salute

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Animation Design/Cinematography/Graphic Design

Student’s Name

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Students Name

Animation Design/Cinematography/Graphic Design


salute

Final Assignments of Universitas Pelita Harapan’s Visual Communication Design Students 2020/2021 Academic Year


salute

Final Assignments of Universitas Pelita Harapan’s Visual Communication Design Students 2020/2021 Academic Year (C) 2021 Universitas Pelita Harapan

First Published in Indonesia in October 2021 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: 978-623-7489-59-7 ISBN (E-Book): 978-623-7489-60-3 (PDF) Editor: Brian Alvin Hananto, S.Sn., M.Ds. Cover Image & Book Design: Brian Alvin Hananto, S.Sn., M.Ds. Kartika Magdalena Suwanto, S.Ds. Printed in Indonesia 4


salute

Final Assignments of Universitas Pelita Harapan’s Visual Communication Design Students 2020/2021 Academic Year Edited by Brian Alvin Hananto, S.Sn., M.Ds. 5


Greetings from the Dean of UPH School of Design

Dear readers, especially 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 2020-2021 will be remembered as the year of the COVID-19 pandemic. As for students and lecturers, it will be recalled as a sudden change where the learning process went online and we can only meet mostly virtually, which forced us to say hello through digital screens. The exciting physical collaboration that we all love as designers abruptly comes to a halt. Yet, throughout the history of human beings, we are known to be very resilient and adaptive, especially during disruptive events such as in this pandemic time. Similarly, though at first, it seemed impossible to do a Design Final Project with almost 100% online interaction, this is the 2nd year that Visual Communication Design students completed their Final Projects in this unfortunate situation. Thus, the title of this book: Salute is very proportionate, as to show respect to you students that endured and finished your Final Project in such an uncertain time as we all experience now! This book is made by Visual Communication Design, School of Design, UPH as a token of appreciation for you all dear students. The book is showcasing special moments in a very special situation - Final Projects from the three concentrations, namely: Graphic Design, Animation Design, and Cinematography. Furthermore, this book is not just a mere compilation of VCD’s students Final Project. This is a book of proof on how the Visual Communication Design Department alongside 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 the key values are 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, which: ’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 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 students learn to become excellent designer (design strategy), that bring transformational impact to the society (innovation sustainability & social change) and to become light for others (redemptive impact) in the international stage. For our dear students that now become our colleagues in the design world, SALUTE! On behalf of the Faculty and Department, allow me to congratulate you all, our dear students, and may you all as a designer will become light for others. For everyone reading this book: Enjoy and fine the meaningful storytelling for each one of you! Only by His Grace, Dr. Martin L. Katoppo, S.T., M.T. Dean School of Design – Universitas Pelita Harapan Karawaci, Tangerang, Banten, Jawa Barat www.uph.edu

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Greetings from the Head of Visual Communication Design Department

The activity of visual communication design covers a multitude of forms and contexts. Not only simply be described as the act of communicating through pictures but also an exploration of that evolution of a student’s project. In the past four years through 11 semesters students have learned of the art, theories, history, culture, and technology of visual communication design as fundamentals of the form, the context, and the fundamentals of visual communication. This book is divided into three sections: animation, cinematography, and graphic design. Every project consists of all the progress from the basic and brief idea to provide some context, the move on to the overview of how the project executed. Explained the techniques and conventions that form the basis of visual language. Each aspect of how the elements of design are created through form, content, and context. Animation’s final project is working the process of designing, including drawing, making layouts, and preparation of sequences that are integrated with the medium. Not only creating each frame, but students also working on design character and character development. Animation involves the exploration and design management of images, sound and generates the illusion of movement. Cinematography’s final project started with the pre-production, literature and visual references, story development, location, cast, rehearse, blocking, production design, all the planning. The production stage meaning to create a story into cinematic language The last stage is post-production which each aspect of pre-production and production being accumulated to how cinema communicates, the story development, and the context itself by editing of the visuals and sound.

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Graphic Design final project explained as the process of collecting data by literature and identify the visuals. After that, the collection of sketches, images, and a written statement will help the students to develop the creative process. They have ensured the product is to market with value to target users. All the different projects are viewed and analyzed as a kind of cultural document, an artifact of collecting memories and intellectual property. As a reflection of society in it can be viewed as a powerful tool for social change and representation. What is Salute? According to the definition I found in google Salute has the meaning of a gesture of respect or polite recognition, especially one made to or by a person when arriving or departing. For every student who made all the projects, I’m saying salute to you, especially for being creatively independent and surviving the process through the pandemic season. To all readers watch and enjoy the show! Stay safe and God bless

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

In this new edition of our final project annual publication, we proudly present the works done by Universitas Pelita Harapan’s Visual Communication Design students as their final project. This book is special in that it contains projects that are done entirely during the Covid-19 pandemic, where almost all of the steps: research, design, consultation, and up to the final project defense, are fully done online using various digital tools and platforms. With all on-campus activities halted as a safety measure, students and their project advisors suddenly had to find ways to still achieve the quality that is expected of a final year project, while dealing with various obstacles—technical issues, limited communication and interactions, limited choice of production tools and/ or vendor—on top of personal or family problems most of us had to face during these historically trying times. The final project is the culmination of our students’ four-year undergraduate study, which showcases the whole knowledge, skills, and competence they’ve acquired from all the previous courses. Hence, even with all the unfavorable conditions brought by the pandemic, we don’t want to sacrifice our quality and still strive to make the best with the available resources. At the end of this period, we are happy to be able to achieve that. The positive side of this experience is that it might be a good preparation for this batch of students that will face a different industry—with a different way of working in the ‘new normal’—when they enter the design workforce. This book is made to record, preserve, and present the result of all the students’ and advisors’ combined efforts. We hope this could serve as an overview and showcase of the characteristics of Universitas Pelita Harapan’s visual communication design education. And for all students who gave their best to create these designs, we’d like to SALUTE you and wish you well in all your future pursuits.

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

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Foreword

For Universitas Pelita Harapan’s Visual Communication Design department, archiving the students’ final assignment had become more than just another task. It had become one of the department’s cultures and necessities. Starting from ‘Rangkaian Fajar’ in and 2017, ’Tela(a)h’ in 2018, ‘LOOK’ in 2019, ‘SALIENCE’ in 2020, and now ‘SALUTE’ in 2021; the department had collected and works for five years as a salute and also archive on what the students had achieved. Final assignments are the pinnacle of the student’s achievement. The students’ achievements are the representation of what the department had taught and collaborated with them throughout the years. To finish their study is no mere feat, and to see the students succeed in doing so yields nothing less than respect and a salute. ‘SALUTE’ is mostly filled with students from the 2017 class. This book consists of 20 students from the animation design concentration, 28 students from the graphic design concentration, and 23 students from the cinematography concentration. We hope this book may showcase what the students had fulfilled, and also express the salute that the department had for the students.

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

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Table of Contents

6

Greetings from the Dean of UPH School of Design

8

Greetings from the Head of Visual Communication Design Department

10

Greetings from the Final Assignment Coordinator

11

Foreword

ANIMATION DESIGN

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24

Design of Concept Visualization for Animation Film from Adaptation Novel (Case Study: Novel Bumi Karya Tere Liye) Adrian Pratama Putra

30

Design of Animation in a 3-Dimensional Animated Film Adapted to Folklore by Monica Wihardja (Case Study: “Marapu and Kampung Tarung”) Albert Lorents Ronaldo Kilimandu Dinguamah

34

Motion Graphic Design Adapted from Nonfiction Book (Study Case: Positive Body Image) Aprilia Debora Kumaat

37

Design Concept and 3d Augmented Reality Animation Adapted from A Kids Book Series (Case Study: Stories From The Heart: the mood of the characters personality and the Benji Has A Toothache) Emily Patricia Dotulong

40

Interactive Comic Design From Folklore Adaptation (Study Case: “Nenek Pakande”) Erica Josephine


44

Designing Visual Concept for Animation Movie and Live-Action from Comic Adaptation (Case Study: Neraka Borneo) Fransiscus Xaverius Rudolf Himawan Palguno

52

Animation Design and Character Design of 3-Dimensional Short Animated Film Based On A Short Story (Case Study: “Teman Kencan”) Graidy Jeremmy Immanuel Harefa Samuel Joshua Hartandie

54

Concept Art Design for Animation Based on “The Emperor’s New Clothes” Ignatius Steven Lumowa

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Design of Animated Infographic that adapts the Juvenile Delinquency Issue Inasia Halim

56

Video Game Adaptation Concept Art for A Wizard of Earthsea Jeffry Imanuel

58

Designing Game Concept Art Themed The Military Campaign of Alexander The Great Jonathan Lie

60

Concept Art For Two Dimensional Animation Film Adaptation Scripture (Based On “Kain Dan Habel”) Kevin Imanuel

61

Motion Comic Design and Adaptation of A Youth Fiction-Fantasy Novel (Study Case: Bumi) Kezia Rachel Agista Pangaribuan

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Table of Contents 64

Concept Design and Novel Adaptation Storyboard (Case Study: My Idiot Brother) Michelle Roselin

66

Concept Art Design Based on the Book ‘Omen’ by Lexie Xu Patricia Nathaniel Wijaya

69

Design Of Two Dimensional Animation Narrative Video Promotion On Natural Tourism Berau, East Kalimantan (Case Study: Lana) Sonia Winner Nursalim

72

Designing Motion Comic About Information Of Indonesian’s Traditional Medicine (Case Study: Djammoe) Yasmin

74

Designing A 2D Animated Music Video (Case Study: The Song “Pengingat” By Kunto Aji) Yuventia Kalonica Larissa Sanchia

CINEMATOGRAPHY

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Terkisah Lampu Abraham Brian Wijaya Kevin Justin Samuel David

86

Luckiest Man On Earth Adrian Owen Euro Linus Muhammad Exsell Naufal Rabbani


92

Nambel Ban Denis Capredio Felivia Devanie Sundoro Jordy Yapri Amrullah

96

Director’s Role in Short Film “LIBERTAS” Donisius Axel Angriawan

99

Dipethuk Elvina Angelica Hadirahardja Shelvensia Thenata

104

Sian Kong James Hartono Raenanto Junaedi

109

Directing In The Production Of A Drama-Comedy Film Title “Bagen” Jose Dwikristian

110

Putih Segaris Jovanof Suhendry Juan Richard Kartawaria Rainer Limawal

112

Director’s Role in a Short Documentary Film “Bungkam” Mutiara Indah Pelangi

114

Director’s Role in the Performative Documentary Film Production titled “Mulutmu Gerbang Tubuhmu” Nitya Putrini

116

PETAN Siti Nazhifah Putri Ayunda Stefano Eka Wellsen

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Table of Contents

GRAPHIC DESIGN

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122

Visual Identity Redesign For Klikasuransiku.com Angela Christie

123

Package Redesign for Young Living Essential Oil Angelina Budiman Gianto

124

Visualization Design for Ajip Rosidi’s Novel Purba Sari Ayu Wangi atawa Lutung Kasarung Angie Huinarni Ng

127

Design Concept of Children’s Illustration Book Based on the Novel “Mata di Tanah Melus” Chrisya

130

Installation Art About Disability Life Through ‘Saraswati Si Gadis Dalam Sunyi’ Novel Visualization Clarissa Laurencia

133

Book Installation Design ‘Jiwa Yang Patah’ by I Ngurah Suryawan Edwin Samudra

137

Visualization of Songs From The Band “SORE” Eldad Timothy

140

Designing Illustration On Children’s Interactive Book “Di Mana Songket Kakak?” Fernanda Anwar


