PERANCANGAN WEBCOMIC "KOMA".

PENGANTAR KARYA
TUGAS AKHIR

PERANCANGAN WEBCOMIC “KOMA”

Disusun Guna Melengkapi dan Memenuhi Persyaratan
Mencapai Gelar Sarjana Seni Rupa
Program Studi Desain Komunikasi Visual

Disusun Oleh
PETRICIA CAHYA PRATIWI
C0709055

PROGRAM STUDI DESAIN KOMUNIKASI VISUAL
FAKULTAS SENI RUPA DAN DESAIN
UNIVERSITAS SEBELAS MARET
SURAKARTA
2016

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PERSEMBAHAN

Karya ini dipersembahkan untuk keluarga terkasih dan sahabat-sahabat yang telah
mendukung.

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MOTTO

“Le vent se lève! . . . Il faut tenter de vivre!”
(The wind is rising! We must try to live!)

Paul Valéry, Le Cimetière Marin

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KATA PENGANTAR

Puji syukur penulis panjatkan kepada Tuhan Yang Maha Esa yang telah
memberikan hikmat hingga penulis dapat menyelesaikan Karya Tugas Akhir ini.
Dengan bantuan, bimbingan, serta arahan dari berbagai pihak, maka penulisan
Pengantar Karya Tugas Akhir dengan judul PERANCANGAN WEBCOMIC
“KOMA” ini dapat terselesaikan dengan baik. Untuk itu penulis ingin
menyampaikan rasa terimakasih kepada:
1. Drs. Ahmad Adib, M.Hum, Ph.D selaku Dekan Fakultas Seni Rupa dan
Desain Universitas Sebelas Maret Surakarta.
2. Dr. Deny Tri Ardianto, S.Sn, Dipl.Art selaku Ketua Program Studi S1
Desain Komunikasi Visual.
3. Drs. Bedjo Riyanto, M.Hum selaku pembimbing I yang telah memberikan
pengarahan serta kritik yang membangun.
4. Dr. Deny Tri Ardianto, S.Sn, Dipl.Art, selaku pembimbing II yang telah
banyak memberikan arahan, masukan, dan saran yang bermanfaat dalam
Karya Tugas Akhir ini.
5. Seluruh Dosen dan karyawan Fakultas Seni Rupa dan Desain Universitas
Sebelas Maret Surakarta, khususnya S1 Desain Komunikasi Visual.
6. Keluarga dan para sahabat yang senantiasa mendukung penulis untuk

tetap bersemangat dalam menyelesaikan kuliah dengan baik dan lancar.

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7. Teman-teman serta seluruh pihak yang telah membantu penulis dalam
menyelesaikan Pengantar Karya TA.
Akhir kata penulis berharap semoga Pengantar Karya TA ini dapat
bermanfaat serta menambah wawasan bagi pembaca.

Surakarta, 12 Juni 2016
Penulis

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DAFTAR ISI

HALAMAN JUDUL .................................................................................................... i
HALAMAN PERSETUJUAN .................................................................................. ii
HALAMAN PENGESAHAN .................................................................................. iii
HALAMAN ORIGINALITAS ................................................................................ iv

HALAMAN PERSEMBAHAN .............................................................................. v
HALAMAN MOTTO .............................................................................................. vi
KATA PENGANTAR .............................................................................................. vii
DAFTAR ISI ............................................................................................................... ix
DAFTAR GAMBAR ................................................................................................ xiii
DAFTAR TABEL .................................................................................................... xiv
DAFTAR LAMPIRAN ............................................................................................ xv
ABSTRACT .............................................................................................................. xvi
ABSTRAK ................................................................................................................ xvii

BAB I. PENDAHULUAN ........................................................................................... 1
A. Latar Belakang Masalah .......................................................................................... 1
B. Rumusan Masalah ............................................................................................ 4
C. Tujuan Perancangan ......................................................................................... 4
D. Metode Penelitian ............................................................................................ 4
1. Kerangka Pemikiran .................................................................................. 5
2. Metode Pengambilan Data ........................................................................ 6
3. Teknik Analisis ......................................................................................... 7

