DKV 424 PROYEK AKHIR 06 PERANCANGAN MEDIA VISUAL INTERAKTIF UNTUK PENINGKATAN CITRA MILITER ( KOPASKA ) PADA PELAJAR SMP INDONESIA
Vicko hanandy 10.13.0005
Pembimbing : Bayu Widiantoro, ST. MSn NPP. 058.1.2008.275
PROGRAM STUDI DESAIN KOMUNIKASI VISUAL FAKULTAS ARSITEKTUR DAN DESAIN UNIVERSITAS KATOLIK SOEGIJAPRANATA SEMARANG 2015 I
HALAMAN PENGESAHAN
Judul : PERANCANGAN MEDIA VISUAL INTERAKTIF UNTUK PENINGKATAN CITRA MILITER ( KOPASKA ) PADA PELAJAR SMP INDONESIA
Nama : Theng, Vicko Hanandy NIM : 10.13.0005 Fakultas : Arsitektur dan Desain Universitas : Universitas Katolik Soegijapranata
Semarang, Juli 2015
Menyetujui,
Dekan Fakultas Arsitektur dan Desain
Kaprogdi Desain Komunikasi Visual
Koordinator Proyek Akhir DKV
Ir. Tri Hesti Mulyani, M.T.
Ir. Robert Rianto Widjaja, M.T.
Ir. Robert Rianto Widjaja, M.T.
NIDN. 0611086201
NIDN. 0627066701
NIDN. 0627066701
II
HALAMAN PENGESAHAN
Judul : PERANCANGAN MEDIA VISUAL INTERAKTIF UNTUK PENINGKATAN CITRA MILITER ( KOPASKA ) PADA PELAJAR SMP INDONESIA
Nama : Theng, Vicko Hanandy NIM : 10.13.0005 Fakultas : Arsitektur dan Desain Universitas : Universitas Katolik Soegijapranata
Semarang, Juli 2015 Menyetujui,
Pemimbing I
Pemimbing II
Bayu Widiantoro, ST. M.Sn.
Ronny Jonathan, S.Ds.
NPP. 058.1.2008.275
NPP. 058.5.2013.102
Penguji I
Penguji II
Penguji III
Prof Dr.-Ing.Ir.L.M.F.Purwanto, M.T. NIDN. 0602066801
Ir. Robert Rianto Widjaja, M.T. NIDN. 0627066701
Ir. Ign. Dono Sayoso, MSR. NIDN. 0608075601
III
PERNYATAAN ORISINALITAS
Nama : Theng, Vicko Hanandy NIM : 10.13.0005 Fakultas : Arsitektur dan Desain Universitas : Universitas Katolik Soegijapranata
Judul Proyek Akhir : PERANCANGAN MEDIA VISUAL INTERAKTIF UNTUK PENINGKATAN CITRA MILITER ( KOPASKA ) PADA PELAJAR SMP INDONESIA
Menyatakan bahwa Proyek Akhir ini beserta semua desain yang menyertainya merupakan hasil karya saya sendiri Dan telah mengikuti peraturan akademik dalam melakukan kutipan. Apabila di kemudian hari ini ditemukan bukti plagiasi, manipulasi, dan/atau pemalsuan data maupun bentuk-bentuk kecurangan yang lain dalam proyek ini, saya bersedia untuk menerima sanksi setimpal dari Program Studi Desain Komunikasi Visual Universitas Katolik Soegijapranata, Semarang. Demi kepentingan akademis, saya bersedia dan menyetujui bentuk publikasi dari hasil karya ilmiah ini.