144

Sustaination: Zero Waste Bukan Hanya Tentang Mengganti Sedotan Plastik Book Visualization In The Form Of Installation Hana Irena

148

The Design Of An Interactive Book As An Alternative Of Lilis Hu’s Archipelago Legend Collections Helen Tristanti

151

Movable Book Design Adaptation from Seri Binatang Langka Indonesia: Harimau dan Orang Utan Jessie Rose Komala

154

Visual Concept Design of “Acaraki: The Java Herbalist” Board Game in Mobile Game Form Jesslyn Kotandi

162

Illustration Book Design Based On Kuliner Khas Tionghoa Di Indonesia Book By Nicholas Molodysky Karin Florencia

164

Brand Identity Redesign for “Si Anak Nakal” Board game Kelvin

170

Visual Identity Redesign For PT. Maxiair Indosurya Kelvin Lutan

171

Visual Identity Design For CV Klass Artindo Malvin Joshua

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Table of Contents

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172

Visual Identity Redesign of Educational Games Brand (Study Case: The Menthilis Project) Natasha Christina Gondo

178

Illustration Book Design for ‘Hujan Bulan Juni’ by Sapardi Djoko Damono Nerissa Arviana

181

Alternative Design of Dapur Indonesia Book by Yasa Boga Nessie Gunardi

186

Illustration Book Design for ‘50 MASAKAN KHAS JAWA BARAT’ Paradisa Chirana

189

Redesign of “Irama Nusantara” Website As Indonesian Popular Music Archiving Media Pedro Timothy Sendoh

192

The Music Visualization of Jkt:skrg Album Compilation Rafi Radifan Krisananda

197

Designing Installation Art for “HeForShe” Movement Themed Change The Narrative Rahel Kristhea Supandi


201

Visual Concept Art for Graphic Novel Adaptation of Semua Ikan di Langit Novel Realino Marpaung

204

Packaging Redesign: Lav Me Regine Tivona Susanto

207

Visual Identity Redesign of Educational Tourism Theme Park (Study Case: Secret Garden Village) The, Jemima Deka Jenaya

213

A Redesign of the Book The Desire for Elsewhere by Agnes Chew Tiffany

218

Interpretation Of The Novel Bonsai: Hikayat Satu Keluarga Cina Benteng In The Form Of Kinetic Typography Yehezkiel Penalosa

226

About Universitas Pelita Harapan’s School of Design

227

About Universitas Pelita Harapan’s Visual Communication Design Department

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salute /sə’loot/

a gesture of respect, homage, or polite recognition or acknowledgment, especially one made to or by a person when arriving or departing.


Animation Design

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Students Name

Animation Design/Cinematography/Graphic Design


20 Students, 18 Projects Animation Design/Cinematography/Graphic Design

Student’s Name

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Design of Concept Visualization for Animation Film from Adaptation Novel (Case Study: Novel Bumi Karya Tere Liye) Adrian Pratama Putra Alfiansyah Zulkarnain, S.Sn., M.Ds. Jeffrey Rachmad Gunadi, S.Sn., M.Ds.

The number of moviegoers in Indonesia continues to increase and the majority of moviegoers in Indonesia are teenagers and young adults. However, Indonesian wide-screen films still lack the supply of films with local fantasy genres, even though there are many fantasy works of local writers who are no less competitive with foreign fantasy writers. This issue was raised by the author and a design blend for the visual concept of a twodimensional animated film adapting a novel story will be made, with the hope that it can be used as an alloy for making a twodimensional animated film adaptation of a novel. The design method used interviews, literature study, and observation. Through interview studies and literature study, deeper information was obtained about the details of the adapted novels and the technical work of concept design. Observations are made to analyze existing things so that they can be used as work references. The result of this final project is a concept art book. This project started from searching for keywords that became the focus in designing the visual world in the adapted novel. The first focus is humans which focuses on character design which is an important part of a story. The next focus is the technology which is the fantasy theme of the novel’s world.

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Adrian Pratama Putra

Animation Design


Animation Design

Adrian Pratama Putra

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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28

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design

Adrian Pratama Putra

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Design of Animation in a 3-Dimensional Animated Film Adapted to Folklore by Monica Wihardja (Case Study: “Marapu and Kampung Tarung”) Albert Lorents Ronaldo Kilimandu Dinguamah Alfiansyah Zulkarnain, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds.

Discrimination is an issue that often occurs in Indonesia. It is undeniable that religious discrimination is one form of such discrimination. Marapu religion is a traditional religion adhered to by the people of Sumba. Discrimination against followers of the Marapu religion is one form of discrimination that occurs in the Sumba region. Adherents of the Marapu religion in Sumba experience different treatment, especially in the field of education. Therefore the short 3D animation project raises this issue, aiming to raise public awareness about religious discrimination that still often occurs in Indonesia. The design method in Meha’s short 3D animation project uses literature study sourced from books, articles, and research journals and interview studies regarding the reconstruction of book content and the cultural context of Sumba and Marapu which will be raised in this final project. The final form of this project is a 3D short animated film with a duration of six minutes. In the process, visual content keywords are emphasized, namely Enlightened and Heavenly, which are references in visual design in making animation.

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Albert Lorents, Ronaldo Kilimandu Dinguamah

Animation Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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32

Albert Lorents, Ronaldo Kilimandu Dinguamah

Animation Design


Animation Design

Albert Lorents, Ronaldo Kilimandu Dinguamah

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Motion Graphic Design Adapted from Nonfiction Book (Study Case: Positive Body Image) Aprilia Debora Kumaat Alfiansyah Zulkarnain, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds.

People in Indonesia generally have a view of the perfect body image as a model on TV or in magazines. This image is increasingly considered a necessity and becomes the ideal standard of appearance for the community. This happens because the public is quite influenced by the appearance shown through the media. The theme regarding body image will be informed in the form of motion graphics, because the interest in watching something, especially through their gadgets, is quite high in Indonesia. This motion graphic was created to increase awareness of body image and love each other’s bodies without following the standard of perfect appearance for teenagers in Indonesia. The design of this project uses a literature study and interview study. The literature study was conducted to collect information on the topics raised, as well as design theories to assist in the process of making works. An interview study was conducted to find out about body image, especially for teenagers in big cities, as well as how to write a good motion graphic script, to assist in processing the information that needs to be included in the motion graphic. The result of this final project is a motion graphic video. The manufacturing process starts from searching for keywords and applying them to the design of the animation. This paper contains the process of designing motion graphics from visual exploration to the final result of this motion graphic.

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Aprilia Debora Kumaat

Animation Design


Animation Design

Aprilia Debora Kumaat

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Aprilia Debora Kumaat

Animation Design


KEYART The art shown are illustrations of Benji’s experiences

interactions with some of the characters in the Design Concept and 3dand Augmented Reality story. Some are also just environments that showcase what the of the habitat could be like. Animation Adapted from A location Kids Book These key pieces were created as a way to capture Series (Case Study: Stories From The Heart: the mood of the characters personality and the mood when interacting with his friend. Benji Has A Toothache)

Emily Patricia Dotulong Naldo Yanuar Heryanto, S.Sn., M.T. Ferric Limano, S.Sn., M.Ds.

This prototype design for AR is intended as an example for using techniques and concepts from animation design taken IV. keyart from the adaptation of Clara Ng’s book, CHAPTER Benji Sakit Gigi. This book allows children to think critically about their thoughts and feelings and the feelings of others, to feel empathetic towards the environment. The method of research revolves around a study case: Benji has a Toothache by Clara Ng, theories of design principles and animation principle along with three-dimensional modeling, and an interview with Jonathan Dana. This project results in a prototype for an augmented reality platform as a new 26 form of use in media that is quickly developing. It is hoped that this project gives new experiences to children within education and interactivity that are enjoyable, but also as a way to get other animators or 3D modelers to involve themselves in using new technology as their medium to create and explore.

KEYART

KEY ART 1 “Bone Stuck Between” (2020)(2020-2021)

CHAPTER IV. ANIMATION PROCESS

ANIMATION PROCESS nce the assets and characters are made and KEY ART 3 rigged it is time to animate. The animation is broken “Catching the Beach Ball” (2020-2021) up into two shots in one scene.28 The scene had been taken from the rst few pages of the book Benji has a Toothache where Benji and his friend are interacting with each other as Benji is introduced in the story. The interaction that is being made in the animation is between Benji and his friend with a beach ball. Benji is told in the story to love water and thus the jump from the rocks to the pond was included in the rst shot. The rst shot also shows Benji’s friend bouncing the beach ball as an indicator that the ball will be used to connect both characters in the next shot. The second shot then shows Benji and his friend playing with a beach ball by throwing and bouncing it. The animation was created using a so ware called utodesk

Animation Design

aya.

Emily Patricia Dotulong

37


MODELING

ACTER MODELING ODELING

ANGLE SHOT: BENJIANGLE SHOT: BENJISIDE SHOT: BENJI

SIDE SHOT: BENJI

BACKGROUND LIVE BACKGROUND LIVE RENDERING: BENJI RENDERING: BENJI

CHAPTER IV. ANIMATION PROCESS

ANIMATION PROCESS nce the

assets and characters are made and

rigged it is time to animate. The animation is broken up into two shots in one scene. The scene had been taken from the rst few pages of the book Benji has a Toothache where Benji and his friend are interacting with each other as Benji is introduced in the story. The interaction that is being made in the animation is between Benji and his friend with a beach ball. Benji is told in the story to love water and thus the jump from the rocks to the pond was included in the rst shot. The rst shot also shows Benji’s friend bouncing the beach ball as an indicator that the ball will be used to connect both characters in the next shot. The second shot then shows Benji and his friend playing with a beach ball by throwing and bouncing it. The animation was created using a so ware called utodesk

aya.

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KEY ART 2 “Benji’s Habitat in the Zoo” (2020-2021)

27

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Emily Patricia Dotulong

Animation Design


Animation Design

Emily Patricia Dotulong

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Interactive Comic Design From Folklore Adaptation (Study Case: “Nenek Pakande”) Erica Josephine Naldo Yanuar Heryanto, S.Sn., M.T Jeffrey Rachmad Gunadi, S.Sn., M.Ds

The majority of people in Indonesia have a personality that tends to give up quickly, but also want an easy or instant solution to a problem that they are facing. That personality is rooted in Indonesian early beliefs of animism or dynamism; a belief in the existence of spirit, ghost, ancestor, and supernatural objects. Even in this modern era, society still believed in superstitious stories or supernatural matters, resulting in an undeveloped and irrational mindset in society. This issue is also discussed in Nenek Pakande folklore. Therefore, Nenek Pakande folklore is adapted into an interactive comic to persuade the readers to change that mindset, as well as cultivate a reading habit in Indonesian society. In adapting Nenek Pakande folklore into an interactive comic, the author researched collecting library data and references that are related to the problem and visual theories related to interactive comics. Both of these are analyzed and serve as the basis of the final visual design. Interviews with experts are also conducted to deepen the author’s understanding of interactive comics, as well as the steps needed to do in adapting a story into a certain visual media. In the design and final result, the author chose the right keywords as the basis of the interactive comic visual. The chosen keywords are “classic” and “dream” to show to the readers clearly that the interactive comic is telling a folklore story. The “classic” keyword is applied to the interactive comic as one of its appeal, and as a sign of its time setting. Whereas the “dream” keyword is applied through certain visual that doesn’t resemble completely from real-life references; such as expressionism, and a few characters and creature design that are slightly different from real life’s.