BAB II. KAJIAN TEORI ........................................................................................... 8

A. Perancangan ...................................................................................................... 8
1. Definisi Perancangan .................................................................................. 8
2. Prinsip Perancangan .................................................................................... 8
B. Webcomic .......................................................................................................... 9
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1. Pengertian Webcomic .................................................................................. 9
2. Sejarah Perkembangan Webcomic ............................................................. 9
3. Jenis Webcomic ........................................................................................ 12
4. Komponen Webcomic .............................................................................. 13
C. Mitos ............................................................................................................... 15
1. Pengertian Mitos (Myth) ........................................................................... 15
2. Fungsi Mitos ............................................................................................. 17
3. Unsur Mitos .............................................................................................. 17
D. Tinjauan Desain Komunikasi Visual .............................................................. 20
1. Desain Komunikasi Visual ....................................................................... 20
2. Komunikasi dalam Desain Komunikasi Visual ....................................... 22
3. Komponen Visual dalam Desain Komunikasi Visual .............................. 23

BAB III. IDENTIFIKASI DATA ............................................................................ 28

A. Identifikasi Data Objek Perancangan .................................................................. 28
1. Referensi Cerita ............................................................................................... 30
2. Unsur – Unsur Cerita ............................................................................... 30
B. Identifikasi Webcomic di Indonesia ............................................................... 33
1. Gambaran Umum Webcomic di Indonesia ............................................... 33
2. Distributor Webcomic .............................................................................. 34
C. Identifikasi Komparasi .................................................................................... 37
1. Webcomic “Possessed” ................................................................................... 37
2. Webcomic “KITATENT: Kisah Nyata Bertemu Hantu” ......................... 38
D. Analisis SWOT .............................................................................................. 39
E. Unique Selling Prepositioning (USP) ............................................................ 42
F. Positioning ..................................................................................................... 42

BAB IV. KONSEP PEMIKIRAN DESAIN ............................................................ 44
A. Metode Perancangan ............................................................................................... 44
B. Target Market dan Target Audience................................................................ 45

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1. Target Market ............................................................................................ 45

2. Target Audience ........................................................................................ 45
C. Konsep Kreatif Cerita .................................................................................... 46
1. Sinopsis Global ........................................................................................ 47
2. Sinopsis Per Episode ................................................................................ 49
D. Srategi Kreatif ................................................................................................. 54
1. Strategi Visual Verbal ............................................................................... 55
2. Strategi Visual Nonverbal ......................................................................... 56
E. Desain Karakter .............................................................................................. 62
1. Tokoh Primer ........................................................................................... 62
2. Tokoh Sekunder ....................................................................................... 63
F. Teknik Pelaksanaan......................................................................................... 66
G. Prediksi Biaya ................................................................................................. 69

BAB V. VISUALISASI KARYA ............................................................................ 71
A. Perancangan Media Utama ............................................................................ 71
1. Prolog ....................................................................................................... 71
2. Episode 1 .................................................................................................. 72
3. Episode 2 .................................................................................................. 74
4. Episode 3 .................................................................................................. 77
5. Episode 4 .................................................................................................. 80

6. Episode 5 .................................................................................................. 82
B. Perancangan Media Pedukung ....................................................................... 85
1. Line Webtoon Preview ............................................................................. 85
2. Facebook Fanpage ................................................................................... 85
3. Merchandise ............................................................................................. 86
a. Line Sticker ........................................................................................ 86
b. Laptop Skin ........................................................................................ 87
c. Trading Card ...................................................................................... 88
d. Keychain ............................................................................................. 89

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e. Earphone Jack Plug ........................................................................... 91
f. T-Shirt ................................................................................................ 92
g. Notebook ............................................................................................ 93

BAB VI. PENUTUP
A. Kesimpulan .................................................................................................... 94
B. Saran ............................................................................................................... 95


