. Drs. Julianto, M.Ds.

Endangered animals in Indonesia are caused by the lack of awareness and concern of society. Keeping this in mind, we need education media that can increase awareness from an early age. WWF Indonesia has already made several efforts to publicize education but to provide education to various targets, it needs appropriate visual media. However, education media is usually provided and arranged in books or texts that tend to be less attractive for early childhood. Therefore, to adjust the target audience we need an alternative education with visual media illustration that is more attractive for children. The working process of this project begins from collecting the data by interview and literature review, identifying problems related to the visuals, creating the narrative stories which are easy to understand by the target, designing design concepts, and lastly work on the design and final visualization. Through the entire process that has been done, the right educational media for this early childhood is through appropriate visual illustration media. Then this illustrated work is designed to be an exhibition that can provide an interesting and appropriate communication of message content to the audience.

Graphic Design

Jesslyn Oh

103


Illustration Design for ‘The Wonderful Wizard of Oz’ Novel Juliana Dra. Roostantinah, M.T. Dra. Rerry Isfandriani

Illustrations are often sometimes used for scientific, historical, religious texts. But it is also used for literary works, such as novels. The use of illustrations in illustrated novels is usually used to support the content of the story but does not directly describe the text of the story content. The design project that the author embarks is the illustrations for ‘The Wonderful Wizard of Oz’ novel. By analyzing data and selecting each chapter of the novel, the author hopes to discover the core content of the story that will be formed in the illustration so that it matches the atmosphere created from the contents of the novel’s story. Through visual communication design, the author hopes to visualize the story and characters of the novel.

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Juliana

Graphic Design


Contemporary Naive Illustration With Layered Art Techniques Based On Literature Book ‘Na Willa’ Kezia Octavia Gunawan Hady Soenarjo, S.Sn., M.Ds. Dra. Rerry Isfandriani

The choice of genre and story content is extremely important for each category of children. for children from ages, 3-9 may likely be more interested in things surrounding them, such as fantasy, nature, and animals. whereas teenagers with ages 10-15 prefer more relevant and realistic things in life, rather than dreams and folk stories. As stated in the data given, literature talks about life, which means sorting, rating, and experiencing life. content that teenagers prefer is relatable content from their point of view. So, the moral of the story can be applied and reflected in their personal life. The illustration itself acts as a visual aid to make it easier for them to understand what the writer is trying to say. The planning is made to help translate stories and text for children into message and illustration media. This illustration is made with a contemporary concept and nostalgic using the sequential illustration method and layering to show visual hierarchy arrangement.

Graphic Design

Kezia Octavia Gunawan

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Kezia Octavia Gunawan

Graphic Design


“Ronggeng Dukuh Paruk” Visualization Through Virtual Reality Typographic Installation Livia Margarita Chandra Chandra Djoko, S.Sn., M.Ds. Christo Wahyudi Rahardjo, S.Sn.

The evolution of design carries changes in the way human communicates. Today, communication can be done in new ways, such as from the treatment of typography. Not only works as a mechanism for reading, typography can also be seen as a form that expresses expression. One of the ways to show expression is through an installation. The typographic installation displayed through virtual reality allows human as the audience to enter the time and space, where the story happened. The title of this installation is “Tapak Tilas Rasus”. The title “Tapak” means way, and “Tilas” means the past, is an installation that displays a travel simulation of a young man called Rasus in which holds a heavy burden and conflict within his inner heart. The content of the story is taken from the first book of Ronggeng Dukuh Paruk by Ahmad Tohari, a writer born in Banyumas. The installation works take the audience to Rasus’s world virtually. When the audience enters the virtual world, they will be able to apprehend the typography which will take them through the journey until the end of the story.

Graphic Design

Livia Margarita Chandra

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108

Livia Margarita Chandra

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

109


Mental Health Anxiety Visualization With Installation Medium Marcha Elcha Donny Ibrahim, S.Sn., M.Ikom. Drs. Winoto Usman

The definition of stigma on mental health in western culture is very different from what the author sees in Indonesia. Access to care and therapy that deals with mental health is still very limited. In Indonesia, the stigma around the family or the environment is still not open to mental problems. Stigma often discriminates against someone who is said to be “different”, having a stereotype where going to a psychologist is very taboo. Not infrequently the people in Indonesia almost experience anxiety, which is something natural and almost all humans experience it, but many people also experience different levels of anxiety, even disrupting daily activities. This anxiety factor is often not considered, so the current generation of adolescents must raise awareness of mental health issues, to become a person who has a healthy soul, and can understand their identity and purpose. So it is important to improve the mindset of Indonesian people on mental problems, especially for adolescents to adults, because it has a big impact.