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Erica Josephine

Animation Design


Animation Design/Cinematography/Graphic Design

Student’s Name

41


42

Erica Josephine

Animation Design


Animation Design

Erica Josephine

43


Designing Visual Concept for Animation Movie and Live-Action from Comic Adaptation (Case Study: Neraka Borneo)

107

Fransiscus Xaverius Rudolf Himawan Palguno Naldo Yanuar Heryanto, S.Sn., M.T. Jeffrey Rachmad Gunadi, S.Sn., M.Ds

Indonesia continues to develop and experience progress in many fields and brings many positive things that support various aspects of human life. But on the other hand, it also has negative impacts, one of which is ecological damage. This threatens the existence of the fauna that live in it and that natural heritage can be lost forever. However, this reality is still not realized by some people who are apathetic about the health and sustainability of fauna in Indonesia. This issue is one of the foundations for designing a visual concept book that focuses on fictional fauna design by using references to animals in Indonesia, especially in Kalimantan with the hope of showing the richness of the fauna in Indonesia.

17

Neofelis diardi borneensis

Felidae

R - HIMA

The objectives of this design are (1) As a visualization of the concept of a film which is an adaptation of the comic by Al Fitri Muhammad Zachky, Neraka Borneo, (2) Making a design reference for concept art book designs, especially creature design topics that can be used in making a film adaptation of the comic “Neraka Borneo”

69

In this design, the methods used are literature study and data analysis obtained from a collection of physical and online book sources, online journals, and articles along with “Neraka Borneo” as a source of adaptation. R - HIMA

The result of this final project design is a concept art book for the animated and live-action film adaptation of the “Neraka Borneo”. As the basis for the visual direction of this visual concept book, the author used two keywords (1) Heritage which refers to Indonesia’s natural heritage, especially the fauna as the main star of the design topic, (2) Wilderness refers to the theme of wild nature untouched by modern humans as the setting for the place.

44

Fransiscus Xaverius Rudolf Himawan Palguno

Animation Design


Animation Design/Cinematography/Graphic Design

Student’s Name

45


46

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

47


109

116 BORNEO CREATURE OF THE HIDDEN WORLD

VOL. 01

R - HIMA

48

Fransiscus Xaverius Rudolf Himawan Palguno

Animation Design


103

Aves 137

30 BORNEO CREATURE OF THE HIDDEN WORLD

Binoculars.

VOL. 01

Buceros

R - HIMA

Coat exploration.

R - HIMA

Animation Design

Fransiscus Xaverius Rudolf Himawan Palguno

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50

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

51


Animation Design and Character Design of 3-Dimensional Short Animated Film Based On A Short Story (Case Study: “Teman Kencan”) Graidy Jeremmy Immanuel Harefa Samuel Joshua Hartandie Jessica Laurencia, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds.

Human life as a social being certainly requires other individuals to survive. However, nowadays humans tend to depend on their capacities so that each individual ignores the side of his reality as a social being. So that they ultimately do not realize the significant impact of other people doing their role. This issue is raised into a short story and then visualized by the writer and his colleague into a three-dimensional animated short film, to inform the audience about this problem. The design method used to discuss this research is with literature study and various media sources, books, electronic books, academic journals, digital observation, and websites. This is done to find data that can play an important role in the design of this animation. This animation tells how a man finds that the state of his relationship has changed as a result of prioritizing his life activities. The result of this final project is a short three-dimensional animation. The production starts from the search for keywords, which are applied to character design and visualization of animated movements on three-dimensional characters. Two keywords are apathetic and also optimistic, the application of apathetic keywords include from the beginning to the climax of the story, and optimistic keywords from the end of climax to the end of the story.

52

Graidy Jeremmy Immanuel Harefa, Samuel Joshua Hartandie

Animation Design


Animation Design

Graidy Jeremmy Immanuel Harefa, Samuel Joshua Hartandie

53


Concept Art Design for Animation Based on “The Emperor’s New Clothes” Ignatius Steven Lumowa Alfiansyah Zulkarnain, S.Sn., M.Ds. Naldo Yanuar Heryanto, S.Sn., M.T.

Herd behavior and herd mentality discuss how an individual would be affected by others within their social circles, such as how a community can act collectively without specific instructions. This phenomenon has both positive and negative effects on a community, and thus spreading awareness of this occurrence to the masses is vital. One tale relevant to this event is The Emperor’s New Clothes by Hans Christian Andersen, and the story will be adapted into an animated film to raise awareness on this topic. The scope of this project will be limited to the concept art phase—a pre-production step focusing on visual development— with the work and visual exploration that follows. The final result of this project is a concept art book. Results of the visual research correspond with keywords adjusted with the theme and the project’s target audience. This paper contains the concept art book design process, including character design, environment, key art, and promotional art

54

Ignatius Steven Lumowa

Animation Design


Design of Animated Infographic that adapts the Juvenile Delinquency Issue Inasia Halim Naldo Yanuar Heryanto, S.Sn., M.T. Ferric Limano, S.Sn., M.Ds.

Juvenile Delinquency, (Kenakalan Remaja Kartono.) is the act of unlawful behavior committed by children and teenagers alike. This phenomenon is common within urban areas due to the differences in social and economic status. This infographic is designed using the book titled “Patologi Sosial 2: Kenakalan Remaja” by Dr. Kartini Kartono as the base of source that will be realized into an animated infographic. The design process is proceeded by reading the main information of the Juvenile Delinquency phenomenon in the scope of the types of delinquencies, factors that support the development of sociopathic behaviors, and the ways to prevent such behaviors using the humanist approach. The design process began by sorting out the amount of information to be included within the animated infographic and is continued by making the storyboard and narration script. The digital software Adobe Illustrator is used to create the visual design that includes the usage of basic shapes, proportions, and colors to achieve the look that fits the book’s context and the goal as an informative visual media. After the visuals has been designed to be assets that will be animated, the animation began by using the software Adobe After Effects by importing the visual assets before being arranged into the staging based on the storyboard. Along with the staging dan the continuous animation process, voice narration is recorded to determine the length of sequences in each separate scene. All scenes that have been completed are then united using a video editing software by stitching one scene with the others based on the order within the storyboard along with the voice narration and music inserted within the video with the adjustment based on the determined timing.

Animation Design

Inasia Halim

55


Video Game Adaptation Concept Art for A Wizard of Earthsea Jeffry Imanuel Naldo Yanuar Heryanto, S.Sn., MT. Ferric Limano, S.Sn., M.Ds.

The development of this concept art aims to form a visual reference as a part of the pre-production stage in the video game adaption of ‘A Wizard of Earthsea’ (1968). This concept art comprises the basic idea and key visual adapted directly from the novel itself, with additional adjustment derived from literature review, and case study of other video games with the comparable subject matter. The concept art is expected to be able to aid the process of video game development thoroughly from pre-production until post-production. Presumably through adaptations of the novel into a new and more compelling medium especially to Millennials and Z Generation, more audiences from previously unreached demography will be interested to enjoy the story of ‘A Wizard of Earthsea’, and will be able to discover the implied moral message in the story.

56

Jeffry Imanuel

Animation Design


Animation Design

Jeffry Imanuel

57


Designing Game Concept Art Themed The Military Campaign of Alexander The Great Jonathan Lie Jessica Laurencia, S.Sn., M.Ds. Ferric Limano, S.Sn., M.Ds.

The story of Alexander the Great’s military campaign against Persia contains many ideas that can be developed as a medium of entertainment. This is due to the scale of Alexander’s travels and achievements in the military campaign. Alexander’s campaign is suitable to be developed as a media for Real-Time Strategy (RTS) games, which usually have war as the theme. However, the theme of Alexander the Great’s military campaign has not been widely represented in contemporary media. There is therefore a lot of room for developing this concept. In-depth research into the historical content and context of Alexander the Great’s military campaigns is required. Arrian’s book: Anabasis of Alexander the Great is used as a source and narrative reference for the game concept story. The Osprey series are used as a source of historical context for details of Alexander the Great and Persian armies. From the data collected, it can be developed into character designs, environments, props, key-arts, User Interface (UI) designs, and a gameplay trailer. The design is adapted from historical contexts and takes visual inspiration from contemporary games.

58

Jonathan Lie

Animation Design


Animation Design

Jonathan Lie

59


Concept Art For Two Dimensional Animation Film Adaptation Scripture (Based On “Kain Dan Habel”) Kevin Imanuel Naldo Yanuar Heryanto, S.Sn., M.T. Ferric Limano, S.Sn., M.Ds.

Every religion in Indonesia is different. In particular, Catholics and Christians use a holy book called the Bible as a guide to life with a strong level of absoluteness. The Bible is divided into two parts, the Old Testament and the New Testament. The Old Testament tells of events before the Lord Jesus came to earth. While the New Testament tells of the miracles and testimonies made by the Lord Jesus. In the Old Testament, the book of Genesis 4:1-16 tells of the problem of conflict between humans that led to the crime of life. Until now, especially in Indonesia, stories like this still exist with various factors causing it. Therefore, the story of Cain and Abel was made to remind people that events like this have happened repeatedly. Later the content of this story will be per what has been written in the Bible. However, if some things are not specifically explained, other sources will be added to complete the design needs of the concept art book. By utilizing the medium in the form of a concept art book, stories with this concept are expected to further increase human sensitivity and awareness, especially in Indonesia.

60

Kevin Imanuel

Animation Design


Motion Comic Design and Adaptation of A Youth Fiction-Fantasy Novel (Study Case: Bumi) Kezia Rachel Agista Pangaribuan Alfiansyah Zulkarnain, S.Sn., M.Ds. Reyhan, S.Sn.

This final project will adapt the novel Bumi by Tere Liye into a motion comic, to share with the readers that Indonesian writers can make a unique fiction-fantasy story. This motion comic will center around visual paneling, layout, colors, and the use of Indonesian Batik elements. The main theories used are color theory, twelve principles of animation, time-framing, layout rhetoric, and panel transition. The design methods used include interviewing with an expert in the field of motion comics. A study case is also done where a motion comic is analyzed deeply. Then there is content and context analysis of the novel, and also the target audience of this project. Visually, this comic will use inspiration from Batik patterns and motifs, with the help of the keywords ‘heartwarming’ and ‘celestial’. This final project gave new insight into the many advantages the motion comic has compared to traditional comics. The merging of traditional comics and animation is also one of the most unique aspects of a motion comic.

Animation Design

Kezia Rachel Agista Pangaribuan

61


62

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

63


Concept Design and Novel Adaptation Storyboard (Case Study: My Idiot Brother) Michelle Roselin Naldo Yanuar Heryanto, S.Sn., M.T. Reyhan, S.Sn.

Based on current conditions, functioning is still occurring or can still be seen in everyday life. Nationalism is meant by race, ethnicity, religion, socio-economy, even physically and mentally to a person or group. This still happens in everyday life in the form of gender, ethnicity, religion, disability, age, sexuality, race, ethnicity, religion, socioeconomic, to a person’s physical and mental health. Therefore, this issue has become a 2d animated film but is still in the pre-production stage, to make the outside public aware of the issues that are still happening in the Indonesian environment. In this project, the methods used were literature study and interviews. Information obtained through literature study comes from books, articles, and research journals. This data is in the form of theory, reference, context, and context used in this project, especially in the field of storyboarding. An interview study was conducted to obtain additional information about a good storyboard from the story content raised for this project. Then identify the psychological need to build the mood in the story. The final form of the final project is a storyboard in a concept art book that contains a prologue and 8 chapters with a duration of 1 hour together into one film. The process uses keywords through content and visuals that are applied in the storyboarding aspect. By using various methods, the keyword is Juxtaposition which represents the difference between two different traits in one condition as a description of the two main characters who have opposite traits and warm as the conveyance of mood and relationships between siblings. These two keywords will be used as a reference in the visual design of this final project.

