Farid, Yusuf (2025) PERANCANGAN INTUITIVE GAMEPLAY PADA GAME “HOUSE OF EVERLAST” MELALUI QUALITY OF LIFE IMPROVEMENT. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
This research focuses on designing intuitive gameplay in a puzzle-platformer game titled "House of Everlast" by implementing Quality of Life (QoL) improvement efforts. The purpose of this study is to support the user experience by increasing player engagement, simplifying in-game navigation, and enriching narrative value through the integration of Indonesian urban legends and moral values. The ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages, is used as the methodology, which includes concept development, initial feature design, UI development, and extensive user testing through questionnaires. The study describes the implementation results, including an intuitive UI, a non-intrusive dialogue system, and QoL features such as objective points, checkpoints, and ownable visual cues, which contribute to a smoother and more immersive player experience. The conclusion confirms that the implemented QoL features have a positive impact on the UI/UX, supporting intuitive gameplay at the puzzle-platformer level, effectively integrating narrative elements, and improving navigation in a horror-themed game environment, achieving a "very good" success rate based on user evaluations.
Penelitian ini berfokus pada perancangan gameplay intuitif dalam game Puzzle-Platformer berjudul "House of Everlast" dengan menerapkan upaya peningkatan Quality of Life (QoL). Tujuan studi ini adalah untuk mendukung pengalaman pengguna dengan meningkatkan keterlibatan pemain, menyederhanakan navigasi dalam game, dan memperkaya nilai naratif melalui integrasi legenda urban Indonesia dan nilai-nilai moral. Model ADDIE yang terdiri dari tahapan Analysis, Design, Development, Implementation, dan Evaluation digunakan sebagai metodologi, yang meliputi pengembangan konsep, desain fitur awal, pengembangan UI, dan pengujian pengguna yang ekstensif melalui kuesioner. Studi ini menguraikan hasil implementasi pada UI intuitif, sistem dialog non-intrusif, dan fitur QoL seperti objective points, checkpoints, dan possessable visual cues, yang berkontribusi pada pengalaman pemain yang lebih lancar dan imersif. Hasil penelitian ini menegaskan bahwa fitur QoL yang diimplementasikan berdampak positif pada UI/UX, mendukung gameplay intuitif di level puzzle-platformer, mengintegrasikan elemen naratif secara efektif, dan meningkatkan navigasi dalam lingkungan game bertema horor, mencapai tingkat keberhasilan "sangat baik" berdasarkan evaluasi pengguna.
Item Type: | Thesis (Diploma) |
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Additional Information: | 1. Prily Fitria Aziz, S.Kom., M.Kom., sebagai Dosen Pembimbing I 2. Muh. Sakir, S.Pd., M.T., sebagai Dosen Pembimbing II |
Uncontrolled Keywords: | Intuitive, QoL, Design, UI, UX, Intuitif, QoL, Desain, UI, UX |
Subjects: | 300 – Ilmu Sosial > 370 Pendidikan > 378 Pendidikan tinggi, unversitas 700 - Seni dan Rekreasi > 770 Seni fotografi, komputer, film, video > 776 Seni komputer (seni digital) |
Divisions: | Jurusan Desain > Program Studi Teknologi Permainan |
Depositing User: | Yusuf Farid |
Date Deposited: | 13 Aug 2025 03:30 |
Last Modified: | 13 Aug 2025 03:30 |
URI: | https://repository.polimedia.ac.id/id/eprint/1693 |