ANIMASI 2D CERITA RAKYAT PAK SALOI “BERBURU KIJANG” DENGAN MENERAPKAN METODE MDLC

  • Apriadi Apriadi Politeknik Negeri Sambas
  • Mitha Mitha Politeknik Negeri Sambas
  • Noferianto Sitompul Politeknik Negeri Sambas
  • Salahuddin Salahuddin Politeknik Negeri Sambas
Keywords: Object Graphic Design, Multimedia Development Life Cycle, Mr. Saloi “Hunting Deer”

Abstract

2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.
Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2D-based animated film can become a medium of information about Mr.Saloi Folklore “Hunting the Deer”.

References

[1]
H. S. A. G. B. U. I Gede Adi Sudi Anggara, "Proses Pembuatan Film Animasi 2D "Pedanda Baka"," Hasil Penelitian dan Pengabdian Masyarakat, pp. 10-19, 2020.
[2]
D. R. D. B. Benny Muhdaliha, "Film Animasi 2 Dimensi Cerita Rakyat Bali Berjudul I Ceker Cipak," Bahasa Rupa, vol. 1 , pp. 61-72, 2017.
[3]
I. K. S. P. S. U. P. N. W. W. D. A. I Nyoman Agus Suarya Putra, "Perancangan Film Animasi 2d Cerita Rakyat Bali "Balapan Menjangan Dan Siput"," Manajemen Dan Teknologi Informasi, vol. 12, pp. 136-143, 2022.
[4]
A. WBTB, "kemendikbud.go.id," warisanbudaya, 1 Januari 2010. [Online]. Available: https://warisanbudaya.kemendikbud.go.id/?newdetail&detailCatat=373. [Accessed 5 Februari 2023].
[5]
R. Syahriszani, "wantek.id," pengertian-animasi-2d, 16 November 2022. [Online]. Available: https://wantek.id/pengertian-animasi-2d/. [Accessed 5 Februari 2023].
[6]
Y. Setiyaningsih, "dianisa.com," pengertian-adobe-after-effects, 3 Januari 2022. [Online]. Available: https://dianisa.com/pengertian-adobe-after-effects/. [Accessed 5 Februari 2023].
[7]
I. Safira, "toffeedev.com," plus-dan-minus-dalam-menggunakan-adobe-after-effects, 17 Februari 2020. [Online]. Available: https://toffeedev.com/blog/plus-dan-minus-dalam-menggunakan-adobe-after-effects/. [Accessed 5 Februari 2023].
[8]
Y. Setiyaningsih, "dianisa.com," penegertian-adobe-illustrator, 8 Januari 2023. [Online]. Available: htpps://dianisa.com/penegertian-adobe-illustrator/. [Accessed 5 Februari 2023].
[9]
Nelly, "sekolahdesain.com," sejarah-adobe-illustrator, 21 oktober 2020. [Online]. Available: https://sekolahdesain.com/sejarah-adobe-illustrator/. [Accessed 5 Februari 2023].
[10]
Y. Setiyaningsih, "dianisa.com," pengertian-adobe-premiere-pro, 3 januari 2022. [Online]. Available: https://dianisa.com/pengertian-adobe-premiere-pro/. [Accessed 5 Februari 2023].
[11]
SoftwareAsli, "softwareasli.com," adobe-premiere-pro, [Online]. Available: https://softwareasli.com/product/adobe-premiere-pro/. [Accessed 5 Februari 2023].
[12]
N. Selmi, "snah0306.wrodpress.com," materi-multimedia-development-life-cycle-mdlc, 12 Oktober 2018. [Online]. Available: https://nurmisnah0306.wrodpress.com/2018/10/12/materi-multimedia-development-life-cycle-mdlc/. [Accessed 5 Februari 2023].
[13]
Saputri, T., Sindu, I. G. P., & Kesiman, I. M. W. A (2020). Pengembangan Film Animasi 2D Riwayat Hidup Mr. I Gusti Ketut Pudja. KARMAPATI (Kumparan Artikel Mahasiswa Pendidikan Teknik Informatika) 9(3), 185-192.
[14]
Tanuwijaya, N. P., & Wibowo, T. (2020). Perancangan Video Animasi 2 Dimensi Cerita Rakyat Malin Kundang dengan Aplikasi Toon Boom Harmony. Journal of Information System and Technology (JOINT), 1(2), 124-145.
[15]
Alayubi, M. (2023). Pengembangan Film Animasi 2 Dimensi Sejarah Kebo-Keboan Banyuwangi (Doctoral Dissertation, Universitas Pendidikan Ganesha).
Published
2023-12-07
How to Cite
Apriadi, A., Mitha, M., Noferianto Sitompul, & Salahuddin, S. (2023). ANIMASI 2D CERITA RAKYAT PAK SALOI “BERBURU KIJANG” DENGAN MENERAPKAN METODE MDLC. Pixel :Jurnal Ilmiah Komputer Grafis, 16(2), 49-57. https://doi.org/10.51903/pixel.v16i2.1387