Kajian Transformasi Visual Desain Karakter Eevee pada Game Pokémon Series Generasi I-V

Dewi Isma Aryani, Imam Santosa, Alvanov Zpalanzani


Pokémon game series is a representation of the media culture that offers a world of simulation by creating signs through storyline, gameplay, environment, as well as game characters, so that it becomes a part of digital culture. The design of Pokémon character, in this case is Eevee, is able to generate its fans curiosity and addiction resulted from the application of Manga-matrix method, color theory and morphological-forced-connections technique through the visual transformation of character design itself. This study is a qualitative research that conducted through the application of Manga-matrix principle including internal and external factors on the characters, similarity analysis or the relation among the theories connected to visual element and the interpretation of character meaning, and the combination of character design theories as the reflection of the Satoshi Tajiri as well as Japanese society’s ideology or thinking pattern in cultural implementation. The analysis shows that Eevee’s changing form still contains similarity with its existence of additional elements creates variety of forms in Eevee’s character visualization. Those Eevee’s form variety becomes the essence of the creation of the character as the media that introduces the visual transformation of character design in a game, in this matter is the Pokémon game series.

Full Text:



Smardon, R. 1986. Foundations of Visual Project Analysis, New York: John Wiley and Sons, Inc.

Fox, B. 2005. Game Interface Design, Boston: Thomson Course Technology PTR.

Suryohadiprojo, S. 1982. Manusia dan Masyarakat Jepang dalam Perjoangan Hidup, Jakarta: UI Press dan Pustaka Bradjaguna.

Creswell, J.W. 2007. Qualitative Inquiry and Research Design Choosing Among Five Approaches, USA: Sage Publication.

Mulyana, D. 2001. Metodologi Penelitian Kualitatif – Paradigma Baru Ilmu Komunikasi dan ilmu Sosial Lainnya, Bandung: PT. Remaja Rosdakarya.

Schell, J. 2008. The Art of Game Design-A Book of Lenses. Burlington: Morgan Kaufmann Publishers.

Tsukamoto, H. 2006. Manga Matrix: Create Unique Characters Using the Japanese Matrix System, USA: Collins Design.

Darmaprawira, S. 2002. Warna-Teori dan Kreativitas Penggunaannya, Edisi ke-2, Bandung: Penerbit ITB.

Koberg, D. & Bagnall, J. 1981. The All New Universal Traveler, California: William Kaufmann.

Crawford, C. 2003. Chris Crawford on Game Design, USA: New Riders Publishing.


  • There are currently no refbacks.

View My Stats

Creative Commons License
This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License.

Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM), Center for Research and Community Services (CRCS) Building, 6th & 7th Floor, Institut Teknologi Bandung, Jalan Ganesha 10, Bandung 40132, Indonesia, Tel. +62-22-86010080, Fax.: +62-22-86010051; E-mail: jvad@lppm.itb.ac.id