Wanda Wayang Bima as a Visual Exploration
Dodi Hilman
1
, Tubagus Zufri
1
1
Animation Program, Visual Communications Design Departement, School of Design, Bina Nusantara University, Jakarta.
Indonesia 11480
Keywords: Wayang animation, storytelling, visual exploration.
Abstract: The development of Intellectual Property around the world, growing so fast, so does in Indonesia. This
sparked the IP designer in this country to be more creatively, create different variants of the outcomes, and
spoiling the game consumers whose increasingly growing, rapidly. Character is not just a "Visual Form" but
at the same time, also a representation of an ideological, who designed, that is able to communicate more
intimately and intense through specific visual language. Character, consciously or unconsciously, have basic
roles as an ambassador of the message and the idea that is being built by designer.
1 INTRODUCTION
As a medium of a storytelling, comic and animation
must have a capability to build a “connection” with
the audience so message, information or whatever
that exist as content can be effectively delivered. By
“connection” we mean all kind of continuous
audience responses after a comic was read, or an
animation was watched. Was they amused, touched,
disappointed, or even was feel nothing. This
“connection” is emerged by the presents of the
character in comic and animation. A successful
character can create a boundary to the audience, not
just appear as a picture, figure or a model, it will
appear as a representation of a “live” character
(Mattesi, 2008).
It is essential to give more attention on designing
process because character is not supposed to designed
based on rough sketches only, without any depth
concerning developing only visual aspect. The
process of personified should become an integration
of visual, psychology, language, ideology etc.
This writing is a preliminary research because
from the author concern, there are not many writings
debating whether which part in the development will
be focused on to developing some comic or animation
projects. This writing hopefully will help people who
want to build some animation projects and will be
guide them to make some decision because to build
some animation project there will be a massive effort
to conduct.
The lack of attention toward character design for
a local comic and animation has to be changed so
there will be an alternative among hegemony of
tremendous influence of imported product not only to
local audience but local comic creator and animator
as well.
Wayang (Golek and Kulit) have a potential to
become a stepping stone for contemporary character
design exploration. Wayang has a plenty character
with many of symbolism that very close to Indonesian
root of culture which can became an identity that can
be recognized (Isbister, 2006).
2 METHOD
In this research purpose is to gain information base on
existing data to induce a depth explanation. The result
will not be data quantification, but it will be more
descriptive approach about design that involves
Wanda as a pattern to create some character. Author
tries to reveal uniqueness of individual in this case
Wayang’s character.
Wayang is one of Indonesian National Heritage as
mention in Nurgiyanto on his Journal (“Wayang Dan
Pengembangan Karakter Bangsa” that is published
in Jurnal Pendidikan Karakter, mention Wayang has
been recognized by UNESCO as the Masterpiece of
Oral and Intangible Heritage of Humanity. The
puppets are recognized as masterpieces because the
puppets have a high value for the human race.
Wayang full of values, whether reflected in the
Hilman, D. and Zufri, T.
Wanda Wayang Bima as a Visual Exploration.
DOI: 10.5220/0010006100002917
In Proceedings of the 3rd International Conference on Social Sciences, Laws, Arts and Humanities (BINUS-JIC 2018), pages 261-263
ISBN: 978-989-758-515-9
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
261
character of characters, stories, as well as various
other elements that support. All of that is well used as
a reference development of the character of the
nation. Once acknowledged as a masterpiece, the
puppet must be preserved its existence, and it
becomes the duty of all nations in the world,
especially the Indonesian nation that has the puppet
culture. We must believe that the existence of the
Indonesian nation today cannot be separated from the
traditional noble values that have a very long history
in guarding the growth and progress of this nation,
one of them is the wayang culture. In today's global
era, local advantage is needed because that is what
distinguishes it with ethnic and other nations
(Kusano, 2003).
The use of research method analysis and visual
exploration as mention in Karen Isbister book: Game
Character Design. A Psychological Approach”, that
contains a discussion about how to design a character
for game. Even at the beginning the book concern is
for character design for game, at general it is still
relevant. In this writing, we use a great proportion
from that book and then combined with visual
exploration to developing a draft and future final
artwork. In this writing, author conducting data
collection at certain period, qualitative data analysis
performed interactively. This activity includes data
reduction, data display and conclusion/verification.
Wayang (Golek and Kulit) have a potential to
become a stepping-stone for contemporary character
design exploration. Wayang has a plenty character
with many of symbolism that very close to Indonesian
root of culture which can became an identity that can
be recognized.
3 RESULTS AND DISCUSSION
This writing aim to look closer at the character design
as a front point of comic and animation Industry that
should well prepared. The result is not visual, it more
like categorizing and coding that can be used by
further researcher.