Semarang, Juli 2015
Theng, Vicko Hanandy 10.13.0005
IV
PRAKATA Puji syukur penulis panjatkan kepada Tuhan yang maha esa
karena dengan rahmat,
Akhir kata, penulis mengharapkan kelak karya tulis ini dapat bermanfaat bagi semua pihak.
karunia,penulis dapat menyelesaikan tugas akhir berjudul perancangan visual media interaktif untuk peningkatan citra militer (KOPASKA) Indonesia pada pelajar SMP. Proyek Akhir ini disusun sebagai syarat untuk memperoleh gelar sarjana pada Program Studi Desain Komunikasi Visual Fakultas Arsiktektur dan Desain Universitas Katolik Soegijapranata Semarang. Dalam pembuatan proyek Akhir ini juga penulis tidak lepas dari bantuan dan dukungan dari berbagai pihak. Untuk itu pada kesempatan ini penulis ingin mengucapkan terima kasih kepada yang
Semarang, 13 Juli 2015
terhormat : 1. Bapak Bayu Widiantoro, ST. MSn selaku dosen pembimbing yang selalu bersedia meluangkan waktunya, memberikan dukungan serta ilmu dan berbagai masukan selama perancangan dan penyusunan Proyek Akhir. 2. Bapak RonnyJonathan, S.Ds. selaku dosen pembimbing II yang selalu meluangkan waktunya untuk memberikan masukan mengenai grafis pada desain-desain yang telah dibuat serta memberikan ilmu mengenai desain.
Penulis
3. Bapak Prof dr.-ing. Ir. L.M.F Purwanto, M.T. Selaku dosen pembimbing yang selalu meluangkan waktunya untuk memberikan masukan tentang tata cara penuliasn laporan yang baik dan benar. 4. Dosen-dosen penguji yang telah memberikan kritik dan saran membangun dalam menyelesaik Proyek Akhir. 5. Para narasumber yang telah meluangkan waktunya untuk memberikan informasi tentang jenis jenis permainan yang sedang populer maupun yang tidak populer . 6. Keluarga penulis ; Mamah, nenek , dan alm papah saya yang merupakan orang tua luar biasa yang selalu mendukung penuh kepada penulis dalam menyelesaikan Proyek Akhir. kakak dan Adik yang juga mendukung serta memberikan masukan kepada penulis. 7. Kepada sahabat saya Yudha satria yang sudah mendukung , dan memberikan saran dalam perancangan ini 8. Dan terakhir kepada ,Shirley Christina budiono S.Ds, yang selalu setia menemani dan mendukung penulis di saat putus asa dan butuh dukungan. Memberikan masukan-masukan mengenai desain Proyek Akhir ini.
V
ABSTRAK
Indonesia memiliki potensi militer dan alutista yang besar . Salah satunya adalah KOPASKA ( komando pasukan katak ) yang mana merupakan pasukan khusus angkatan laut Indonesia yang terkenal di Luar tertapi kurang terkenal / kurang orang yang tau di dalam negeri sendiri, padahal prestasi dari KOPASKA sudah sangat terkenal di dunia luar. Kopaska menjadi subjek utama dari perancangan tugas akhir desain komunikasi visual ini. Para remaja Indonesia dan generasi muda di Indonesia malah lebih mengaggumi militer luar seperti navy seal dari Amerika , hal ini di karenakan banyaknya media seperti game dan film yang mengangkat tema militer Amerika. Sebagai solusi untuk menjaga dan adanya peningkatan citra militer Indonesia , maka dari itu penulis memberikan solusi untuk membuat game android
tentang militer Indonesia dengan target
generasi muda Indonesia tepatnya berumur 11 – 16 tahun . Rencana tersebut di dukung dengan menggunakan metode kualitatif untuk melakukan riset dan mendapatkan informasi yang di inginkan. Dengan adanya perancangan ini penulis ingin memberikan informasi edukatif tentang militer Indonesia , serta memberikan idola baru di tengah masyarakat terutama generasi muda Indonesia, dan semoga informasi serta perancangan ini berguna di tengah tengah masyarakat. Kata Kunci : Militer , game, Kopaska, Indonesia, Pasukan khusus , frog squad, media visual interaktif
VI
ABSTRAC
Indonesia has the large potential for their military . One of them is KOPASKA ( Komando Pasukan katak), which is an Indonesian navy special force that unfornately is less famous in Indonesia , but its more famous in foreign, eventhough the KOPASKA achievement already well known in the world , Its so shame that Indonesia young generation didn’t know or didn’t respect their own military forces.So I as designer feels challenge to make visual interactive media to this young generation.