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Marcha Elcha

Graphic Design


Graphic Design

Marcha Elcha

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Marcha Elcha

Graphic Design


“Random Acts Of Kindness” Book Illustration Design Merry Oktofenti Dra. Roostantinah, M.T. Drs. Julianto, M.Ds.

This final project will talk about the process of creating illustrations based on the ‘Random Acts of Kindness’ book. The background of this creation started from the emersion of interest and needs whether it is personal or collective about the agendas of self-development that shows a positive trend. One solution that was considered good and was chosen by the agenda of selfdevelopment was reading books with the theme of self-help or self-development. One of the books with the theme of self-help and has an illustration within it is ‘Random Acts of Kindness’. From this, a new problem arises, how to create the new look of ‘Random Acts of Kindness’ with the principle and theory of design as the basis of the creation, which will raise the interest of readers on interacting with the book for 90 whole days. This final project data-taking is using the technique of literature review and interview. From the result of collecting and data analyzing, it is shown that the target of this book development is mostly teenagers aged 18 - 20 years old. In this stage of life, teenagers are in the transition of becoming an adult, in which they are starting to focus on self-development, that is shown by their proactive behavior like reading books with the theme of self-help.

Graphic Design

Merry Oktofenti

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114

Students Name

Animation Design/Cinematography/Graphic Design


Grimm’s Fairy Tales Story Book Illustration Design Michelle Evangelyn Kusuma Dra. Roostantinah, M.T. Drs. Julianto, M.Ds.

The book Grimm’s Fairy Tales is a collection of fairy tales by the Grimm Brothers. Fairy tales are imaginative where the setting is set in the world of children’s imagination. An illustration is a form of tool for communicating messages quickly, precisely, and decisively which can describe abstract concepts. Therefore it takes aspects of illustration as a consideration, especially to communicate the message of the book content. The story to be illustrated is Hansel and Grethel because it emphasizes the theme of adventure that is favored by children aged 7-12 years old. The project method is done by a literature review, followed by the problem structuring, to produce design solutions that are based on the principles of illustration. From the results of the analysis, keywords are determined namely contemporary, naive art, and adventure, these keywords are the guide for media strategy and visual design. This design is in the form of a series of illustrations in a naive art style that depicts the story denotatively, with the use of panels adapted from sequential art. The illustration using digital illustration techniques, as well as paper layering techniques that provide a 3-dimensional effect. This design is interactive to present new media that is more in line with the children’s target market. The final results of design can produce alternative designs from a book content or text-based in the form of 3-dimensional illustration series.

Graphic Design

Michelle Evangelyn Kusuma

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Michelle Evangelyn Kusuma

Graphic Design


“Sakuntala” Poetry Book Visualization Using Motion Graphic Illustrations Nabila Rumondang Yasmin Hutasuhut Donny Ibrahim, S.Sn., M.Ikom. Drs. Winoto Usman

The purpose of this research paper is to study the process of presenting poems through visualization so that these poems can appeal to a younger audience. This is because there is a low interest in reading amongst young adults as they prefer other mediums such as videos and images. In this research, poems are visualized through motion graphic illustration as this medium reflects the sequentiality within the medium of poetry. The poems selected for this study are taken from Sakuntala, a book of poetry written by Gunawan Maryanto. These poems primarily focus on the themes of love and longing, which are universal themes within the medium. The style used for this is surrealism as it reflects the surreal writing style used within the poems. The results of this research are 4 motion graphic illustrations which range between 40 seconds to 1 minute. All works are created digitally. This method of displaying poetry is innovative and suitable for the needs of young people and therefore is expected to increase the interest in reading amongst them.

Graphic Design

Nabila Rumondang Yasmin Hutasuhut

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118

Nabila Rumondang Yasmin Hutasuhut

Graphic Design


Graphic Design

Nabila Rumondang Yasmin Hutasuhut

119


“Wacation” Campaign Visual Media Design Natasha Dian Chandra Hady Soenarjo, S.Sn., M.Ds. Dra. Rerry Isfandriani

The issue of the environment, especially the issue of office waste is a concern for some stakeholders. The waste sorting and management program is a concrete solution carried by PT Nara Bepro for PT Sarana Multi Infrastruktur. The ongoing waste management program is then followed by a waste management campaign program to include more stakeholders in the Sahid Sudirman Center office building. A social campaign program for environmental sustainability that was carried out titled “Wacation”, with the theme “Where to throw? Understand before sorting “has several forms of communication, one of which is a talk show that involves an installation as the opening. This design project includes information visualization regarding PT SMI’s waste management journey, to increase awareness of the issue of waste through installation design. The author uses the experience design approach in installation media as a crossdisciplinary design solution that is relevant to the needs and existing problems.

