| Kode Mata Kuliah | DK3024 / 3 SKS |
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| Penyelenggara | 174 - Desain Komunikasi Visual / FSRD |
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| Kategori | Kuliah |
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| Bahasa Indonesia | English |
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| Nama Mata Kuliah | Komik | Comic |
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| Bahan Kajian | - Pengantar Komik dan Seni Sekuensial. Pengenalan komik sebagai media penceritaan visual, termasuk sejarah, fungsi, karakteristik, serta konsep gambar berurutan sebagai bahasa naratif.
- Basic Story Design & Visual Storytelling. Konsep dasar pengembangan cerita dalam komik, mencakup struktur alur, kejelasan narasi, ritme penceritaan, serta penggunaan visual untuk menyampaikan makna cerita.
- Visual Storytelling-Establishing Shot & Background. Pemahaman peran establishing shot, desain latar, dan detail lingkungan dalam membangun konteks, suasana, dan pemahaman ruang bagi pembaca.
- Visual Storytelling-Scene to Scene. Teknik penyusunan urutan panel, transisi antar adegan, kesinambungan visual, ritme, serta pembentukan alur yang kohesif antar adegan.
- Visual Asset dalam Komik. Pengembangan elemen visual seperti karakter, properti, lingkungan, simbol, tipografi, dan efek suara sebagai komponen pendukung narasi.
- Visual Storytelling-Komik Digital & Konvensional. Perbandingan dan penerapan teknik penceritaan pada komik cetak konvensional dan komik digital/web, termasuk perbedaan layout, interaktivitas, dan pengalaman membaca.
- Komik sebagai IP-Storytelling Media. Pemahaman komik sebagai intellectual property dan potensinya untuk dikembangkan ke media lain seperti animasi, game, film, dan transmedia storytelling.
| - Introduction to Comics and Sequential Art. An overview of comics as a medium of visual storytelling, including history, function, characteristics, and the concept of sequential images as narrative language.
- Basic Story Design & Visual Storytelling. Fundamental concepts of story development in comics, including plot basics, narrative clarity, pacing, and the use of visuals to communicate narrative meaning.
- Visual Storytelling – Establishing Shot & Background. Understanding the role of establishing shots, environment design, and background details in setting context, mood, and spatial understanding for readers.
- Visual Storytelling – Scene to Scene Transition. Techniques for structuring sequences, panel transitions, continuity, rhythm, and movement between scenes to build coherent narrative flow.
- Visual Assets in Comics. Development of visual elements such as characters, props, environments, symbols, typography, and sound effects as narrative-supporting components.
- Visual Storytelling – Digital and Conventional Comics. Comparison and application of storytelling techniques in traditional print comics and digital/comic web formats, including layout differences, interactivity, and reading experience.
- Comics as IP – Storytelling for Media Expansion. Understanding comics as intellectual property, including their potential for adaptation into animation, games, film, and transmedia storytelling.
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| Capaian Pembelajaran Mata Kuliah (CPMK) | - Mampu menganalisis kebutuhan komunikasi, karakteristik khalayak sasaran, serta konteks sosial–budaya untuk perancangan komik sebagai media komunikasi visual.
- Mampu memanfaatkan hasil riset (data, referensi, studi kasus) sebagai dasar dalam merancang konsep cerita, karakter, alur visual, dan strategi komunikasi komik.
- Mampu merancang komik secara prosedural—mulai dari perumusan tujuan komunikasi, pengembangan konsep, perancangan panel–alur, produksi visual, hingga evaluasi efektivitasnya sebagai media komunikasi.
- Mampu bekerja secara kolaboratif maupun mandiri dalam proses perancangan komik, menunjukkan tanggung jawab, kemampuan komunikasi, serta kontribusi efektif dalam tim kreatif.
- Mampu mempresentasikan gagasan, proses perancangan, dan hasil karya komik secara jelas, argumentatif, dan dapat dipertanggungjawabkan secara akademik maupun profesional.
| - Able to analyze communication needs, target audience characteristics, and socio-cultural context for designing comics as a visual communication medium.
- Able to utilize research findings (data, references, case studies) as a foundation for developing story concepts, characters, visual narrative flow, and communication strategies in comics.
- Able to design comics procedurally—from defining communication objectives, developing concepts, structuring panel and narrative flow, visual production, to evaluating their effectiveness as a communication medium.
- Able to work collaboratively or independently in comic design projects, demonstrating responsibility, communication skills, and effective contribution within a creative team.
- Able to present ideas, design processes, and final comic works clearly and argumentatively, with accountable academic and professional justification.
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| Metode Pembelajaran | Ceramah/ Kuliah Tamu
Diskusi
Studi Kasus
Praktika Studio | Lecture / Guest Lecture
Discussion
Case Study
Studio Practice |
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| Modalitas Pembelajaran | Perkuliahan diutamakan secara luring, dengan opsi sesi bauran (hybrid) untuk materi/sesi tertentu sesuai kebutuhan. | The course is primarily delivered onsite (offline), with a hybrid option for selected materials/sessions as needed. |
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| Jenis Nilai | ABCDE |
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| Metode Penilaian | UTS:30%
UAS:40%
Tugas Praktika:30% | Mid-Semester Examination (UTS): 30%, Final Examination (UAS): 40%, Practical Assignments: 30% |
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| Catatan Tambahan | | |
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