Indonesian young generation are more respect to America military force , it all because America send their message through a lot media , such as movie , and game , so the Indonesian more respect and more love other military force rather then their own military force. As a solution to keep Indonesian teenager love their own military force , and the military itself began to be populer,Therefore the author provide a solution to make an smartphone android game of kopaska for Indonesian teenager and young generation. The plan is supported by qualitative method to do the research and desire information. With this game the author hope that Indonesia military became more popular , and for teenager the author hope that they can more respect their own military and the KOPASKA itself became new tren in society.
Keywords : Military, game, KOPASKA, Indonesia, Special Force, Frog Squad, Visual media Interactive
DAFTAR ISI
I.6.3 Bagi Universitas ...........................................................................................4
JUDUL ............................................................................................................................. I
I.7 Metode perancangan ............................................................................................4
PENGESAHAN ............................................................................................................... II
I.7.1 Metode literatur ............................................................................................4
PERNYATAAN ORISINALITAS ..................................................................................... III
I.7.2 Metode wawancara ......................................................................................5
PRAKATA ........................................................................................................................ IV
I.7.3 Pengumpulan data statistik ..........................................................................5
ABSTRAK ........................................................................................................................ V
I.8 Sistematika penulisan ...........................................................................................5
DAFTAR ISI...................................................................................................................... VI
BAB II TINJAUAN UMUM ................................................................................................6
DAFTAR TABEL .............................................................................................................. XI
II.1 Kerangka berpikir .................................................................................................6
DAFTAR GAMBAR .......................................................................................................... XII
II.2 Landasan teori .....................................................................................................6 II2.1 Tentara nasional Indonesia ..........................................................................6
BAB I PENDAHULUAN ................................................................................................... 1
II.2.1.1 Angkatan Laut .................................................................................6
I.1 Latar Belakang .................................................................................................... 1
II.2.1.1.1 Kopaska .......................................................................................6
I.2 Identifikasi masalah .............................................................................................. 3
II.2.1.1.2 Sejarah Kopaska ..........................................................................6
I.3 Pembatasan masalah........................................................................................... 4
II.2.1.1.3 Arti logo kopaska dan atribut kopaska .........................................7
I.3.1 Lingkup wilayah ................................................................................................. 4
II.2.1.1.3.1 Makna motto .............................................................7
I.3.2 Lingkup tenis .................................................................................................... 4
II.2.1.1.3.2 Makna lambang katak ...............................................7
I.3.3 Lingkup pembahasan ........................................................................................ 4
II.2.1.1.3.3 Makna baret Kopaska ...............................................7
I.4 Perumusan masalah ............................................................................................ 4
II.2.1.1.4 Divisi divisi kopaska ....................................................................8
I.5 Tujuan perancangan ............................................................................................ 4
II.2.2 Teori game ..................................................................................................8
I.6 Manfaat perancangan .......................................................................................... 4
II.2.2.1 Unsur unsur di dalam game ............................................................8
I.6.1 Bagi mahasiswa .......................................................................................... 4
II.2.2.2 Jenis game berdasarkan medianya ................................................9
I.6.2 Bagi masyarakat .......................................................................................... 4
II.2.2.3 Jenis game be rdasarka tipe permainan .................................................9 II.2.2.4 Efek samping bermain game berjenis kekerasan ....................................10
II.2.2.4.1 Kasus kriminalitas akibat video game ..................................... 10
II.4.1 Game Metal Slug .......................................................................................16
II.2.3 Teori analisa ..................................................................................................... 11
II.4.2 Game Call Of duty .......................................................................................16
II.2.3.1 Teori Aisas............................................................................................... 11 II.2.3.2 Teori SWOT............................................................................................. 11
BAB III STRATEGI KOMUNIKASI ...................................................................................17