120

Natasha Dian Chandra

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

121


122

Natasha Dian Chandra

Graphic Design


Visual identity Redesign for Pesona Krakatau Housing Priscilla Josephine Olivia Soegandi Chandra Djoko, S.Sn., M.Ds. Siswanto Sidharta, B.Sc., MBA

Housing is one of the industries that have a high prospect in Indonesia, one of them is because of the beauty of Indonesia’s nature. There are many housings especially in tourism areas that cause tight competition between one another. With that, a characteristic is needed to attract visitors, and it can be through visual identity. Pesona Krakatau is a housing located in Anyer, Banten, that has a plus point for its location because of the white sand and sloping beach. However, some other hostings are better known, this causes difficulty for Pesona Krakatau to attract visitors. Visually, this problem can be solved by designing an attractive visual identity that has character. Design is based on research, data analysis, and application of design principles. The outcome of the design is a visual identity of Pesona Krakatau that is more relevant by having a strong visual character and consistent visuals.

Graphic Design

Priscilla Josephine Olivia Soegandi

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Priscilla Josephine Olivia Soegandi

Graphic Design


Graphic Design

Priscilla Josephine Olivia Soegandi

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Illustration Design Based on “Masarasenani And The Sun” Folklore Children’s Book Raydita Febriana Putri Dra. Roostantinah, M.T. Drs. Julianto, M.Ds.

Along with the rapid development of the era and technology, people began to forget the use and benefits of children’s storybooks and began to turn to e-books that are very easy to access through technologies on the market. So that makes a lot of children’s bilingual folklore books with good content that also have lots more benefits for the child’s rapid growth begin to be ignored. So that the purpose of this research is as an experimental media to find out the marketing strategy of children’s folklore books with other media, namely installation media. The data collection that the author uses in this study is by interviewing the author about the book that will be redesigned and also some people who are considered to be able to provide useful input as the process of redesigning the children’s books Masarasenani and Matahari become other media, namely installation media that are considered to be able to become promotion media for the children’s folklore book. Based on interviews that have been conducted in connection with research material, installation media with a size that is appropriate to the target market of the product and also the installation media can also represent the importance of interaction for a work to be liked and also attractive in the eyes of the target market (children) to realize the goals the main is the redesign of the child’s book.

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Raydita Febriana Putri

Graphic Design


Graphic Design

Raydita Febriana Putri

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“Whatever You Think, Think the Opposite” Book Visualization Through Installation Art Samantha Jolene Sujantono Eston Kamelang Mauleti, S.Sn., M.Ds. Ary Dananjaya Cahyono, S.Sn, M.Litt.F.A

One of the most interesting genres of books is self-improvement or self-help, considering its unique way of delivering messages which feel intimate and personal. But unfortunately, sometimes the messages got lost in translation. Installation art is used to visualize core messages from the Whatever You Think, Think the Opposite book for the sake of outdrawing audience and encourage them to experience the hands-on installation, also simplifies the understanding the process and hopefully inspire them to spread the message to a larger audience. By standing upon two main keywords ‘metaphor’ and ‘multisensory’, book review and observations were done to understand the book and installation art thoroughly. These studies were the fundamentals for designing installation art that involves more than one human sense, which attains an interesting way of conveying the contents of the book.

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Samantha Jolene Sujantono

Graphic Design


Graphic Design

Samantha Jolene Sujantono

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“Kintamani Bali Dog” by Dewi S. Dewanto Book Design Saskia Rachelly Yahya Eston Kamelang Mauleti, S.Sn., M.Ds. Ary Dananjaya Cahyono, S.Sn, M.Litt.F.A

The Kintamani dog is Indonesia’s first purebred dog that is recognized by the Fédération Cynologique Internationale (FCI). But unfortunately, even with its outstanding achievement, the popularity of the breed still relatively small in Indonesia. To introduce Indonesian people to the Kintamani dog, Dewi S Dewanto wrote a book called Kintamani Bali Dog. Dewanto hopes that by reading her book, Kintamani dogs will be as famous as other strains of dogs. The design of a book must be able to describe the soul and characteristics of the contents of the book. The design of ‘Kintamani Bali Dog’ must show the cheerful nature of the Kintamani Dog and also aspects of Bali’s Visual Culture. Therefore, considering the keywords “playful” and “cultural”, collection of data and visual culture studies were carried out using research and observational methods. This study was then used as the basis for designing the Kintamani Bali dog book so that its final design would represent the two keywords.

