Kode Mata KuliahDK3024 / 3 SKS
Penyelenggara174 - Desain Komunikasi Visual / FSRD
KategoriKuliah
Bahasa IndonesiaEnglish
Nama Mata KuliahKomikComic
Bahan Kajian
  1. Pengantar Komik dan Seni Sekuensial. Pengenalan komik sebagai media penceritaan visual, termasuk sejarah, fungsi, karakteristik, serta konsep gambar berurutan sebagai bahasa naratif.
  2. 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.
  3. Visual Storytelling-Establishing Shot & Background. Pemahaman peran establishing shot, desain latar, dan detail lingkungan dalam membangun konteks, suasana, dan pemahaman ruang bagi pembaca.
  4. Visual Storytelling-Scene to Scene. Teknik penyusunan urutan panel, transisi antar adegan, kesinambungan visual, ritme, serta pembentukan alur yang kohesif antar adegan.
  5. Visual Asset dalam Komik. Pengembangan elemen visual seperti karakter, properti, lingkungan, simbol, tipografi, dan efek suara sebagai komponen pendukung narasi.
  6. 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.
  7. Komik sebagai IP-Storytelling Media. Pemahaman komik sebagai intellectual property dan potensinya untuk dikembangkan ke media lain seperti animasi, game, film, dan transmedia storytelling.
  1. 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.
  2. 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.
  3. 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.
  4. Visual Storytelling – Scene to Scene Transition. Techniques for structuring sequences, panel transitions, continuity, rhythm, and movement between scenes to build coherent narrative flow.
  5. Visual Assets in Comics. Development of visual elements such as characters, props, environments, symbols, typography, and sound effects as narrative-supporting components.
  6. 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.
  7. Comics as IP – Storytelling for Media Expansion. Understanding comics as intellectual property, including their potential for adaptation into animation, games, film, and transmedia storytelling.
Capaian Pembelajaran Mata Kuliah (CPMK)
  1. Mampu menganalisis kebutuhan komunikasi, karakteristik khalayak sasaran, serta konteks sosial–budaya untuk perancangan komik sebagai media komunikasi visual.
  2. Mampu memanfaatkan hasil riset (data, referensi, studi kasus) sebagai dasar dalam merancang konsep cerita, karakter, alur visual, dan strategi komunikasi komik.
  3. Mampu merancang komik secara prosedural—mulai dari perumusan tujuan komunikasi, pengembangan konsep, perancangan panel–alur, produksi visual, hingga evaluasi efektivitasnya sebagai media komunikasi.
  4. Mampu bekerja secara kolaboratif maupun mandiri dalam proses perancangan komik, menunjukkan tanggung jawab, kemampuan komunikasi, serta kontribusi efektif dalam tim kreatif.
  5. Mampu mempresentasikan gagasan, proses perancangan, dan hasil karya komik secara jelas, argumentatif, dan dapat dipertanggungjawabkan secara akademik maupun profesional.
  1. Able to analyze communication needs, target audience characteristics, and socio-cultural context for designing comics as a visual communication medium.
  2. 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.
  3. 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.
  4. Able to work collaboratively or independently in comic design projects, demonstrating responsibility, communication skills, and effective contribution within a creative team.
  5. Able to present ideas, design processes, and final comic works clearly and argumentatively, with accountable academic and professional justification.
Metode PembelajaranCeramah/ Kuliah Tamu Diskusi Studi Kasus Praktika StudioLecture / Guest Lecture Discussion Case Study Studio Practice
Modalitas PembelajaranPerkuliahan 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.
Jenis NilaiABCDE
Metode PenilaianUTS:30% UAS:40% Tugas Praktika:30%Mid-Semester Examination (UTS): 30%, Final Examination (UAS): 40%, Practical Assignments: 30%
Catatan Tambahan