II.2.4 Teori psikologis remaja usia 11 – 15 tahun ..................................................... 11
III.1 Hasil analisis .......................................................................................................17
II.2.5 Teori desain komunikasi................................................................................... 12
III.1.1 Data objektif ...............................................................................................17
II.2.5.1 teori Ilustrasi ............................................................................................ 12
III.1.1.1 Wawancara mahasiswa DKV Jurusan game technology UKSW .17
II.2.5.2 Teori warna.............................................................................................. 13
III.1.1.1.1 Hasil wawancara mahasiswa DKV Game technology UKSW ...17
II.2.5.3 Teori komposisi ....................................................................................... 13
III.1.1.2 Wawancara kepada anggota komunitas game ............................. 17
II.2.5.4 Teori layout .............................................................................................. 13
III.1.1.2.1 Hasil wawancara kepada anggota komunitas game ....17
II.2.5.5 Teori Logo ............................................................................................... 13
III.1.1.3 Wawancara kepada anggota komunitas airsoftgun di Semarang .18
II.2.5.6 Teori menggambar Chibi ......................................................................... 14
III.1.1.3.1 Hasil wawancara kepada anggota komunitas airsiftgun di Semarang 18
II.2.6 Teori media dan periklanan .............................................................................. 14
III.1.1.4 Kuesioner ......................................................................................18
II.2.7 Teori kriminolog ................................................................................................ 15
III.1.1.4.1 Pertanyaan kuesioner ...................................................18
II.3 Kajian Pustaka .................................................................................................... 15
III.1.1.4.2 Hasil Kuesioner.............................................................19
II.3.1 Spesialis pertempuran laut ......................................................................... 15
III.1.2 Analisis SWOT ...........................................................................................24
II.3.2 Kriminologo ................................................................................................ 15
III.1.3 Analisis teori Harold D lasswell ..................................................................25
II.3.3 Pengantar desain komunikasi visual oleh Adi Kusrianto Tahun 2007 ........ 15
III.1.3.1 Siapa .............................................................................................25
II.3.4 Teori Desain Komunikasi Visual ................................................................. 15
III.1.3.2 Berkata apa...................................................................................25
II.3.5 Periklanan oleh Frank Jefkin edisi ketiga ................................................... 16
III.1.3.3 Melalui saluran apa .......................................................................25
II.3.6 Life span development ............................................................................... 16
III.1.3.4 Kepada siapa ................................................................................26
II.3.7 How to Draw Chibi & super deform vol 1 : basic ............................... 16
III.1.3.5 Dengan efek apa ............................................................................26
II.4 Studi Komparasi .................................................................................................. 16
III.2 Sasaran khalayak................................................................................................26
III.2.1 Demografis............................................................................................... 26
IV.1.2 Tipografi .....................................................................................................33
III.2.2 Psikologis dan behavioral ........................................................................ 26
IV.1.3 Warna ........................................................................................................34
III.3 Tema dan judul perancangan............................................................................. 26
IV.1.4 Logo ...........................................................................................................34
III.3.1 Tema perancangan game ........................................................................ 26
IV.1.4.1 Logo utama...................................................................................35
III.3.2 Judul perancangan game ........................................................................ 26
IV.1.4.2 Logogram .....................................................................................36
III.4 Strategi komunikasi ............................................................................................ 26
IV.1.4.2.1 Gambar katak ...............................................................36
III.4.1 Pendekatan strategi komunikasi .............................................................. 26
IV.1.4.2.2 Gambar perisai .............................................................36
III.4.2 Perancangan media visual interaktif ........................................................ 26
IV.1.4.3 Logo type ......................................................................................36
III.4.2.1 Karakter ...................................................................................... 26
IV.1.4.4 Logo Ikopn untuk aplikasi .............................................................37
III.4.2.2 Genre Game ............................................................................... 26
IV.1.4.5 Logo teorirs...................................................................................37
III.4.2.3 Warna ......................................................................................... 27
IV.1.5 Story board ................................................................................................37
III.4.2.4 Tipografi ...................................................................................... 27
IV.1.6 Tombol dalam Game .................................................................................42
III.4.2.5 Bahasa........................................................................................ 27
