PERANCANGAN MASKOT “BUDIMAN” SEBAGAI IDENTITAS VISUAL LKP BUDIMAN DRESTANTA TIYASA

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Authors

Putra, Jefri Rahmat

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Politeknik Negeri Batam

Abstract

The Budiman Drestanta Tiyasa Course and Training Institute (LKP) has faced challenges in attracting new students due to a static promotional strategy and the lack of a distinctive visual identity. This study aims to design and produce a 3D mascot named “Budiman” to strengthen the institute’s brand image. The design process utilized the Design Thinking methodology through the stages of Empathize, Define, Ideate, Prototype, and Test. The production of the 3D asset focused on the stages of polygonal modeling, UV mapping, texturing, and rendering using Blender software. To ensure the suitability of the final output, a user acceptance review was conducted with the institution’s owner as well as representatives of the target audience (prospective students and parents) using a rating scale rubric and evaluative interviews. The aspects evaluated included visual aesthetics and the degree to which the assets represented the institution’s identity. The final result of this research is a stylized 3D character asset of a hero who is both authoritative and approachable, ready for implementation across various digital and print media for the branding needs of LKP Budiman Drestanta Tiyasa.

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IEEE

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