64

Michelle Roselin

Animation Design


Animation Design

Michelle Roselin

65


Concept Art Design Based on the Book ‘Omen’ by Lexie Xu Patricia Nathaniel Wijaya Naldo Yanuar Heryanto, S.Sn., M.T. Jeffrey Rachmad Gunadi, S.Sn., M.Ds.

This design aims to raise the issue of violence against children and its impact on the child’s personality described in OMEN (2012). The method that we use is to create concept art that can cover the ideas in the novel in a visual form so that it can be used to direct the design of a 2D animation. The research method used is the interview method, research literature, and case studies. The results of this design are expected to be able to make the audience sees from the perspective of the main character of OMEN (2012) named Erika who must experienced violence from her parents so she was discriminated against by her twin sister always loved and proud. This makes Erika and Eliza’s personalities take off behind, but behind all that these two characters have other contradictory traits with their everyday nature.

66

Patricia Nathaniel Wijaya

Animation Design


Animation Design

Patricia Nathaniel Wijaya

67


68

Patricia Nathaniel Wijaya

Animation Design


Design Of Two Dimensional Animation Narrative Video Promotion On Natural Tourism Berau, East Kalimantan (Case Study: Lana) Sonia Winner Nursalim Alfiansyah Zulkarnain, S.Sn., M.Ds. Reyhan, S.Sn.

The tourism sector is a source of foreign exchange. Indonesia itself is the largest archipelago country and has great potential for tourism which is spread from Sabang to Merauke. Unfortunately, from those many tourist attractions in Indonesia, Indonesian tourism itself is still very centralized, especially in Java and Bali. Therefore, this issue is raised in a narrative promotional video in the form of a two-dimensional animated film to be able to promote Berau tourism as one of the tourist attractions that want to be introduced to the wider community. The design method used is literature study and interview study. The data obtained from the literature study comes from journals, articles, and ebooks related to the topics discussed. Also uses theories that support and are visually related in terms of color, composition, color, and animation in the narrative promotional video “Lana”. Meanwhile, an interview study regarding Berau’s priority destinations, uniqueness, and other information was conducted with two sources who are directly related to Berau tourism, namely the Head of the Berau Culture and Tourism Office and the Berau Tourism Ambassador. The result of this final project is a narrative promotional video in the form of a two-dimensional animated film where the production process is carried out by searching for keywords as visual benchmarks and how they are applied in this promotional video. The visual keywords that were obtained to represent this promotional video were “Kebahagiaan” and “Alam”.

Animation Design

Sonia Winner Nursalim

69


70

Students Name

Animation Design/Cinematography/Graphic Design


Expression & Gesture

Character Development

alternate

Lana, a teenager who feel empty and jealous of the happiness of others. Finally found joy and her happiness through travelling.

5

Animation Design

Sonia Winner Nursalim

71


Designing Motion Comic About Information Of Indonesian’s Traditional Medicine (Case Study: Djammoe) Yasmin Alfiansyah Zulkarnain, S.Sn., M.Ds. Jeffrey Rachmad Gunadi, S.Sn., M.Ds.

Jamu is an Indonesian traditional health beverage, but among young people, it is deemed out-of-date and a drink for old people. These images take form because young people only get minimal exposure to jamu and also because there are modern beverages that they prefer. In this project, the theme of information about jamu will be presented in the form of a digital comic, because the interest in reading textbooks among young people has been gradually diminishing and they prefer reading entertainment books, such as comic books. This project uses literature study and interview study. The literature study is conducted to get information about the theme and the design theories that are going to help with the process of designing the project. The interview study is carried out to know more about the image of jamu among young people, which in turn helps with the scriptwriting and the process of making the digital comic. The final product of this project is a motion comic. Visual research study and keywords are adjusted to the target audience of this project. The result of the research is used as guidance in the whole process of making the digital comic, from the preproduction to the post-production process. This paper describes the design process of the digital comic, from character design until its final product.

72

Yasmin

Animation Design


Animation Design/Cinematography/Graphic Design

Student’s Name

73


Designing A 2D Animated Music Video (Case Study: The Song “Pengingat” By Kunto Aji) Yuventia Kalonica Larissa Sanchia Alfiansyah Zulkarnain, S.Sn., M.Ds. Reyhan S.Sn.

It is very common in society, especially for students to feel stress to achieve higher education. If the stress is not avoided, it will lead to depression. One way to reduce stress is to listen to a song. An Indonesian singer that often writes a song that addresses stress and depression in a good manner is Kunto Aji. One of his songs is “Pengingat” which conveys a message to the youth to remind them how hard they’ve been working and how far they’ve come. To bring back the message from the song, a medium that is easy to access is needed for Kunto Aji’s fans, and new fans and that medium is a music video that is 2D animation. During the process of this project, the methodology that is used is literature study and interviews. In literature study, it is more to research articles, and journals to deepen the understanding about the current issue, and also about Kunto Aji, along with other books that are explaining theories about animations that are used in this project, specifically 2D animations, and researching for visual references. The interviews are used for deeper meaning about the song based on the singer’s perspective himself. The final form of this project is a 2D animated music video with the song’s duration, 3 minutes and 26 seconds. The process of making the concept is using a methodology of concept making to find keywords, and they are urban and fun. These keywords would help to create juxtapositions about the narrative that were made by three-act structure.

74

Yuventia Kalonica Larissa Sanchia

Animation Design


Animation Design

Yuventia Kalonica Larissa Sanchia

75


Cinematography

76

Students Name

Animation Design/Cinematography/Graphic Design


23 Students, 11 Projects Animation Design/Cinematography/Graphic Design

Student’s Name

77


Terkisah Lampu Abraham Brian Wijaya Kevin Justin Samuel David

ELKIE KWEE

MARTHA WIGUNA

Dr. Lala Palupi Santyaputri, S.Sn., M.Si.

Terkisah Lampu

Rizky Nawawi Putra, S.Sn., MFV

The film is audio-visual media used to convey messages to a certain group of people. A film can communicate history, culture, and topics such as grieving in a family. This thesis is an analysis of theories and reports of the making of Terkisah Lampu from the perspective of an art director. Terkisah Lampu is a short drama about a Chinese parent in Indonesia that loses their son in 1998. The film depicts Chinese culture and the history of Indonesia in 1998. The research was carried out to design the look of the film starting by citing literature, films, and archives as visual references. This film started from the pre-production stage, the production stage, until the post-production stage. Through Terkisah Lampu, it is hoped to give insight and appreciation about local culture.

A FILM BY

Abraham Brian W. Kevin Justin & Samuel David

STUDIO 445 presents an ABRAHAM BRIAN WIJAYA film “TERKISAH LAMPU” DOUBLEDI STUDIO ART DIRECTOR SAMUEL DAVID DOP KEVIN JUSTIN RAYMOND AHARI assistant director FELIVIA DEVANIE key grip PRADIPTO ANDOYO runner DENIS CAPREDO hair & make-up AMANDA GABRIEL written & directed by ABRAHAM BRIAN WIJAYA

music & sound by gaffer

@TERKISAHLAMPUSHORTFILM

78

Abraham Brian Wijaya, Kevin Justin, Samuel David

Cinematography


Cinematography

Abraham Brian Wijaya, Kevin Justin, Samuel David

79


80

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

81


82

Students Name

Animation Design/Cinematography/Graphic Design


Cinematography

Abraham Brian Wijaya, Kevin Justin, Samuel David

83


84

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

85


Luckiest Man On Earth Adrian Owen Euro Linus Muhammad Exsell Naufal Rabbani Dr. Lala Palupi Santyaputri, S.Sn., M.Si. Rizky Nawawi Putra, S.Sn., MFV

A film is an art form that tells a story through a film visual. Films can also be used to represent a social phenomenon that happens in society. Therefore, this final project is a writer as a director short fiction film “Luckiest man on earth” The Luckiest man on earth film is a film that contains depictions of Indonesian people if they can ask for a “Bule” or white citizen. Public Indonesia believes that marrying a white person can help them increase their caste in the eyes of society. Thoughts like this in arise as a result of colonialism that occurred in Indonesia for hundreds of years which caused the emergence of an inferiority complex in society. Even though you’ve been free for a long time inferiority complex continues to be embedded in society. This film is a film that is drama-themed in which to criticize the thought. The Luckiest Man On Earth film tells the story of a motorcycle taxi driver who tries to propose to a Caucasian who is on vacation in his village and show it off to his friends. Research carried out to design films starts from film references as visual data and reference. The Luckiest Man On Earth film design consists of pre-production, production, and post-production stages. The Luckiest short film ii Man On Earth is expected to add insight into the inferiority complexity public.

86

Adrian Owen, Euro Linus, Muhammad Exsell Naufal Rabbani

Cinematography


Animation Design/Cinematography/Graphic Design

Student’s Name

87


88

Adrian Owen, Euro Linus, Muhammad Exsell Naufal Rabbani

Cinematography


Cinematography

Adrian Owen, Euro Linus, Muhammad Exsell Naufal Rabbani

89


90

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

91


Nambel Ban Denis Capredio Felivia Devanie Sundoro Jordy Yapri Amrullah J. Baptista Anton P, S. Sn., M.Ikom. Dhani Agustinus Syah, S.Sn., M.A.

Films are a form of art that can bring the realities of life into a record that can be watched together. This final project contains the theory, reports, and application of the making of the short film “Nambel Ban” from the point of view of the writer as the director. The film “Nambel Ban” tells the story of singleness from the point of view of Javanese and Batak culture which is set in the early 2000s. Research conducted in the making of the film “Nambel Ban” includes interviews, reading scientific works and articles as well as films that are used as visual references. The process of designing the “Nambel Ban” film is divided into several stages, namely the pre-production, production, and post-production processes. Through the film “Nambel Ban”, the writer hopes that it will reduce the discrimination against single people and remind the audience to continue to preserve Indonesian culture as a multicultural country.

92

Denis Capredio, Felivia Devanie Sundoro, Jordy Yapri Amrullah

Cinematography


Cinematography

Denis Capredio, Felivia Devanie Sundoro, Jordy Yapri Amrullah

93


94

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

95


Director’s Role in Short Film “LIBERTAS” Donisius Axel Angriawan J. Baptista Anton P, S. Sn., M.Ikom. Rizky Nawawi Putra, S.Sn, MFV

A culture is a form of identity from every race, ethnical or certain group in a society, one of which is the Chinese culture. The parenting method is part of Chinese culture. This parenting method is known as “Tiger Parenting”, a method which was founded by Amy Chua written in her book entitled “Battle Hyme of the Tiger Mother”. “Tiger Parenting” is authoritarian. The purpose of this research is to show people the negative impact of “Tiger Parenting” through a short film in the genres of drama and thriller. The intention of choosing thriller as a genre for this short film is to show the worst outcome from applying “Tiger Parenting” as a parenting method.

96

Donisius Axel Angriawan

Cinematography


Animation Design/Cinematography/Graphic Design

Student’s Name

97


98

Donisius Axel Angriawan

Cinematography


Dipethuk Elvina Angelica Hadirahardja Shelvensia Thenata J. Baptista Anton P, S. Sn., M.Ikom. Clarissa Ruth Natan, S.Ds.

The film is a work of art in the form of a series of moving pictures. In modern days, besides its entertainment purpose, the film also acts as a medium to send messages and educate the audience through its content. One of the most common topics that can be found in films is social issues. As an example, poverty and culture are some of the most relatable social issues in Indonesia. As both a screenwriter and a director, it is important to be able to produce a film that is not only entertaining and visually appealing but also has a strong background and message. The short fiction film “Dipethuk” later was produced based on Indonesian culture and social issues. Using domestic workers and “ngenger” tradition from Java as the main theme, it is hoped that this film could inspire and raise awareness on common social issues in this country, such as child marriage. During the production process, a lot of effort and consideration on both narrative and visual aspects was needed to get the best result. Therefore, the director needed to do an in-depth preparation from the pre-production, production, until the post-production stage.