IV.2 Konsep verbal .....................................................................................................42
III.4.3 Perancangan promosi dan time schedule ................................................ 27
IV.2.1 Konsep utama perancangan game Frog Squad ........................................42
III.4.3.1 AISAS ......................................................................................... 27
IV.2.2 Konsep Seragam .......................................................................................42
III.4.3.2 Time Schedule ............................................................................ 27
IV.2.3 Pemilihan nama karakter ...........................................................................42
III.4.4 Pendekatan media ................................................................................... 28
IV.2.3.1 Yosua ...........................................................................................42
III.5 Anggaran perancangan ...................................................................................... 28
IV.2.3.2 Tirta ..............................................................................................43
BAB IV STRATEGI KREATIF .......................................................................................... 30
IV.2.3.3 GAP ..............................................................................................43
IV.1 Konsep visual..................................................................................................... 30
IV.2.3.4 Kapten Codet................................................................................43
IV.1.1 Karakter Visual ........................................................................................ 30
IV.2.4 Pemilhan divisi di dalam Game .................................................................43
IV.1.1.1 Tokoh utama ................................................................................ 30
IV.2.5 Konsep permainan Frogsquad .................................................................43
IV.1.1.2 Tokoh pendukung ........................................................................ 32
IV.2.5.1 Permainan penyergapan .............................................................43
IV.2.5.2 Permainan menjinakan ranjau.................................................... 43
BAB V SARAN DAN KESIMPULAN ................................................................................55
IV.2.6 Skenario dalam game .............................................................................. 43
V.1 Kesimpulan ..........................................................................................................55
IV.2.6.1 Sinopsis ...................................................................................... 43
V.2 Saran ...................................................................................................................55
IV.2.6.2 Skenario leveling ........................................................................ 43
DAFTAR PUSTAKA .........................................................................................................56
IV.2.7 Pemilihan pulau pada Game ................................................................... 45 IV.3 Visualisasi Desain .............................................................................................. 45
DAFTAR TABEL Bagan 2.1 kerangka berpikir..............................................................................................6
IV.3.1 Promotional tools ..................................................................................... 45
Grafik 3.1 hasil kuisioner 1 ...............................................................................................20
IV.3.1.1 Poster ......................................................................................... 45
Grafik 3.2 hasil kuesioner 2 .............................................................................................21
IV.3.1.2 Spanduk ..................................................................................... 46
Grafik 3.3 hasil kuesioner 3 .............................................................................................21
IV.3.1.3 Web adverstising ........................................................................ 46
Grafik 3.4 hasil kuesioner 4 .............................................................................................22
IV.3.1.4 Video trailer di Youtube .............................................................. 47
Grafik 3.5 hasil kuesioner 5 .............................................................................................22
IV.3.1.5 Web ............................................................................................ 49
Grafik 3.6 hasil kuesioner 6 .............................................................................................22
IV.3.2 Merchandise ............................................................................................ 50
Grafik 3.7 hasil kuesioner 7 .............................................................................................23
IV.3.2.1 Gantungan kunci ........................................................................ 50
Grafik 3.8 hasil kuesioner 8 .............................................................................................23
IV.3.2.2 Stiker .......................................................................................... 50
Grafik 3.9 hasil kuesioner 9 .............................................................................................23
IV.3.2.3 Pin .............................................................................................. 51
Grafik 3.10 Grafik hasil kuesioner 10 ................................................................................24
IV.3.2.4 Smartphone case ....................................................................... 51
Tabel 3.11 Analsis SWOT ................................................................................................24
IV.3.3 GSM ........................................................................................................ 52
Tabel 3.12 analisis AISAS .................................................................................................27
IV.3.3.1 Clear Area .................................................................................. 52
Tabel 3.13 Time Schedule ................................................................................................27
