PENGEMBANGAN GAME EDUKATIF 2D CRAFTING “KEDAINESIA” BERBASIS UNITY ENGINE

Sulaeman, Sultan Farid (2026) PENGEMBANGAN GAME EDUKATIF 2D CRAFTING “KEDAINESIA” BERBASIS UNITY ENGINE. Diploma thesis, Politeknik Negeri Media Kreatif.

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Abstract

The younger generation's lack of familiarity with local culture poses a significant challenge in the effort to preserve Indonesian heritage. To address this issue, this study develops an educational game called "Kedainesia," a 2D crafting simulation aimed at preserving traditional Indonesian cuisine and clothing. The game features a crafting mechanic where players combine three basic food ingredients for customers, with the customers' traditional attire serving as a clue to the regional origin of their order. Technically, the game was built using the Unity Engine and C#, employing the Game Development Life Cycle (GDLC) model in a structured manner from initiation to release. The purpose of this research is to describe the implementation process of Scriptable Object as a data management system, behavioral artificial intelligence, probability-based randomization to dynamically randomize orders and produce the final product functionality. Based on an evaluation conducted using a Likert-scale questionnaire with 30 respondents, the game achieved a 94% satisfaction rating. It was concluded that "Kedainesia" has an excellent data management system and behavioral artificial intelligence. "Kedainesia" is highly suitable for use as an educational and digital entertainment medium to raise awareness of traditional food preservation in children.

Minimnya pengenalan generasi muda terhadap budaya lokal menjadi tantangan tersendiri dalam upaya pelestarian warisan Nusantara, untuk mengatasi masalah tersebut, penelitian ini mengembangkan permainan edukasi "Kedainesia" simulasi crafting 2D yang bertujuan untuk melestarikan kuliner dan busana tradisional Indonesia. Permainan ini menawarkan mekanika peracikan tiga bahan dasar makanan untuk pelanggan, di mana pakaian adat yang dikenakan pelanggan berfungsi sebagai petunjuk asal daerah pesanan. Secara teknis, permainan ini dibangun menggunakan Unity Engine dan C# dengan metode model Siklus Hidup Pengembangan Gim (GDLC) secara terstruktur dari tahap inisiasi hingga rilis. Tujuan dari penelitian ini adalah untuk mendeskripsikan proses implementasi Scriptable Object sebagai sistem manajemen data, kecerdasan buatan perilaku, pengacakan berbasis probabilitas untuk mengacak pesanan secara dinamis dan mengevaluasi fungsionalitas produk akhir. Berdasarkan hasil evaluasi yang dilakukan melalui kuesioner berskala Likert kepada 30 responden, permainan ini berhasil meraih tingkat kepuasan sebesar 94%. Disimpulkan bahwa "Kedainesia" memiliki sistem manajemen data dan kecerdasan buatan perilaku yang sangat baik. "Kedainesia" sangat layak digunakan sebagai media edukasi sekaligus hiburan digital untuk menumbuhkan kesadaran pelestarian makanan tradisional pada anak-anak.

Item Type: Thesis (Diploma)
Additional Information: Pembimbing I : Deddy Stevano H Tobing M.Si (Han) Pembimbing II : Misbakul Munir, M.Pd.I
Uncontrolled Keywords: Keywords: Educational Game, Unity, Scriptable Object, Traditional Food, Traditional Clothing, Game Development Life Cycle. Kata Kunci: Game Edukasi, Unity, Scriptable Object, Makanan Tradisional, Pakaian Adat, Game Development Life Cycle.
Subjects: 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 005 Pemrograman komputer, program dan data
700 - Seni dan Rekreasi > 770 Seni fotografi, komputer, film, video > 776 Seni komputer (seni digital)
Divisions: Jurusan Desain > Program Studi Teknologi Permainan
Depositing User: Sultan Farid Sulaeman
Date Deposited: 30 Jul 2026 01:47
Last Modified: 30 Jul 2026 01:47
URI: https://repository.polimedia.ac.id/id/eprint/4575

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