Cinematography

Elvina Angelica Hadirahardja, Shelvensia Thenata

99


100

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

101


102

Elvina Angelica Hadirahardja, Shelvensia Thenata

Cinematography


Animation Design/Cinematography/Graphic Design

Student’s Name

103


Sian Kong James Hartono Raenanto Junaedi J. Baptista Anton, S.Sn., M.Ikom. Dhani Agustinus Syah, S.Sn., M.A.

Film is a medium of communication that can convey messages visually and can be used for learning. Sian Kong’s film depicts the meaning of loyalty in Chinese culture that still exists today. Through the artistic arrangement, the narrative is told through location, fashion, makeup, and hair to describe the character, era, and atmosphere of the film. The design process is created using the mise-en-scène method which addresses the elements seen in a frame. Through this film, it is expected to convey the message of loyalty in Chinese culture that is still done today. In addition, it is also expected to portray the era, character, story, and atmosphere of the film through the artistic system.

104

James Hartono, Raenanto Junaedi

Cinematography


Animation Design/Cinematography/Graphic Design

Student’s Name

105


106

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

107


108

James Hartono, Raenanto Junaedi

Cinematography


Directing In The Production Of A Drama-Comedy Film Title “Bagen” Jose Dwikristian Dr. Lala Palupi Santyaputri, S.Sn., M.Si. Dhani Agustinus Syah, S.Sn., M.A.

This film is made based on personal experience where when someone loses someone they love, they will surely be so sad and often that person will be sad for so long. Through this film, it is hoped that the wider community can realize how we must as soon as possible move forward and not continue to be sad for so long.

Cinematography

Jose Dwikristian

109


Putih Segaris Jovanof Suhendry Juan Richard Kartawaria Rainer Limawal Dr. Lala Palupi Santyaputri, S.Sn., M.Si. Clarissa Ruth Natan, S.Ds.

Chinese are an ethnic group in Indonesia and they have spread almost all over Indonesia. Chinese came to Indonesia with the aim of trading and they established good relations with the indigenous people of Indonesia. Nowadays, the ethnic Chinese in Indonesia are the descendants of their ancestors and the descendants who feel discrimination between the local Indonesians (Indigenous) and the immigrants (Ethnic Chinese) that sometimes leads to disputes between the two sides that do not regard the age of the person. This was initially due to stratification where Chinese people were in the upper-middle class and local people were in the lower middle class which caused conflict because of social jealousy about economic problems. The message-presentation strategy implemented in Putih Segaris’s short film uses light comedy to entertain the audience. Gestures are emphasized enough in the film Putih Segaris so that the audience better understands the film. In the film Putih Segaris, metaphor is used to form a contrast between victims of racism and perpetrators of racism. Putih Segaris’s short film shows racism through the treatment and character traits in solving the problem. The purpose of this research is to know the things that can be said negatively that produce positive things in Chinese society through the media of comedy-drama genre films.

110

Jovanof Suhendry, Juan Richard Kartawaria, Rainer Limawal

Cinematography


Cinematography

Jovanof Suhendry, Juan Richard Kartawaria, Rainer Limawal

111


Director’s Role in a Short Documentary Film “Bungkam” Mutiara Indah Pelangi J. Baptista Anton, S.Sn., M.Ikom. Rizky Nawawi Putra, S.Sn., MFV

Stigma involves negative attitudes or discrimination against someone based on a distinguishing characteristic such as a mental illness, health condition, or disability. Social stigmas can also be related to other characteristics including gender, sexuality, race, religion, and culture. Unfortunately, the stigma surrounding mental health is still common. While stigma is not limited to mental conditions, attitudes towards psychiatric illnesses tend to be more negative than that toward medical conditions. Bali is considered to be heaven on earth, but there is a dark side. Which are people being caged and chained due to their mental health.

112

Mutiara Indah Pelangi

Cinematography


Cinematography

Mutiara Indah Pelangi

113


Director’s Role in the Performative Documentary Film Production titled “Mulutmu Gerbang Tubuhmu” Nitya Putrini Dr. Lala Pulupi Santyaputri, S.Sn., M.Si. Dhani Agustinus Syah, S.Sn., M.A.

Films have tremendous power in the entertainment industry, by entertaining, educating, conveying meaning as well as information delivered through what the film may represent, a given perception; acting as the space for discussing certain issues that need our immediate attention. From time to time, the film is an elastic medium that channels all aspects of life, from the economic, social, health, hobbies to politics. The COVID-19 pandemic event has become a global concern. However, both medical literacy and public health discourse seemed to be very distant from the audience; the field requires scientific studies that are reviewed in-depth with special methods used by medical experts. Maintaining oral health is one of the simplest efforts in preventing various complications (systemic disease); In fact, cavities (caries) can cause various chronic diseases that can lead to death. The author makes a performative documentary with a satire comedy approach entitled Your Mouth is Your Body Gate to introduce related issues, become a bridge, and a concise encyclopedia that can be played over and over again without having to read various books and doctor’s journals. Through interpretations that use symbolism in the context of local narratives as well as research and interviews conducted in the process of making the film, your Mouth is the Gate of Your Body is presented with the hope that it can contribute to the development and awareness of the importance of health for the community (for those who are lazy to read books).

114

Nitya Putrini

Cinematography


Cinematography

Nitya Putrini

115


PETAN Siti Nazhifah Putri Ayunda Stefano Eka Wellsen J. Baptista Anton, S.Sn., M.Ikom. Rizky Nawawi Putra, S.Sn.

Tradition is inherent in people’s lives that are carried out continuously, such as customs, culture, habits, and beliefs. One of the traditions that exist in Indonesia is Petan, a Javanese tradition that means looking for lice. Another habit that is currently still quite strong in the community is the overcontrolling of household affairs carried out by the in-laws. Where the habit begins because the mother-in-law feels in control of the child, interferes without being asked, and always looks down on the daughter-in-law. The purpose of this study was to increase the public’s insight into local culture, especially Petan Traditions, as well as to raise awareness of the impact of overcontrolling children’s households through film media with comedy-drama genre.

116

Siti Nazhifah Putri Ayunda, Stefano Eka, Wellsen

Cinematography


Cinematography

Siti Nazhifah Putri Ayunda, Stefano Eka, Wellsen

117


118

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

119


Graphic Design

120

Students Name

Animation Design/Cinematography/Graphic Design


28 Students, 28 Projects Animation Design/Cinematography/Graphic Design

Student’s Name

121


Visual Identity Redesign For Klikasuransiku.com Angela Christie Chandra Djoko Zuki, S.Sn., M.Ds. Dra. Rerry Isfandriani

Klikasuransiku.com is a life insurance distribution channel that is here to meet all the needs for the protection of personal and family economic values. With the current demographic factors where the millennial generation dominates the population of Indonesia, Klikasuransiku.com provides insurance products with a digital system to reach and provide maximum service for every customer throughout Indonesia. However, there are problems found, such as the lack of optimization in visual identity because it does not yet have characteristics that are under the intended brand and target market, in addition to the need for consistency of visual identity that is interpreted within the company to facilitate the delivery of messages and meanings that the company wants to build. The purpose of this study is to produce a redesign of the visual identity including the logo which will later be applied to several applications, to encourage recognition of the company’s identity and strengthen differentiation between other companies. The visual identity conveyed in the logo will be applied to several applications such as insurance policies, business cards, letterheads, personal identification cards for employees, displays on social media, websites, mobile applications, and other applications. There are several stages of the visual identity redesign process including entity determination, problem identification, data collection and analysis, keywords, brainstorming methods, visual design studies and processes, production, and results. With the redesign of the visual identity, it is hoped that it can help Klikasuransiku.com in building and strengthening identity from the community’s point of view in a sustainable manner.

122

Angela Christie

Graphic Design


Package Redesign for Young Living Essential Oil Angelina Budiman Gianto Chandra Djoko Zuki, S.Sn., M.Ds. Dra. Rerry Isfandriani

My final project is about redesigning a package for Young Living essential oil. With a keyword of simple and natural, the concept is inspired by the plants and herbs that are used as ingredients of the essential oils. Each of the essentials has different types of herbs and plants which gives the package a variation for each oil. With watercolor illustration, it gives a vibrant yet natural look replicating the real plant and herb. The watercolor illustration comes in form of a floral frame that surrounds each bottle’s name. The floral frame becomes the identity of the packaging. The benefit I got from this project is a scope of how real projects work and I get the chance to experiment and illustrate different kinds of floral and herbs then implant them on my design.

Graphic Design

Angelina Budiman Gianto

123


Visualization Design for Ajip Rosidi’s Novel Purba Sari Ayu Wangi atawa Lutung Kasarung Angie Huinarni Ng Donny Ibrahim, S.Sn., M.Ikom. Wahyudi Pratama, S.Sn., M.Sn.

Folklore is a part of a culture that is passed down from generation to generation, both in verbal or written form. Folktale, as one of the categories from folklore, describes stories with familiar backgrounds that slip moral messages that can be applied in everyday life. Retelling folktale and delivering the message behind it can be communicated appropriately through texts and illustrations. The folktale that will be designed is from a novel entitled Purba Sari Ayu Wangi atawa Lutung Kasarung. This novel is written by Ajip Rosidi as a reinterpretation of a West Java folktale called Lutung Kasarung. The story emphasizes the journey of the character Purba Sari and turns it into a narrative storyline. Using the keywords contemporary and folklore, these illustrations are drawn symbolically. Illustrations are drawn using digital tools and layered art techniques that give the effect of depth to the illustrations. This design aims to present an alternative and complementary media to the novel in accordance with the target audience.

124

Angie Huinarni Ng

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

125


126

Angie Huinarni Ng

Graphic Design


Design Concept of Children’s Illustration Book Based on the Novel “Mata di Tanah Melus” Chrisya Jessica Laurencia, S.Sn., M.Ds. Drs. Winoto Usman

This writing discusses the adaptation of the novel “Mata di Tanah Melus” into a children’s illustration book. The reason behind this adaptation and design is the importance of visual communication, most importantly the illustration book needs visuals or illustrations that are consistent with the context of the story and can represent as well as introduce the culture and tradition of Melus Tribe to children. The visuals and design should also be able to instill a good image of East Nusa Tenggara. In addition, the design is expected to encourage children to show more interest in reading the book even though it’s about local culture. The design of this illustration book uses book design theories such as the grid system, Gestalt theory, illustration style, typography, and others. The designer also analyzes the data and research using the Design Thinking method and conducts a visual case study. The visual keywords used are ‘rural’ and ‘cultural’. It can be said that this design is an effort to design an illustration book with visuals as an alternative to the novel to provide a clear visual representation of the story and introduce a clear picture to children about the culture, customs, and history of the Melus Tribe of East Nusa Tenggara. It is hoped that this illustration book can increase children’s interest in reading local cultural stories, the novel “Mata di Tanah Melus” included.

Graphic Design

Chrisya

127


128

Chrisya

Graphic Design


Graphic Design

Chrisya

129


Installation Art About Disability Life Through ‘Saraswati Si Gadis Dalam Sunyi’ Novel Visualization Clarissa Laurencia Hady Soenarjo, S.Sn., M.Ds. Ary Dananjaya Cahyono, S.Sn., M.Litt.FA

Graphic design is a process of visual communication that is text, images, and forms. The visuals displayed aim to convey information that is conveyed properly and correctly. In general, a message can be informed through a verb, as delivery of disability issues that are formed through literature. However, humans will be easier to understand if there is a visual. Text visualization works where text and visuals go hand in hand so the message conveyed can be more easily understood by the audience. To inform a message or information can be influenced by the medium of speech. Such as installation, in general in the form of three-dimension which is closely related to the relationship between the audience and the work. In the installation, there are interactions by audiences which indirectly they will feel the emotion. By choosing the issue of disability, to be expected that it can provide a different view or perspective in living a life, namely through the perspective of a deaf girl.