IV.3.3.2 Ukuran logo ................................................................................ 53
Tabel 3.14 Anggaran .........................................................................................................28
IV.3.3.3 Logo Reverse ............................................................................. 53
Tabel 4.1 Story board ........................................................................................................36
IV.3.3.4 Logo Grid System ........................................................................ 54
Tabel 4.2 Video trailer .......................................................................................................42
IV.3.3.5 Regulasi logo ............................................................................... 54
DAFTAR GAMBAR Gambar 2.1 logo Kopaska ................................................................................................ 7
Gambar 4.16 Logo perisai ...............................................................................................35
Gambar 2.2 perbandingan ................................................................................................ 14
Gambar 4.17 Logo Type ...................................................................................................36
Gambar 2.3 perbandingan chibi ...................................................................................... 14
Gambar 4.18 Logo Ikon .....................................................................................................36
Gambar 2.4 Metal Slug .................................................................................................... 16
Gambar 4.19 Gambar Bendera Teroris .............................................................................36
Gambar 2.5 Gameplay Metal slug .................................................................................... 16
Gambar 4.20 Contoh tombol dalam game ........................................................................42
Gambar 2.6 Call of Duty .................................................................................................. 17
Gambar 4.21 Dasar bentuk seragam ................................................................................43
Gambar 2.7 Gameplay call of duty .................................................................................. 17
Gambar 4.22 Gambar poster ............................................................................................45
Gambar 4.1 Seragam sailor............................................................................................. 30
Gambar 4.23 Gambar Spanduk ........................................................................................46
Gambar 4.2 Warna seragam sailor................................................................................... 30
Gambar 4.24 Gambar iklan web 1.....................................................................................46
Gambar 4.3 Warna seragam Yosua ................................................................................. 30
Gambar 4.25 Gambar iklan web 2.....................................................................................46
Gambar 4.4 Seragam dinas harian................................................................................... 31
Gambar 4.26 Gambar iklan web 3.....................................................................................46
Gambar 4.5 Warna Seragam dinas .................................................................................. 31
Gambar 4.27 Gambar iklan web 4.....................................................................................47
Gambar 4.6 Seragam penyergap ..................................................................................... 31
Gambar 4.28 Gambar aplikasi iklan web1.........................................................................48
Gambar 4.7 Seragam Penyelam ...................................................................................... 31
Gambar 4.29 Gambar aplikasi iklan web 2........................................................................48
Gambar 4.8 warna seragam penyelam dan penyergap ................................................... 32
Gambar 4.30 Gambar web 1 .............................................................................................49
Gambar 4.9 kapten dan warna seragam ......................................................................... 32
Gambar 4.31 gambar web 2 ..............................................................................................49
Gambar 4.10 kapten Codet dan warna seragam............................................................. 33
Gambar 4.32 Gambar web 3 .............................................................................................49
Gambar 4.11 Pasukan GAP dan warna ........................................................................... 33
Gambar 4.33 Gantungan kunci .........................................................................................50
Gambar 4.12 jenis font yang digunakan ........................................................................... 34
Gambar 4.34 Stiker ...........................................................................................................50
Gambar 4.13 Warna utama ............................................................................................. 34
Gambar 4.35 Pin ...............................................................................................................51
Gambar 4.14 Logo utama ................................................................................................. 35
Gambar 4.36 Smartphone case ........................................................................................51
Gambar 4.15 Logo katak .................................................................................................. 35
Gambar 4.37 Smartphone case 2 .....................................................................................52
Gambar 4.38 Clear space area ........................................................................................ 53 Gambar 4.39 Ukuran logo ................................................................................................ 54 Gambar 4.40 Logo reverse ............................................................................................... 54 Gambar 4.41 Logo grid system ........................................................................................ 55
Gambar 4.42 Regulasi logo ...............................................................................................55