Analisis Visualisasi Konflik Kelas pada Visual Worldbuilding Animasi “Arcane: League of Legends”

Authors

  • Martina Violetta Institut Teknologi Bandung
  • Dianing Ratri Institut Teknologi Bandung

DOI:

https://doi.org/10.33633/andharupa.v8i04.6214

Abstract

AbstrakAnimasi “Arcane: League of Legends” merupakan hasil turunan media dari dunia game “League of Legends”. Namun Worldbuilding dikemas Arcane dengan cerdik dan alami sehingga bagi penonton yang bukan pemain atau belum mengetahui game “League of Legends” masih dapat menikmati animasi tersebut tanpa harus mencari penjelasan cerita dalam game terlebih dahulu. Artikel ini bertujuan untuk mengidentifikasi apa saja komponen atau setting Worldbuilding yang terdapat pada visual animasi tersebut, dan bagaimana storytelling atau narasi terkait konflik kelas disampaikan secara visual ke dalam komponen Worldbuilding tersebut. Metode penelitian untuk animasi menggunakan pendekatan deskriptif kualitatif dengan metode critical visual analysis serta memanfaatkan teori elemen Worldbuilding milik Kevin J. Anderson untuk menganalisa dan mengelompokkan komponen visual Worldbuilding yang didapat. Studi ini memberikan gambaran mengenai penerapan Worldbuilding ke dalam visual animasi, seperti persebaran unsur Worldbuilding dalam visual animasi, unsur Worldbuilding yang paling efektif disampaikan melalui visual animasi ini, serta hasil narasi yang didapat dari visual unsur Worldbuilding dalam animasi. Kata Kunci: animasi, arcane, konflik kelas, Worldbuilding Abstract"Arcane: League of Legends" animation is one of the derivative product from the "League of Legends" game universe, but the animation team were able to deliver the Worldbuilding in a clever and natural way so that viewers who are not players or don't know the game "League of Legends" can still enjoy the animation without have to find the game lore first. This article aims to identify what components or Worldbuilding settings are contained in the animation visuals, and how storytelling or narratives related to class conflicts are visually conveyed into the Worldbuilding components. The research method for animation uses a qualitative descriptive approach with critical visual analysis method and utilizes Kevin J. Anderson's theory of Worldbuilding elements to analyze and classify the obtained visual components of Worldbuilding. This study provides an overview of the application of Worldbuilding into visual animation, such as the distribution of Worldbuilding elements in animation visuals, the most effective Worldbuilding elements conveyed through this animated visual, as well as narrative results obtained from visual Worldbuilding elements in animation. Keywords: animation, arcane, class warfare, Worldbuilding

Author Biographies

Martina Violetta, Institut Teknologi Bandung

Mahasiswa

Dianing Ratri, Institut Teknologi Bandung

Dosen pembimbing

References

Anderson, Kevin J. (2015). Worldbuilding: From Small Towns to Entire Universes. Colorado: WordFire Press.

Bernardo, Anna. (2022). Netflix's League of Legends: Arcane bags 9 Annie Awards. Retrieved February 8, 2022, from https://ph.news.yahoo.com/netflix-league-of-legends-arcane-annie-awards-042215796.html

Ekman, Stefan, dkk. (2016). Notes Toward a Critical Approach to Worlds and World-Building. Fafnir-Nordic Journal of Science Fiction and Fantasy Research journal.finfar.org

Haryadi, T., Senoprabowo, A., & Sulistiyawati, P. (2021). Analisis Perubahan Trend Iklan Gojek Versi Video Animasi Dalam Sudut Pandang Media Dependency. Amarasi: Jurnal Desain Komunikasi Visual, 2(01), 16-27.

Hayes, Adam. (2022). Conflict Theory. Retrieved May 2, 2022, from https://www.investopedia.com/terms/c/conflict-theory.asp

Rivera, Joshua. (2021). Arcane is great TV even if you don’t care about League of Legends. Retrieved February 8, 2022, from https://www.polygon.com/reviews/22800666/arcane-season-1-review

Selby, A. (2013). Animation. Laurence King Publishing.

Senoprabowo, A., Muqoddas, A., & Hasyim, N. (2022). Memperkenalkan Sejarah dan Nilai-Nilai Perayaan Grebeg Besar Demak melaui Perancangan Game Edukasi. Jurnal Desain, 9(2), 275-296.

Wolf, M. J. (2014). Building Imaginary Worlds: The Theory and History of Subcreation. Routledge.

Zaidi, Leah. (2018). Science Fiction and Transition Design. Toronto: OCAD University.

Downloads

Published

2024-06-16