Mythology that taken from a local culture can be
used as a reference that is widely used by character
designer, especially character design that became part
of the story-based character. In cultural context, it is
almost impossible to define Indonesia as simple as a
country. The richness of Indonesian culture is too
complex and varies. Indonesia is not like (let say)
Japan which relatively homogeny compare to
Indonesian culture range. Every sub-culture in
Indonesia has its own uniqueness that sometimes
seem like cross over one to another. The variety of
Indonesian culture becomes a challenge as well as an
advantage, so many and varied the culture of
Indonesian can be used as a source of ideas and
references.
Figure 1. Framework
The use of color in different sub-culture can
propose a different meaning. So, the variety of
expression and social life can be different in each
cultural context. One of the Indonesian cultural
artifacts that are potentially to dug into the base of
character development is the art of Sundanese
Wayang Golek (puppet shows made of wooden
puppets, which are especially popular in West Java).
This is one of the many proofs of richness and
mythology of Indonesian culture. Therefore, this
variety of cultural richness of Indonesia holds the
potential that can be explored as story-based
characters.
In character design, the evil character (villain) are
almost always depicted with dark colors, endomorph
body shapes and cynical facial expressions. Likewise,
the character that represents goodness (hero) is
usually displayed with a proportional body shape
(mesomorph). It is represented on the visualization of
Wayang Golek. The audience will easily recognize
the character and role of the character through its
color, attribute, expression and attitude of each
character (Weintraub, 2004).
In this research we try to compare the Wayang
kulit Purwa (puppet show made of leather,
demonstrate the play of Babad Purwa Mahabarata
and Ramayana) design with Wayang Golek design by
Karen Isbinser visual category as written in her book:
Game Character Design. A Psychological Approach.
All aspects that being compared then analyse to gain
an understanding about what in the identity of an
Indonesian character design. We believe it can be
useful for further research. In a wrapt semiotic
approach can enrich the analysis, in order to reach a
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deeper understanding about meaning, message and
ideology within character design (Nurgiyanto, 2011).
4 CONCLUSIONS
In Wayang (Kulit and Golek) as a national heritage
has a potential to be explored as a source for character
design development that not yet found its format or
pattern. Character design is an important part in
creative industry. Character is not only just an actor it
is an ideological representation of the designer, so it
can communicate through certain visual language it
also has an important role to deliver a message or
ideas (Tillman, 2011).
Unfortunately, character designer in Indonesia
give a less attention and concern more about visual
exploration that often only just skin deep and then
forgettable. Character design not yet able to take a
step away from the foreign visual style hegemony.
Indonesian character design still struggles in
interpreting a visual literacy from what we so call
local content. The product of characters emerge in
different shapes follows the Industrial trends that
dominates.
This writing describes an early description both
visual and non-visual that we must consider as an
important aspects to find a character design formula
through a cultural heritages such as Wayang.
In the development stage there still, a lack of
attention towards character design. Character only
present as hollow visual artifacts. To bring the
character to live we should integrate aspects such as
visual, psychology, symbol, ideology etc. Less
attention to character design for local comic and
animation became severe condition, the existence of
foreign products make it worse especially in comic.
The development of cultural-based character
design, especially the culture of Indonesia is still very
open. Especially in the area of integration between
local culture with popular culture. In the end it will be
create a character design with the Indonesian local
content, both in the conceptual and visual areas.
There are a dozen issues about style adaptation.
There is nothing wrong with that but still we have to
move on to a better approach so in the future we can
be proud for ourselves knowing that we able to create
our uniqueness character (Haryanto, 1991).
ACKNOWLEDGEMENTS
The authors would like to express heartfelt thanks to
Danendro Adi, S.Sn., M.Ds. Dean of Design Faculty
and Darmawan Syamsudin, S.Sn. M.Ds. Head of
Animation Department for their support. We also
appreciate Binus University for providing financial
support.
REFERENCES
Haryanto, S. (1991). Seni Kriya Wayang Kulit: Seni Rupa.
Jakarta: Grafiti
Isbister, K. (2006). Better Game Characters by Design: A
Psychological Approach. San Fransico: Morgan
Kauffmann Publisher
Kusano, Y. (2003). Super Character Design & Poses.
Tokyo: MPC Publishing
Mattesi, M. D. (2008). Force Character Design from Life
Drawing. Burlington: Focal Press
Nurgiyanto, B. (2011). Wayang Dan Pengembangan
Karakter Bangsa. Jurnal Pendidikan Karakter, 1.
Tillman, B. (2011). Creative Character Design.
Kidlington: Focal Press
Weintraub, A. N. (2004). Power Plays: Wayang Golek
Puppet Theater of West Java. Ohio University Press
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