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Saskia Rachelly Yahya

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Saskia Rachelly Yahya

Graphic Design


Visual Redesign For “Orang Rimba” Board Game Shella Subagia Brian Alvin Hananto, S.Sn., M.Ds. Christo Wahyudi Rahardjo, S.Sn.

‘Orang Rimba: The Forest Keeper’ is a board game that tells the story about Anak Dalam Tribe, the native resident who inhabiting the Bukit Dua Belas National Park Region, Jambi. This game was designed by Anggreini Pratiwi and published by Hompimpa! Game. Through visual analysis and comparison by several literature studies, it was found several misrepresentations of the Anak Dalam tribe. This was considered a loss considering that inaccurate representation can lead to educational errors to the audience. Moreover, through game observation and simulation, it was also found several usability problems in the game components included the efficiency of the layout design, grouping and information hierarchy, the differentiation of game components, the use of icon systems, including packaging design and inconsistent visual identity. This makes ‘Orang Rimba: The Forest Keeper’ difficult to play. Based on the results of the visual analysis, the writer did a redesign of the overall visual design of the game including illustrations, layout design, and visual identity system to convey the representation of the Anak Dalam tribe correctly and make an easier way for the audience to play the game through efficient information delivery.

Graphic Design

Shella Subagia

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Shella Subagia

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Shella Subagia

Graphic Design


Graphic Design

Shella Subagia

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R.A. Kartini’s Letters Metaphorical Visualization Using Surrealist Style Shelley Christine Hady Soenarjo, S.Sn., M.Ds. Dra. Rerry Isfandriani

Raden Adjeng Kartini is best known as a prominent woman especially for native Indonesians. Kartini’s letters were addressed to her friends overseas. The main idea of her letters contains ideas, feelings, and stories about women’s lives around her. These rich in emotions and rhetorical figures letters could be well visualized and portrayed injustice in the Javanese women’s lives during that era. On this project, the visualization timeframe would be focused on 1900 to 1902. Visualization will be based on the metaphors that Kartini uses on her letters to represent the misfortune of Javanese women’s lives. Therefore, the outcome will be five illustrations, four of which will represent the oppressed lives of Javanese women. A work of visual can support some literature or represent a long message because the use of visual images conveys ideas and messages more simply. On the other hand, visual images were known as effective methods that were used to attract more viewers in this modern era. By understanding the purpose of visual art, this project should communicate and represent the story of Javanese women’s lives.

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Shelley Christine

Graphic Design


Graphic Design

Shelley Christine

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Illustration Series Design Based on the Biography Book of Oei Hui Lan Shienny Steffi Wongso Hady Soenarjo, S.Sn., M.Ds. Dra. Rerry Isfandriani

A biography is not only can be compiled through text but can also be conveyed through illustrations so that the message can be conveyed quickly and decisively. The purpose of this project is to design illustrations based on the biography book of “Oei Hui Lan – Kisah Putri Sang Raja Gula dari Semarang”. Submission of the message is done through illustrations so that it can better raise the attention and emotion of the audiences, as well as raising the setting, atmosphere, and culture in the story conveyed, to display the identity and characteristics of the character more clearly; wherein this design the culture raised is Peranakan Culture. Data is collected out through literature study, it then were analyzed and studied visually through its colors, illustrations, printed media, image documentation, illustrations of biographical stories, and also the contents of the biographical books to be visualized, which resulted into two chosen keywords, namely Peranakan and Contemporary (textiles). These two keywords are used as a guide in determining the media and visual design strategy. The design produces a series of illustrations in contemporary naïve style, which promotes Peranakan Culture and depicting important events of the character’s life in a denotative manner, with the use of panels adapted from sequential art.

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Shienny Steffi Wongso

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Shienny Steffi Wongso

Graphic Design


Experimental Typography Book Design Based on “Khong Guan” Poetry Series by Joko Pinurbo Shindy Lie Ferdinand Indrajaya., S.Sn., M.Hum. Christo Wahyudi Rahardjo, S.Sn.

