Perancangan Shot Untuk Mendukung Adegan Make Believe Play Dalam Animasi Pendek 2D “I Remember When”

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Perancangan Shot Untuk Mendukung Adegan Make Believe Play Dalam Animasi Pendek 2D “I Remember When” PERANCANGAN SHOT UNTUK MENDUKUNG ADEGAN MAKE BELIEVE PLAY DALAM ANIMASI PENDEK 2D “ I REMEMBER WHEN ” Skripsi Penciptaan Ditulis sebagai syarat untuk memperoleh gelar Sarjana Seni (S.Sn.) Nama : William Wijaya NIM : 00000015591 Program Studi : Film Fakultas : Seni dan Desain UNIVERSITAS MULTIMEDIA NUSANTARA TANGERANG 2020 LEMBAR PERNYATAAN TIDAK MELAKUKAN PLAGIAT Saya yang bertanda tangan di bawah ini: Nama : William Wijaya NIM : 00000015591 Program Studi : Film Fakultas : Seni dan Desain Universitas Multimedia Nusantara Judul skripsi: PERANCANGAN SHOT UNTUK MENDUKUNG ADEGAN MAKE BELIEVE PLAY DALAM ANIMASI PENDEK 2D “I REMEMBER WHEN” dengan ini menyatakan bahwa, laporan dan karya Skripsi ini adalah asli dan belum pernah diajukan untuk mendapatkan gelar sarjana, baik di Universitas Multimedia Nusantara maupun di perguruan tinggi lainnya. Karya tulis ini bukan saduran/ terjemahan, murni gagasan, rumusan dan pelaksanan penelitian/ implementasi saya sendiri, tanpa bantuan pihak lain, kecuali arahan pembimbing akademik dan nara sumber. Demikian surat Pernyataan Orisinalitas ini saya buat dengan sebenarnya, apabila di kemudian hari terdapat penyimpangan serta ketidakbenaran dalam ii pernyataan ini, maka saya bersedia menerima sanksi akademik berupa pencabutan gelar Sarjana Seni (S.Sn.) yang telah diperoleh, serta sanksi lainnya sesuai dengan norma yang berlaku di Universitas Multimedia Nusantara. Tangerang, 3 Mei 2020 William Wijaya iii PRAKATA Skripsi ini merupakan laporan perancangan shot pada animasi pendek 2D “ I Remember When”. Hubungan dimana film mengajak penonton untuk berpartisipasi dalam dunianya inilah yang membuat penulis tertarik untuk mempelajari shot, yang merupakan salah satu elemen dasar sebuah film. Topik ini penting untuk dimengerti oleh pembaca yang ingin membuat film terutama film action yang menggunakan konsep make-believe play yang sama pada permainan anak-anak. Tidak hanya bagi mereka yang ingin membuat film, skripsi ini juga dapat dibaca oleh masyarakat luas untuk menambah pengetahuan umum dimana perancangan shot melalui banyak pertimbangan aspek kecil lainnya seperti teknik kamera, komposisi, jarak, dan angle gambar diambil. Pelajaran yang penulis dapat selama menulis laporan ini adalah perancangan shot sangat membantu visualisasi sebuah cerita, dimana teknik kamera, komposisi, jarak, dan angle kamera akan mempengaruhi bagaimana sebuah shot ditangkap oleh penonton. Penulis merasa bersyukur karena dapat memperdalam pengetahuan tentang aspek-aspek tersebut. Penulis mengucapkan terima kasih kepada pihak-pihak yang telah membantu penyelesaian skripsi ini, yaitu: 1. Kus. Sudarsono, S.E., M. Sn. Selaku Ketua Program Studi Film karena telah memberikan kesempatan bagi penulis untuk melakukan penelitian. v 2. Fachrul Fadly, S.Ked., M.Sn. Selaku Dosen Pembimbing skripsi yang telah membantu memberikan bimbingan dan ilmu kepada penulis. 3. Christian Aditya, S.Sn., M.Anim. Selaku Dosen Penguji yang menguji dan memberi kritik saran untuk penulis dalam proses sidang akhir. 4. Yohanes Merci Widiastomo, S.Sn., M.M. Selaku Ketua Sidang yang turut memberikan kritik dan saran dalam proses sidang akhir penulis. 5. Dominika Anggraeni Purwaningsih, S.Sn., M. Anim. Selaku Dosen Pembimbing akademik yang sudah membantu dan memberi ilmu kepada penulis selama masa perkuliahan. 6. Teman-teman seperjuangan yang saling mendukung baik secara moral ataupun materi selama masa perkuliahan. 7. Orang tua, adik, dan keluarga besar yang memberi dukungan moral ataupun materi selama masa perkuliahan. Tangerang, 3 Mei 2020 William Wijaya vi ABSTRAKSI Pembuatan sebuah film tidak lepas dari tahapan-tahapan penting. Perancangan shot merupakan salah satunya. Untuk itu penulis membuat sebuah karya penciptaan yang dapat menunjukan pentingnya perancangan shot agar informasi yang ingin disampaikan oleh sebuah film, dapat diterima dengan baik kepada penonton. Perancangan shot yang berfokus pada adegan make-believe play tokoh Surya saat bermain kelereng melawan teman-temannya terutama pada scene 3 shot 4-5. Perancangan ini dimulai dengan memahami beberapa teori, kemudian melakukan observasi referensi dan menganalisisnya menggunakan teori tersebut untuk menentukan shot seperti apa yang dapat mendukung visualisasi make- believe play yang dilakukan oleh Surya dalam cerita berjudul: I Remember When.. Kata kunci: film, perancangan, shot, adegan make-believe play. vii ABSTRACT Making a movie was never separated from some important steps. Shot designing was one of them. The writer made a movie purposed for showing the importance of shot design, so audience didn’t get the visualization meaning wrong. The focus of this research was the marble game of Surya and his