130

Clarissa Laurencia

Graphic Design


Graphic Design

Clarissa Laurencia

131


132

Clarissa Laurencia

Graphic Design


Book Installation Design ‘Jiwa Yang Patah’ by I Ngurah Suryawan Edwin Samudra Donny Ibrahim, S.Sn., M.Ikom. Wahyudi Pratama, S.Sn., M.Sn.

The purpose of writing this design is to visualize the book by I Ngurah Suryawan, entitled “Jiwa Yang Patah” into an interactive visual media installation. This book was chosen for its completeness regarding the context of the problem of unfair treatment and racism against the Papuan people in Indonesia. This has an impact on the Papuan people, who until now, are still considered a minority by the Indonesian people. It is not uncommon for the Papuan people to be considered negative because of their physical body and historical context. This is what underlies the making of this design. The book “Jiwa Yang Patah” contains rich and informative content, so that it can potentially be visualized as an interactive visual installation media to reach a wider target audience. As a result, through this design, the audience will be more aware of the badness of racism to one of our races. The discussion of this design will cover the realm of visual communication design and graphic design.

Graphic Design

Edwin Samudra

133


134

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

135


136

Edwin Samudra

Graphic Design


Visualization of Songs From The Band “SORE” Eldad Timothy Donny Ibrahim, S.Sn., M.Ikom. Wahyudi Pratama, S.Sn., M.Sn.

The development of independent music gave new freedom to the musician to be creative in their works. Sore is one of the bands that becomes a significant player in the development of Indonesian independent music. Their music is based on experience, emotion, and ambiance. Visuals became the inspiration for Sore’s music. As visuals can be the basis of Sore’s music, music can also be the basis, stimulant, and inspiration for visuals. That’s why Sore’s music is perfect for Visualization. To maintain the characteristic of Sore’s music, which is metaphoric, abstract, and emphasizes the formal quality of literature. Typography and installations are determined to be the media of this artwork. Typography preserves the literature’s formal quality and abstractness of Sore’s song. Installations provide a space where the audience can interact and be inside the artwork, consistent with Sore’s songs that are based on experiences, emotions, and ambiance. The songs chosen are Musim Ujan, Sssst..., and Bantal Keras. These three songs represent Sore’s musical journey. The audience is invited to enter a room with panels on the front, left, and right. In this room, the audience can explore the room and interact with the visuals projected on the panels. That puts the audience amid the atmosphere and emotions of the songs.

Graphic Design

Eldad Timothy

137


138

Students Name

Animation Design/Cinematography/Graphic Design


Graphic Design

Eldad Timothy

139


Designing Illustration On Children’s Interactive Book “Di Mana Songket Kakak?” Fernanda Anwar Drs. Winoto Usman Jessica Laurensia, S.Sn., M.Ds.

According to Maria Montessori, children will learn better when they use their senses to learn, such as touch, sight, hearing, smell, and taste. As a result, picture storybooks that do not implement the interaction between books and readers can reduce the advantages that can be obtained if the book can be packaged using an interactive method. The book “where is sisters songket?” by Eva. Y. Nukman is a storybook that introduces children’s readers to Palembang culture, especially Songket cloth. By designing interactive illustrations and using the keywords “cultural” and “interactive”, this book is expected to become a book that can be read by children’s readers in a fun and effective way.

140

Fernanda Anwar

Graphic Design


Graphic Design

Fernanda Anwar

141


142

Students Name

Animation Design/Cinematography/Graphic Design


Graphic Design

Fernanda Anwar

143


Sustaination: Zero Waste Bukan Hanya Tentang Mengganti Sedotan Plastik Book Visualization In The Form Of Installation Hana Irena Ellis Melini S.Sn., M.T. Wahyudi Pratama, S.Sn., M.Sn.

This paper presents the design process of creating an installation project about a minimal-waste lifestyle. Departing from a complex waste issue in Indonesia, the author designed this installation as an educational medium for household waste management in Indonesia. The design process begins with identifying the background of the problem, selecting Sustaination: Zero Waste Bukan Hanya Tentang Mengganti Sedotan Plastik as the source of information to be visualized, and then collecting data from several books, internet sources, and interviews. After that, data analysis was done to compile a creative brief to be used as a basis for exploring the installation design. The final output will be made in the form of an installation prototype titled Doeloe+Kini, which presents the contrasting lifestyle of Indonesians in the 1900s and today. This then becomes the basis for conveying the 6R concept, which is hoped to provide an interactive experience for the audience in learning about environmentally-friendly lifestyles. After the prototype design is completed and evaluated, it can be concluded that this installation provides a new experience for the audience in learning about the minimal waste lifestyle.

144

Hana Irena

Graphic Design


Graphic Design

Hana Irena

145


146

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

147


The Design Of An Interactive Book As An Alternative Of Lilis Hu’s Archipelago Legend Collections Helen Tristanti Donny Ibrahim, S.Sn., M.Ikom. Wahyudi Pratama, S.Sn., M.Sn.

This final project will discuss the process of designing an interactive book based on Lilis Hu’s tales of the archipelago, namely the folk tale of Timun Mas. The idea of designing this project began with a concern of children’s book about folklores in Indonesia that do not use much media to attract attention. Most of the folklores are represented in the form of picture books, therefore illustration plays an important role to accompany the audience during the reading process. From this, there arises a problem in creating a new look for the Timun Mas storybook with the principles and theories of design as the foundation of creating the book to increase the reader’s interests. The purpose of designing this book is to produce childish illustrations using naïve and interactive styles based on the data from literature studies, observations, and interviews by considering the principles and theories of design, such as gestalt theory, color theory, typography, and layout. The target audience for this project is children aged 6-9 years, where generally the reading process is being taught at school and home.

148

Helen Tristanti

Graphic Design


Graphic Design

Helen Tristanti

149


150

Helen Tristanti

Graphic Design


Movable Book Design Adaptation from Seri Binatang Langka Indonesia: Harimau dan Orang Utan Jessie Rose Komala Hady Soenarjo, S.Sn., M.Ds. Ary Dananjaya Cahyono, S.Sn., M.Litt.FA

The rapid development of the communication media exposes children to rich and varied illustrations. In picture books for children, illustrations serve as the primary means of helping to make sense of the unfamiliar world. Contextually, to measure the quality of an illustration, one must consider how successful it conveys messages. One form of media that uses illustrations is a movable book. The content in the e-book, “Seri Binatang Langka Indonesia: Harimau dan Orang Utan,” will be communicated through naive illustrations in a movable book. Data collection was carried out using a literature study. From the data that has been collected and analyzed, the writer determines keywords, playful and interactive, which are used to determine the media and visual strategies in this design. The design process resulted in two series of movable books with the naive art style, depicting the life of Indonesia’s most endangered animals; Tigers and Orangutans. This series of movable books also use interactive elements in form of pop-ups, lift the flaps and pull the tabs to support children’s understanding of the content.

Graphic Design

Jessie Rose Komala

151


152

Jessie Rose Komala

Graphic Design


Graphic Design

Jessie Rose Komala

153


Visual Concept Design of “Acaraki: The Java Herbalist” Board Game in Mobile Game Form Jesslyn Kotandi Brian Alvin Hananto, S.Sn., M.Ds. Christo Wahyudi Rahardjo, S.Sn.

This final project will discuss the process of designing an interactive book based on Lilis Hu’s tales of the archipelago, namely the folk tale of Timun Mas. The idea of designing this project began with a concern of children’s book about folklores in Indonesia that do not use much media to attract attention. Most of the folklores are represented in the form of picture books, therefore illustration plays an important role to accompany the audience during the reading process. From this, there arises a problem in creating a new look for the Timun Mas storybook with the principles and theories of design as the foundation of creating the book to increase the reader’s interests. The purpose of designing this book is to produce childish illustrations using naïve and interactive styles based on the data from literature studies, observations, and interviews by considering the principles and theories of design, such as gestalt theory, color theory, typography, and layout. The target audience for this project is children aged 6-9 years, where generally the reading process is being taught at school and home.

154

Jesslyn Kotandi

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

155


156

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

157


158

Jesslyn Kotandi

Graphic Design


Graphic Design

Jesslyn Kotandi

159


160

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

161


Pen

Illustration Book Design Based On Kuliner Khas Tionghoa Di Indonesia Book By Nicholas Molodysky

S

ejak ab

meneta

ratusan tah

berbaur de

ini tidak lan

moyang Tio

sangat kuat

Karin Florencia

Tionghoa-I

Donny Ibrahim, S.Sn., M.Ikom.

yang masih

Wahyudi Pratama, S.Sn., M.Sn.

mengulas t

yang masih

mengalami

terhadap m

Picture book consists of illustration and typography. Both these components are important in a picture book. The purpose of this project is to deliver the cultural content from the “Kuliner Khas Tionghoa di Indonesia” Book through a picture book. There are two main keywords chosen as the base of designing this project, “Culture” and “Playful”. Both these keywords are obtained from the brainstorming process that matches the target audience of this project. The writer hopes that this project can express the cultural value of Tionghoa-Peranakan through the visualization in this picture book.

40 resep le

‘Indonesian

4

M

Ar

aro

wi

pa

S

Sa

tir

ke

ka

D

Se

hid

jug

Da

dig

Bumb Masa

12

B

udaya Tio

Indonesia

makanan kha

kemakmuran,

yang dijelaska

Kecap A

Kecap asin terb

difermentasi da

khas membuat

masakan Tiong

dijadikan penam

asin dapat digu

tambahan pada

dengan kecap a

kedelai yang di

teksturnya lebi

kecap manis tid

162

Karin Florencia

10

Graphic Design


Makanan Khas Tionghoa 印尼华人

Hidangan Khusus Perayaan & Acara Tertentu

B

udaya Tionghoa sangat mengutamakan makanan untuk perayaan-perayaan mereka pindah ke Indonesia. Hampir setiap tertentu dan budaya ini tidak hilang saat perayaan penting pasti ada

makanan khas yang dimakan dengan berbagai harapan dan doa yang disematkan, Dari doa untuk kemakmuran, hingga doa tentang kesejahteraan orang yang sedang merayakannya. Beberapa makanan yang dijelaskan berikut ini wajib ada saat acara-acara penting dalam budaya Tionghoa.