DAFTAR PUSTAKA
LAMPIRAN

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DAFTAR GAMBAR

Gambar 1 : Format Webcomic Generasi Kedua ................................................................ 13
Gambar 2 : Logo Tapastic ................................................................................................... 34
Gambar 3 : Aplikasi Tapastic pada Smartphone ................................................................ 34
Gambar 4 : Logo Line Webtoon ......................................................................................... 35
Gambar 5 : Webtoon Challenge Banner ............................................................................. 35
Gambar 6 : Webcomic “Possessed” ................................................................................... 36
Gambar 7 : Webcomic “KITATENT: Kisah Nyata Bertemu Hantu” ................................. 46
Gambar 8 : Referensi Visual Gaya Gambar (Death Note karya Takeshi Obata)................ 54
Gambar 9 : Referensi Visual gaya Gambar (Altar karya Magdalena Padowska) .............. 55
Gambar 10 : Title Text “Koma” ........................................................................................... 56
Gambar 11 : Referrensi Visual Setting (Dread Out) ........................................................... 58
Gambar 12 : Referensi Visual Setting (Zankyou No Terror) ............................................... 58
Gambar 13 : Referensi Visual Layout .................................................................................. 59

Gambar 14 : Desain Karakter (Lembuswana) ...................................................................... 60
Gambar 15 : Desain Karakter (Nandhini) ............................................................................ 61
Gambar 16 : Desain Karakter (Adiluhur)............................................................................. 62
Gambar 17 : Desain Karakter (Nyi Lastri) .......................................................................... 63

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DAFTAR TABEL
Tabel 1 : Model Analisis Data .................................................................................... 5
Tabel 2 : The Adventure ........................................................................................... 18
Tabel 3 : Bagan Mitos Roland Barthes ..................................................................... 19
Tabel 4 : Analisis SWOT .......................................................................................... 41
Tabel 5 : Prediksi Biaya ............................................................................................ 68

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DAFTAR LAMPIRAN

Lampiran 1 : Keychain
Lampiran 2 : Earphone Jack Plug

Lampiran 3 : Notebook
Lampiran 4 : T- Shirt
Lampiran 5 : Lembar Konsultasi

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Perancangan Webcomic “Koma”
Petricia Cahya Pratiwi1
Drs. Bedjo Riyanto, M.Hum.2 Dr. Deny Tri Ardianto, S. Sn, M. Sn, Dipl. Art.3

ABSTRAKSI
2016. Petricia Cahya Pratiwi. Pengantar karya Tugas Akhir ini berjudul “Perancangan
Webcomic “Koma””. Adapun permasalahan yang dikaji adalah: (1) Bagaimana
merancang naskah dan ilustrasi komik “Koma” sehingga dapat menyampaikan pesan
cerita kepada pembaca dengan efektif? (2) Bagaimana merancang media pendukung
yang tepat untuk digunakan dalam mempromosikan komik “Koma” kepada pembaca?
Mitos daerah sejak dahulu adalah sarana bagi nenek moyang untuk memberikan
nasehat-nasehat hidup kepada generasi penerus. Namun seiring dengan
perkembangan jaman, mitos dan kepercayaan mistik mulai dilupakan dan dianggap
takhayul belaka. Oleh karena itu dengan dirancangnya webcomic “Koma” diharapkan
dapat menjadi sarana baru untuk menyampaikan nasehat-nasehat nenek moyang yang
terdapat dalam mitos-mitos daerah kepada generasi muda.

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Mahasiswa Prodi S1 Desain Komunikasi Visual FSRD UNS
Dosen Pembimbing I
3
Dosen Pembimbing II
2

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Designing Webcomic “Koma”
Petricia Cahya Pratiwi1
Drs. Bedjo Riyanto, M.Hum.2 Dr. Deny Tri Ardianto, S. Sn, M. Sn, Dipl. Art.3

ABSTRACT
2016. Petricia Cahya Pratiwi. This introduction to Final Project entitled “Designing
“Koma” Webcomic”. The problems examined are: (1) How to design the script and
illustration of “Koma” in order to convey the story message to the readers? (2) How
to design the right supporting media to promote “Koma” to the readers? Local myth
has been used as a tool by the ancestors to give life advice to young generations.
However, along with the changing era, local myths and mystical beliefs are gradually
forgotten, treated just as a nonsense superstition. Therefore webcomic “Koma” is
expected to be a new medium to convey ancient advice from the ancestors to young
generations which was found in the local myths.

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The student of Visual Communication Design Faculty of Fine Arts and Design Sebelas Maret
University
2
Guide Lecture I
3
Guide Lecture II

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