Alif Rizi Mandara, Muhammad (2026) Penerapan Musik Adaptif pada Video Game “Still Blossoming” Sebagai Representasi Dinamika Perasaan Karakter. Diploma thesis, Politeknik Negeri Media Kreatif.
(Preliminary) Laporan Tugas Akhir - Muhammad Alif Rizi Mandara - Gametech 2022 - 2291345023.pdf - Accepted Version
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Abstract
Video game merupakan media non-linear yang memungkinkan elemen visual dan audio berubah secara dinamis berdasarkan tindakan pemain. Pada video game edukasi Still Blossoming, karakter utama bernama Siska mengalami dinamika perasaan yang memerlukan musik yang mampu beradaptasi secara real-time. Musik linear dinilai kurang mampu mengakomodasi perubahan emosi maupun durasi permainan yang bersifat tidak terprediksi. Penelitian ini bertujuan merancang dan mengimplementasikan sistem musik adaptif untuk merepresentasikan dinamika perasaan Siska. Proses pengembangan menggunakan metode Game Development Life Cycle (GDLC), sedangkan perancangan musik didasarkan pada Circumplex Model of Affect karya Russell (1980) yang memetakan emosi berdasarkan dimensi valence dan arousal. Melalui sintesis studi literatur, diperoleh tiga parameter utama yang memengaruhi representasi emosi, yaitu tempo, mode, dan timbre. Berdasarkan hasil tersebut, dibuat empat variasi musik menggunakan REAPER yang kemudian diimplementasikan sebagai aset audio modular pada FMOD sebelum diintegrasikan ke dalam Unity. Hasil implementasi melalui alur kerja REAPER, FMOD, dan Unity menunjukkan bahwa sistem musik adaptif mampu menghasilkan transisi yang halus sehingga musik dapat merespons dinamika perasaan Siska selama permainan berlangsung.
Video games are inherently non-linear media in which visual and audio elements change dynamically according to player actions. In the educational game Still Blossoming, the protagonist, Siska, experiences fluctuating emotional states that require music capable of adapting in real time. Conventional linear music cannot adequately accommodate unpredictable emotional transitions or varying gameplay durations. This study aims to design and implement an adaptive music system that represents Siska's emotional dynamics. The development process follows the Game Development Life Cycle (GDLC), while the musical design is based on Russell's Circumplex Model of Affect (1980), which describes emotions through the dimensions of valence and arousal. A literature synthesis identified tempo, mode, and timbre as the primary musical parameters for emotional representation. Based on these findings, four musical variations were composed in REAPER and implemented as modular audio assets in FMOD before integration into Unity. The resulting adaptive music system enables seamless transitions between emotional states and intensity levels, allowing the soundtrack to respond dynamically throughout gameplay. The implementation demonstrates that adaptive music can effectively enhance emotional representation in narrative-driven video games through an interactive audio workflow using REAPER, FMOD, and Unity.