Telur Merah 红蛋

Mie Goreng Panjang Umur

Telur merah biasanya disajikan pada perayaan 100

Meskipun mie (dalam bentuk apa pun) merupakan salah

hari, setelah kelahiran bayi. Karena warna merah

satu makanan yang paling sering dikonsumsi komunitas

melambangkan kebahagiaan dan keberuntungan,

Tionghoa, makanan yang satu ini sangat bermakna

sedangkan telur melambangkan hidup yang baru.

saat seseorang berulang tahun. Bakmie goreng

Jadi, dengan disediakannya telur merah saat perayaan

melambangkan kepanjangan umur, karena bentuk mie

tersebut, diharapkan anak akan beruntung seumur

yang panjang itu sendiri melambangkan umur yang

hidup. Telur merah juga sering disajikan saat perayaan

panjang. Jadi, setiap kali ada yang berulang tahun, pasti

ulang tahun anak. Pada perayaan itu, telur merah dapat

disediakan mie ini agar panjang umur.

dinikmati dan dibagikan ke teman-teman dan keluarga

36

37

Ebi

Angkak 红

Jika diterjemahkan secara harfiah dalam bahasa

Angkak atau red yeast rice merupakan salah satu bahan

Hokkien, ebi berarti ‘beras udang’, karena bentuknya

yang cukup unik. Bentuknya seperti butiran beras dan

yang mirip buliran beras. Ebi memiliki banyak kegunaan,

berwarna merah. Angkak merupakan hasil fermentasi

antara lain sebagai bumbu untuk masakan Tiociu,

dari beras, biasanya angkak diolah dengan cara

sebagai taburan, atau dipakai dalam kuah cuko pempek.

dihancurkan untuk dijadikan saus tauco, diminum untuk

Kiam Chai (Sayur Asin)

Kurma Merah (Angco) 红

dipakai dalam masakan Tionghoa. Cara membuatnya

Kurma merah merupakan sejenis obat herbal yang

yaitu sawi hijau yang dibiarkan layu kemudian direndam

sering digunakan dalam resep sup ayam. Rasanya manis,

dalam larutan tepung beras. Hasilnya sangat enak dan

mengandung banyak vitamin, dan sangat membantu

rasanya cenderung asam daripada asin.

meningkatkan sel darah.

Cakwe

Angciu

Cakwe artinya ‘setan goreng’. Meskipun bukan

Angciu atau huangjiu adalah arak masak. Kadang

menjadi bahan dasar masakan, cakwe merupakan

disebut juga air sari tapai. Bahan ini sering dipakai

makanan yang mudah kita jumpai di Indonesia.

sebagai penyedap alami untuk makanan sebagai

Paling sering kita bisa menemukan makanan yang

taburan, atau dipakai dalam kuah cuko pempek.

satu ini di penjual bubur, kembang tahu, atau tau suan. Teksturnya sangat garing, cakwe paling nikmat disantap dengan hidangan yang berkuah.

16

Graphic Design

penderita DBD, dan digunakan sebagai pewarna alami.

Kiam chai adalah semacam asinan sawi hijau yang banyak

Haisom (Teripang) Teripang merupakan hidangan laut yang melambangkan

Tahu Merah Fermentasi

kemakmuran karena harganya yang relatif mahal.

Tahu merah fermentasi merupakan tahu yang direndam

atau yang sudah kering. Teksturnya sangat kenyal dan

dalam air angkak hingga harum. Tahu ini paling sering

rasanya agak amis. Teripang biasanya dimasak dalam

digunakan sebagai salah satu jenis penyedap rasa.

kuah hangat sampai teksturnya lembut.

Teripang dapat dibeli dalam kondisi yang masih segar

17

Karin Florencia

163


Brand Identity Redesign for “Si Anak Nakal” Board game Kelvin Brian Alvin Hananto, S.Sn., M.Ds. Christo Wahyudi Rahardjo, S.Sn.

The board game industry is getting more attraction alongside the growing digital game industry. Indonesia itself is also growing in this industry, as local board game companies are also developing their versions of board games, taking inspiration from the local cultures and folktales all around Indonesia. One of the local board games is called “Si Anak Nakal”, which is produced by Mahavira Studio. After collecting data, followed by problem analysis, problems are found in its visual identity and mascot characters. This paper will discuss the whole process of the brand identity redesign, starting from data collecting to design explorations and final design creation. At the end of this paper, there will be a conclusion as well as recommendations for fellow researchers who are also doing similar projects.

164

Kelvin

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

165


166

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

167


168

Kelvin

Graphic Design


Graphic Design

Kelvin

169


Visual Identity Redesign For PT. Maxiair Indosurya Kelvin Lutan Chandra Djoko Zuki, S.Sn., M.Ds. Dra. Rerry Isfandriani

PT. Maxiair Indosurya is one of the contracted service providers with the most popular service, namely the Installation of Heating and Ventilation Air Conditioning (HVAC), the company was founded on January 17, 2007. However, several problems exist in PT. Maxiair Indosurya includes the lack of a strong logo identity that is built so that the information provided is limited, inconsistency in the application of company items, inconsistent use of typography, layouts that are still not well composed, a balance that has not been achieved in layout, hierarchy, and a lot of use of design elements that are not related to the identity to be built. Therefore, it is necessary to redesign an identity that can build a visual image that is more in line with the characteristics of the company, and applied it to several items such as company profiles, business cards, letterhead, staff uniforms, id cards, signs, and also web displays. Redesign the visual identity of PT. Maxiair Indosurya knows the problem, data collection, literature study, observation, data analysis, keyword interview, brainstorming, visual study, design process, production, and final result. This visual design is expected to help PT. Maxiair Indosurya to be even better to compete with competitors.

170

Kelvin Lutan

Graphic Design


Visual Identity Design For CV Klass Artindo Malvin Joshua Chandra Djoko Zuki, S.Sn., M.Ds. Dra. Rerry Isfandriani

A brand is a name, term, design, symbol, or feature that identifies a product or service that can differentiate itself from other companies. In this digital era, a company must be able to differentiate itself from the increasingly fierce business competition. One method of branding is to design its visual identity. CV Klass Artindo as a design subject is a company that works in the service sector of the gift box, hampers, and packaging production sector. Founded in 2009, this company has been known as one of the companies capable of producing various types of gift boxes and hampers. Unfortunately, its visual identity does not yet represent a professional company. Research on the visual identity of CV Klass Artindo has been conducted from January 2020 to May 2020. When all material and information have been collected, the design process can begin. The design process was carried out from September 2020 to January 2021. Based on the data and information that has been researched, the authors designed a new visual identity to provide a more representative image for CV Klass Artindo.

Graphic Design

Kelvin Lutan

171


Visual Identity Redesign of Educational Games Brand (Study Case: The Menthilis Project) Natasha Christina Gondo Chandra Djoko Zuki, S.Sn., M.Ds. Dra. Rerry Isfandriani

The Menthilis Project is a brand that provides an educational kit with a DIY (Do-It-Yourself) concept for 3-7 years old children. This entity is highlighted according to the importance of playing activity for family, which has become challenging in this digital era. Methodology for this redesign refers to Alina Wheeler’s Designing Brand Identity. Base theory for this redesign refers to the same book mentioned above and visual identity theory from Robin Landa’s Graphic Design Solutions. Observation results showed that this brand didn’t have a consistent visual identity implementation, both from the logo aspect and its visual identity components. Furthermore, its logo didn’t qualify its criteria and didn’t inform the intended meaning to the audiences successfully. This redesign outcome started from keywords consisting of handmade, playful, and inventive that accommodates both the brand and product side of the entity. This redesign put the main focus towards the word menthilis that is related to the explorative side of the children. It is shown by the usage of a thought bubble on the logo and applied further with the quite flexible cloud graphic elements. Its visual identity consistency was supported by establishing certain color, typography, and graphic aspects from illustration and photography.

172

Natasha Christina Gondo

Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

173


174

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

175


176

Natasha Christina Gondo

Graphic Design


Graphic Design

Natasha Christina Gondo

177


Illustration Book Design for ‘Hujan Bulan Juni’ by Sapardi Djoko Damono Nerissa Arviana Donny Ibrahim, S.Sn, M.Ikom. Wahyudi Pratama, S.Sn, M.Sn.

This study aims to provide another way of presenting a collection of poems in the book “Hujan Bulan Juni”, by providing a visual image to attract the attention of adolescent readers. The basis of this research is low reading interest. The combination of images and visuals will be used as an illustration book. Providing visuals in poetry can bridge the reader’s imagination to poetry content that may not be imagined based on text.

Hujan Bulan Juni

Art must be able to convey the message content or expression of the work. So in designing an illustration book, it must be able to describe emotions and an imaginative or surreal world as contained in the poetry by Sapardi Djoko Damono. Therefore, poetry visualization design will become a new tool that can provide a new picture of visual images in the interpretation of the poem. The existence of visual illustrations also allows the creation of new or different conceptual and narratives.

dalam doaku subuh ini kau menjelma langit yang semalaman tak memejamkan mata, yang meluas bening siap menerima cahaya pertama, yang melengkung hening karena akan menerima suara-suara cahaya yang ini, Siapakah? (kelopak-kelopak malam berguguran) kaki langit yang kabur dalam kamar, dalam Persetubuhan butir demi butir (Kau dan aku, aku dan serbuk malam) tergelincir menyatu

ketika matahari mengambang tenang di atas kepala, dalam doaku kau menjelma pucuk-pucuk cemara hijau senantiasa, yang tak henti-henti mengajukan pertanyaan muskil kepada angin yang mendesau entah dari mana dalam doaku sore ini kau menjelma seekor burung gereja yang mengibas-ibaskan bulunya dalam gerimis, yang hinggap di ranting dan menggugurkan bulu-bulu bunga jambu, yang tibatiba gelisah dan terbang lalu hinggap di dahan mangga itu

Perkawinan tak di mana pun, tak kapan pun kelopak demi kelopak terbuka malam pun sempurna 1968

178

Nerissa Arviana

Graphic Design


Graphic Design

Nerissa Arviana

179


180

Students Name

Animation Design/Cinematography/Graphic Design


Alternative Design of Dapur Indonesia Book by Yasa Boga Nessie Gunardi Jessica Laurencia, S. Sn., M. Ds. Drs. Winoto Usman

Indonesia is a country that is well known for its abundance of spices and flavors. To preserve and remind people of Indonesia’s culinary richness, Tim Yasa Boga has summarized popular recipes from across the Indonesian archipelago into their Dapur Indonesia recipe book. The design of a book (publication design) aims to make the audience understand the message clearly and effectively. In this alternative design for the Dapur Indonesia book, a more illustrative approach is used with two visual keywords: ‘cultural’ and ‘warmth’, as a representation of the richness and diversity of the culinary culture that Indonesia has. This alternative design aims to help people who prefer a visual approach in the form of illustrations to better understand the written cooking processes. The alternative design of this book uses the method of literature study and observation of concepts and theories in publication design.

Graphic Design

Nessie Gunardi

181


182

Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

183


184

Nessie Gunardi

Graphic Design


Graphic Design

Nessie Gunardi

185


Illustration Book Design for ‘50 MASAKAN KHAS JAWA BARAT’ Paradisa Chirana Hady Soenarjo, S.Sn., M.Ds. Ary Dananjaya Cahyono, S.Sn., M.Litt.FA

The world’s largest archipelago, Indonesia, has various ethnic groups, languages, and different religions. In addition to having a wide area with a large group of the population, each province has different culture and specialties. The number of provinces in Indonesia does not rule out the possibility of losing the original recipes of these specialties if they are not preserved. The richness of culture makes our country has an abundance of culinary variety with rich flavors. One of the provinces in Indonesia which is famous for its food diversity is West Java. The lack of appreciation for West Java’s cuisines is one of the main reasons why the author wants to design this book called ’50 Masakan Khas Jawa Barat” to preserve the culinary opulence of West Java. In creating this book, the author researched the literacy study method by reading books. It aims to collect factual data needed in elevating West Javanese culture through visuals. Moreover, the author also examines various theories and design principles used such as typography, layout, color, and other related elements. The outcome of this thorough research is the design of a book’s system that shall assist the audience in seeing the recipes in the ’50 Masakan Khas Jawa Barat’ book by dividing the chapters per district, and also showing each cultural identity through visuals. The cultural identity of West Java is also shown in an illustration of decorative batik from each district and also through food photography.

N51*#6;0(!@8%(%+%.8

50 MASAKAN KHAS JAWA BARAT

In conclusion, to prevent any error, there needs to be proper in-depth research and visual exploration to create a literary work that aims to accentuate the culture of West Java.

Bubur Ayam Sukabumi

33 Untuk

CARA MEMBUAT 1.