About 5000 years ago, humans created the first written signs as a means of information and communication. When the production process of this paper was switched to using a printing press, typography was born. In the history of its development, typography is not only approached functionally as an instrument in visual communication but is also approached experimentally. This experimental approach was chosen as part of the final project with the Khong Guan poetry series by Joko Pinurbo as its communication content. The final project began with a literature review of typography, books, and poetry. After the literature is well studied, the design process begins with data collection, analysis, and translation into visuals based on the design principles reviewed in the literature. The final output obtained is in the form of experimental books using unconventional material and production techniques and poetry visualization results with an experimental typographic approach. The approach is expected to be able to push the boundaries of the typography exploration range and provide new meanings and also an appreciation for Joko Pinurbo’s poetry, especially the Khong Guan poetry series.

Graphic Design

Shindy Lie

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Students Name

Animation Design/Cinematography/Graphic Design


Graphic Design

Shindy Lie

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Illustration Design for ‘Refrain’ Novel Soleil Ulka Ababilluna Jessica Laurencia, S.Sn., M.Ds. Siswanto Sidharta, B.Sc., MBA

Literary works in Indonesia are growing rapidly. The development of old literary works became influential also from the times. Along with the times, the contents and also the forms of literary works become more modern. Modern literature also uses images as a means to communicate their message. The author’s project is to illustrate contents from the novel ‘Refrain’. The authors use theories to help to choose the right scene to be displayed in the form of illustrations and color selection following the atmosphere created from the contents of the novel’s story. The result of the final projects is ten separate illustrations that showcase the story of Refrain.

Graphic Design

Soleil Ulka Ababilluna

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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About Universitas Pelita Harapan’s School of Design

The vision and mission of School of Design (SoD), Universitas Pelita Harapan (UPH) is to ’To become center of excellence of Christ-centered international design education institution, engaging Design as Strategy to shape an excellent designer that will make Social Changes through Innovation Sustainability that has transformational and Redemptive Impact as a reflection of God’s mandate where the design should become a steward for the environment and to become light for others’. In short, the essence of the School of Design, UPH is where you learn to become an excellent designer (design strategy), that brings transformational impact to the society (innovation sustainability & social change) and to become a light for others (redemptive impact) in the international stage. School of Design (SoD), Universitas Pelita Harapan (UPH) is founded in 1994 and until now has 4 Departments within Visual Communication Design, Interior Design, Product Design, and Architecture (www.uph.edu ). SoD, UPH is the home of nearly 800 students and 50 Faculty members and staff. SoD, UPH has vast extensive of cooperation with renowned designers, design consultants, contractor, various industries as well as international academic partners, national and international students, and alumni achievements, and various research, community service, and publications that reflect our intended and specific mission to make social change through sustainability in innovation that has a transformational and redemptive impact in the society. SoD, UPH truly believes that design should empower and liberating, hence our students will become problem solvers, people server, and a change maker – thus they will become light for others, not just in the local stage but also in the international stage.

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About Universitas Pelita Harapan’s Visual Communication Design Department

Established in 1994, UPH’s Visual Communication Design Department equips students with the understanding of visual language as a medium for communication and as solutions to design problems. The curriculum covers not only the basic principles and skills of design but in the second year students can choose the following concentrations: Graphic Design, Animation Design, Cinematography. Courses cover various design and visual communication theories, drawing skills (hands-on and digital), and art history classes, among many others. Lessons and skill developments are done through lectures, practical/labs/studio times, fieldwork, research, design and development, and community service ensuring that students get a holistic and integrated education that touches many facets: arts, design, social science, technology, ethics, and culture. Our graduates are people who are able to: apply critical and conceptual design thinking and process to convey ideas and messages through visual images, utilizing technology and contextual understanding of culture, humanities and social science; contribute to the advancement of art, design, culture, and visual communication design; contribute to the advancement of the field through academia or academic institutions. To achieve the quality promised above, our Visual Communication Design program has ten-to-one students-lecturer ratio that indicates quality, reflected through more time spent with lecturer in class for each student. To support this, twelve and more cutting edge facilities are also provided for students to utilize. This quality is reflected through the fact there are more than 95% of DKV UPH alumni that start working in creative industry under one month of graduating.

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Students Name

Animation Design/Cinematography/Graphic Design


2019/2020 UPH’s Visual Communication Design Student Final Assignments


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