2021 was the year of Netflix’s sensation, the South Korean drama series, "Squid Game" directed by Hwang Dong Hyuk. The visual and audio production are extraordinary, and the idea of the storyline is quite interesting, resulted in one of the highest ratings in Netflix. This analysis examines the creative process in the idea of pictures taken in the series by studying cinematographic visual composition based on composition theory by Paul Wheeler. In this paper, the authors try to examine some of the best scenes as a sampling study, and how a composition can provide an important role in communicating the drama series’ storyline. Surely this can be developed as a further learning medium in the study of cinematography and composition.
Mobile Legends: Bang-Bang has become successful games that has stayed in the top rate category in mobile gaming industry. The success of this game is based on the good preparation and execution in every line. One of the features that can be maximized by Moonton as Mobile Legends’ publisher is skin hero feature. Skin hero is successfully made as commercial asset in the profitable game. In fact that there are several players ready to spend millions of Indonesian Rupiahs to get the rare skin. Rare skin, by definition is hard to get and visually pleasing to the eyes from the perspective of illustration, animation and action effect in the game. Skin Hero that has that kind if rarity and greatness is considered as legendary tier. Only seven from hundreds of heroes in the game own this rare skin. To study the concept and the structure applied by Moonton in designing the visual of skin legend, this research analyzes the character visual of the skin legend using descriptive qualitative method and character design study developed by Hiroyoshi Tsukamoto which is Manga Matrix. This research applies a character design method to break down the character visual in the fame and in doing so, this research finds that hero character and skin legend have their several benefits from composition, shape, costumes and personality that are well made. In conclusion, this research can be useful to give recommendations for game developers to use Manga Matrix as an alternative strategies to design game character. Keywords: Game, Mobile Legends, Manga Matrix, Character Design ABSTRAKMobile Legends: Bang-Bang menjadi game yang terbilang sukses dan sama sekali belum beranjak dari kategori top rate dalam platform perangkat mobile. Kesuksesan dari game ini tentu didasari pada kesiapan dan eksekusi matang di segala lini. Salah satu fitur yang bisa dimaksimalkan moonton selaku publisher game ini adalah fitur skin hero. Skin hero berhasil dijadikan sebagai asset komersil dalam game yang tentunya menghasilkan keuntungan besar, faktanya beberapa kalangan pemain yang rela menghabiskan uang jutaan rupiah untuk memperoleh skin yang mereka anggap langka, visual ilustrasi yang menarik, animasi dan efek action dalam gamenya. skin hero yang memiliki kedigdayaan tersebut adalah skin hero dalam tier legend. Skin ini hanya dimiliki oleh tujuh dari serratus enam hero yang ada dalam game. Dalam rangka untuk mempelajari struktur konsep yang diterapkan oleh Moonton dalam merancang visual dari karakter hero dengan skin legend, pada penelitian ini dilakukan analisis visual karakter dengan skin legend menggunakan pendekatan kualitatif deskriptif dan pendekatan desain karakter yang dikembangkan oleh Hiroyoshi Tsukamoto yaitu Manga Matriks. Penelitian ini telah telah menerapkan sebuah metode perancangan karakter untuk mengurai sebuah visual karakter game dan menemukan bahwa visual karakter hero dengan skin legend memang memiliki kelebihan tersendiri secara komposisi visual bentuk, kostum dan personality yang cukup terkonsep dengan baik, maka wajar saja jika skin legend pada game mobile legends sangat digemari. Atas dasar hasil tersebut Penelitian ini juga memberikan Rekomendasi pada game developer untuk menggunakan manga matrix sebagai salah satu strategi alternatif dalam merancang karakter game. Kata kunci: Game, Mobile legends, Manga Matriks, Desain Karakter
Cultural changes in Indonesia make the literacy level of Indonesian adolescents low so that teenagers have less interest in reading. Due to the lack of short film media that raises literacy in Indonesia, the author designed a short film with an interesting story composition and good audio-visual delivery so that the message he wanted to convey was conveyed. However, this research aims to design short films in the form of entertainment media for teenagers to realize the low reading level in Indonesia. This research method uses descriptive qualitative methods by collecting data obtained from the method of observation, literature study, and questionnaires. The design method used in this paper is the stage of development, pre-production, production, post-production and distribution. The results of this study are an explanation of the creative strategies used in making short films, and a discussion of the pre-production, production, and post-production processes in a short film entitled "Mudahnya Membaca".
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