Bubur: Masak air hingga mendidih, masukkan beras, daun salam, dan garam. Aduk terus hingga menjadi bubur, angkat. Sisihkan.

2.

Taruh bubur dalam mangkuk, aburi cakwe, ayam suwir, kedelai, bawang, dan seledri. Tambah- kan kerupuk, kecap, dan sambal jika suka.

BAHAN HALUS

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Paradisa Chirana

5 PORSI

5 3 2 1 1 1

butir bawang merah siung bawang putih butir kemiri sdt pala bubuk sdt ketumbar ruas kunyit Garam secukupnya

Sukabumi

BAHAN BUBUR 2 liter air 200 gram beras, cuci dan tiriskan 2 lembar daun salam 1 sdt garam

Graphic Design


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Graphic Design

Paradisa Chirana

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Paradisa Chirana

Graphic Design


Redesign of “Irama Nusantara” Website As Indonesian Popular Music Archiving Media Pedro Timothy Sendoh Brian Alvin Hananto, S.Sn., M.Ds. Christo Wahyudi Rahardjo, S.Sn.

Irama Nusantara is a non-governmental non-profit organization, which initiates efforts to collect and archive Indonesian popular music. Archiving is considered a very important thing, considering this is an activity to record the historical journey. Digital publications, in this case, the website, are used as a medium for archiving Indonesian music so that they can be accessed easily by all people. It’s unfortunate if the website that we want to use does not have the ease and efficiency for its users. This project was made to improve a website that previously existed but was not easy enough to use. In its implementation, several methods were carried out before this project such as interviews, literature studies, and observations. After conducting interviews with several respondents, as well as conducting a literature study, it was found that the problem on the Irama Nusantara’s website was that navigation was less effective and efficient. Then the problem that is no less important is the visual concept that is less representative of what Irama Nusantara’s music talk about It is hoped that with this redesign project, the website will have more efficient and effective navigation, and of course a more attractive appearance so that it will attract more people who want to use the Irama Nusantara’s website and want to know about Indonesia’s popular music archives.

Graphic Design

Pedro Timothy Sendoh

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Pedro Timothy Sendoh

Graphic Design


Graphic Design

Pedro Timothy Sendoh

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The Music Visualization of Jkt:skrg Album Compilation Rafi Radifan Krisananda Donny Ibrahim, S.Sn, M.Ikom. Wahyudi Pratama, S.Sn., M.Sn.

Aside from the debate related to relevancy between sidestream and mainstream music dichotomy, the early 2000s was claimed to be one of the most important periods for Indonesia’s music industry. Override the essence of capital, moreover the mainstream media exposure; Jakarta’s underground music scene grows vigorously. If we have to draw a fine line of what the scenesters tried to offer, one certain thing is naivety. In this case, naivety describes honesty. Honesty in expressing desires and emotions. Aksara Records—as a record label—presume the festivity of the 2000s underground music scenes needs to be documented. On that basis, JKT:SKRG (2004) Music Album Compilation was born. A small bar located in Menteng, Central Jakarta, namely BB’s (Blues Bar) became the starting point. Over there, bands from different backgrounds joyously get together and play various kinds of music. The common—popular music— the idea about the ‘barrier’ between performers and audience instantly torn down. At BB’s, just like enjoyment and pleasure, the stage also belongs to all who came. ‘Merayakan JKT SKRG’ (the project name) Installation is the visualization of JKT:SKRG Music Album Compilation. As an effort to re-celebrate a music album that is frequently mentioned as the gate opener for more diversified music genres in Indonesia. Visualization is a scheme to ‘reopen the time capsule’ that Aksara Records implanted 17 years ago, and see its relevance based on nowadays conditions. Because in fact, JKT:SKRG is not just a music album, more than that: it is a frank representation of reality. The depiction that we see every day throughout Jakarta. A portrait of the life of the urban middle class in a densely populated metropolitan city, and its endless problems.

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Rafi Radifan Krisananda

Graphic Design


Graphic Design

Rafi Radifan Krisananda

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Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

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Rafi Radifan Krisananda

Graphic Design


Designing Installation Art for “HeForShe” Movement Themed Change The Narrative Rahel Kristhea Supandi Jessica Laurencia, S. Sn., M. Ds. Drs. Winoto Usman

Feminism is often associated with man-hating. Based on this untrue stigma, in 2014 UN Women created the HeForShe movement. HeForShe aims to break this stigma and invite men to participate in the gender equality movement. This paper aims to design a visualization of the HeForShe movement for optimal message delivery. The method used is document study and literature study. First, the author collected data about HeForShe through official and trusted documents. Second, the author conducted a literature study by studying relevant theories. Third, the author analyzed the data obtained from the theory obtained from literature studies. Finally, the author designed an installation work based on the storytelling method. A storytelling methodbased installation can draw the visitors into the installation and they will foster empathy. With empathy, visitors can sense the urgency of the HeForShe movement and participate in it.

Graphic Design

Rahel Kristhea Supandi

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Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

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Rahel Kristhea Supandi

Graphic Design


Visual Concept Art for Graphic Novel Adaptation of Semua Ikan di Langit Novel Realino Marpaung Donny Ibrahim, S.Sn., M.Ikom Jeffrey Rachmad Gunadi, S.Sn., M.Ds

A Novel is one of the media that contains text or fictional narratives. Where there is an imaginative world contained in the story. Media such as novels can also be adapted into other media or works of art, namely graphic novels. The writer also uses the story of Semua Ikan di Langit as a story that the writer will adapt. Semua Ikan di Langit is a fantasy novel that tells about the adventures of Bus (an old city bus in Bandung) as the main character and Beliau an omnipotent figure that is portrayed as an innocent child. The story in Semua Ikan di Langit contains life values that are packaged like a fairy tale for children. The writer adapted the novel Semua Ikan di Langit into a graphic novel. The graphic novel medium was chosen because it has its advantages that are related to images within the graphic novel, whereas the novel only uses text. The design of the graphic novel Semua Ikan di Langit is done by adapting a part of the story that introduces and explains who Beliau is as a character. The visual approach taken in general is to use a drawing style that suitable for children and the colors that are used in the graphic novel are color that represents sadness as sadness itself is a theme in the story.

Graphic Design

Realino Marpaung

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Students Name

Animation Design/Cinematography/Graphic Design


Graphic Design

Realino Marpaung

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Packaging Redesign: Lav Me Regine Tivona Susanto Brian Alvin Hananto, S.Sn., M.Ds. Christo Wahyudi Rahardjo, S.Sn.

Interest in hygiene and health products is rapidly increasing in the market due to the COVID-19 pandemic. Local brands are trying to pursue and produce disinfectant products to be able to provide the daily needs of consumers. Due to the rapid spread of COVID-19, and manufacturers trying to provide products as quickly as possible, design aspects are overlooked. From here, many visual problems arise in packaging design. As an example Lav Me is a disinfectant product with visual and communication problems. In the process of redesigning the packaging of Lav Me, several stages were carried out. The first thing to do is analyzing and collecting data about Lav Me products, the next step is to do the packaging redesign. The main aim and goals of the redesign of Lav Me’s packaging is so that Lav Me will be able to communicate the products they offer effectively, also to build a design system so that when looked into ad a whole Lav Me will have a consistent packaging design. The author has redesigned the Lav Me packaging for original line products (primary and secondary packaging) and collaboration products (primary and secondary packaging).

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Regine Tivona Susanto

Graphic Design


Graphic Design

Regine Tivona Susanto

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Regine Tivona Susanto

Graphic Design


Visual Identity Redesign of Educational Tourism Theme Park (Study Case: Secret Garden Village) The, Jemima Deka Jenaya Chandra Djoko Zuki, S.Sn., M.Ds. Dra. Rerry Isfandriani

Indonesia has thousands of very well-known tourist attractions, especially on the Island of the Gods, Bali. Of the various tourist attractions on the island, Secret Garden Village is the first tourist spot in Indonesia that implements specific tourism with the concept of ecotourism educational tour. This tourist spot has also succeeded in becoming one of the must-visit destinations in Bali. After conducting a literature review and interview with Secret Garden Village, it can be concluded that the brand’s visual identity is inconsistent and unable to represent the essence of the brand identity itself. Through the identification of several visual problems, it was concluded that Secret Garden Village needed a visual identity renewal. Therefore, this paper will show a comprehensive process of redesigning a visual identity for a better and more representative tourist spot with a structured design method.

Graphic Design

The, Jemima Deka Jenaya

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Students Name

38

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Animation Design/Cinematography/Graphic Design

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Graphic Design

The, Jemima Deka Jenaya

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42

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The, Jemima Deka Jenaya

Graphic Design


A Redesign of the Book The Desire for Elsewhere by Agnes Chew Tiffany Ellis Melini, S.Sn., M.T . Drs. Winoto Usman

The Desire for Elsewhere is a book of essay collections written by Agnes Chew. It has a unique structure, but unfortunately, its existing medium does not represent its uniqueness effectively. Alas, the book could not reach its maximum potential as a physical object. This issue is also supported by the fact that many Indonesians nowadays don’t find books appealing due to them being visually repetitive, and thus, boring; whereas books have gone through centuries of advancements and inventions. The Desire for Elsewhere redesign focuses on a concept of museum visit using ergodic literature approach—more specifically, shuffle literature, where the contents of a book are not bound into a book but separated, to allow a more personalized and intimate reading experience. This genre of literature is chosen because it seems more fitting to the book’s concept and plot compared to its more popular counterpart: codex. This approach is also used in the hopes that it can be more like a museum-visit experience for its readers, where there is no certain order to follow. The book is separated into several components: a museum guidebook, an entrance ticket, booklets that each represent a museum artifact, and an epilogue that is designed like a museum souvenir. Furthermore, the booklets are also separated into three different parts which have different design styles but still maintaining their syntax by having some level of visual similarities. In conclusion, this book redesign project is done in the hopes that it can reintroduce this unique kind of book format, and give a new experience in the enjoyment of the printed book to the people of Indonesia.

Graphic Design

Tiffany

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Animation Design/Cinematography/Graphic Design


Graphic Design

Tiffany

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Students Name

Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Interpretation Of The Novel Bonsai: Hikayat Satu Keluarga Cina Benteng In The Form Of Kinetic Typography Yehezkiel Penalosa Ellis Melini, S.Sn., M.T. Christo Wahyudi Rahardjo, S.Sn.

This design project is an interpretation process that starts from a novel entitled Bonsai: Hikayat Satu Keluarga Cina Benteng by Pralampita Lembahmata. Progressively, the process of designing this project started with a literature study to see the big issue, how it relates to visual communication. The study stage is continued by dissecting the novel comprehensively. The data analysis process is continued by making a creative brief and selecting visual keywords. Then the design process ends with the description of exploration and visual implementation. This interpretation aims to express every idea contained in the entity that is embodied in the form of a kinetic typographic world. This kinetic typography was designed using a virtual reality approach, or a world that the author knitted himself to using an open-source web framework called A-Frame. The world is created and divided into three main parts named Body, Soul, and Spirit. This virtual reality contains an exploration of typography through a motion-type approach, where some writing moves quickly, slowly, hovers, and so on. Body, Soul, and Spirit have different motion characters. These three worlds are differentiation and separation of stories based on chapter selection, where each world represents different content. The body represents physical suffering, the Soul represents the suffering of the soul or mind, while the Spirit represents the world of thought that they hold on to endure through physical and mental suffering.

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Yehezkiel Penalosa

Graphic Design


Graphic Design

Yehezkiel Penalosa

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Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

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Yehezkiel Penalosa

Graphic Design


Graphic Design

Yehezkiel Penalosa

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Animation Design/Cinematography/Graphic Design


Animation Design/Cinematography/Graphic Design

Student’s Name

225


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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