friends, where the shot was designed to support the make-believe play sequence for Surya mainly on scene 3 shot 4-5. This designing process started by learning some theories, then observing some movies for reference, and analyzing them using some theories that already learnt before to make sure which kind of shot that can support the visualization of Surya’s make-believe play for the story titled: I Remember When. Keywords: movie, shot designing, make-believe play scene viii DAFTAR ISI LEMBAR PERNYATAAN TIDAK MELAKUKAN PLAGIAT ..................... ii HALAMAN PENGESAHAN SKRIPSI ............................................................. iv PRAKATA ............................................................................................................. v ABSTRAKSI ........................................................................................................ vii ABSTRACT ........................................................................................................ viii DAFTAR ISI ......................................................................................................... ix DAFTAR GAMBAR .......................................................................................... xiii DAFTAR TABEL .............................................................................................. xvi BAB I PENDAHULUAN ..................................................................................... 1 1.1. Latar Belakang ......................................................................................... 1 1.2. Rumusan Masalah .................................................................................... 2 1.3. Batasan Masalah ....................................................................................... 2 1.4. Tujuan Penelitian ...................................................................................... 3 1.5. Manfaat Penelitian .................................................................................... 3 1.5.1. Bagi Peneliti ...................................................................................... 3 1.5.2. Bagi Masyarakat................................................................................ 3 1.5.3. Bagi Universitas ................................................................................ 3 BAB II LANDASAN PUSTAKA ........................................................................ 4 2.1. Animation History .................................................................................... 4 ix 2.2. Storyboard ................................................................................................ 7 2.3. Konsep Teknis .......................................................................................... 9 2.3.1. Frame............................................................................................... 10 2.3.2. Aspek Rasio .................................................................................... 11 2.3.3. Closed Frames and Open Frames .................................................. 12 2.4. Komposisi ............................................................................................... 13 2.4.1. Camera Height ................................................................................ 13 2.4.2. Screen Direction.............................................................................. 14 2.4.3. Rule of Thirds .................................................................................. 16 2.4.4. Hitchcock Rule ................................................................................ 17 2.4.5. Balanced/ unbalanced compositions ............................................... 17 2.4.6. Angle ............................................................................................... 18 2.4.7. Focal Points .................................................................................... 23 2.4.8. Depth of Field ................................................................................. 23 2.5. Basic Cinematic Techniques................................................................... 24 2.5.1. Static ................................................................................................ 25 2.5.2. Tracking .......................................................................................... 25 2.5.3. Pan .................................................................................................. 26 2.5.4. Tilt ................................................................................................... 26 2.5.5. Dolly ................................................................................................ 27 x 2.5.6. Mechanical ...................................................................................... 28 2.5.7. Pull Focus ......................................................................................
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