the game can be seen from various sides and
interacted with them. Adam (2014) divides several
types of perspectives displayed in three-dimensional
games, namely:
• Fixed 3D: game that presents static three-
dimensional backgrounds but is rendered in real-
time. In this perspective, players cannot see
objects freely.
• First-Person: game that makes player sees based
on the perspective of the first person. Elias
(2019) added that this type of game seems quite
realistic because players like to look directly into
the game. All interactions performed by the main
character are seen through the eyes of the
character.
• Third-Person: in this perspective the player acts
as a third person and the player can see the
characters played from various sides and move
the character in various directions.
1.2 3D Environment
A three-dimensional environment is an environment
made into three-dimensional forms. Meigs (2003)
states that in the game, environment has functions to
visualize the atmosphere, provide information of the
time and location, and complement game play and
support the stories. A game environment usually has
seven basic elements, namely terrain, water, sky,
sun, clouds, indoors and plants (Chopine, 2011).
Ahearn (2017) points out that designing
environments on a large scale requires a long time,
so it needs efficient techniques to develop the game.
The modular technique can speed up the processing
time of 3D assets modeling. Modular technique is a
technique that repeats a simple asset and organizes
into a single unit. In this process, modular
techniques also require several other techniques that
can give a little variation to the assets compilation,
which are free-form and hybrids techniques (Ahearn,
2017). Free-form technique takes advantage of the
player's perspective and rotation, so the assets seen
slightly different. The hybrids technique provides
other variations and details by combining non-
modular assets into modular assets.
Chopine (2011) in his study describes that 3D
objects in games certainly have a low number of
polygons. This low-polygon has limitation of the
assets’ form, which the assets are looked rough. To
overcome this boundary, the 3D artist can apply
normal maps to increase the detail of the 3D objects.
The normal maps function as a texture that creates
the impression of depth and can be applied with
procedural techniques. The procedural texture is
texture repetition techniques with same pattern as
seamless edges, consequently they can be replicated
on other assets (Chopine, 2011).
1.3 Dutch Colonial Architecture in
Indonesia
The Dutch colonial architecture built in Indonesia
belongs to the category of modern architecture.
However, Sumalyo (1995) explains that these
architectures are unique because there are adaptation
of two cultures between modern architectural
culture, which brought by the Dutch and traditional
Indonesian culture. In the urban planning, the Dutch
had their own characteristic of built magnificent
buildings in the downtown. In addition to the
distinctive features of the city structure, the Dutch
also had a buildings characteristic that they erected
which was adapted to the climate in Indonesia. The
adjustment optimized lighting and air circulation as
construction elements of the interior of the building.
1.4 The Battle of Surabaya in 1945
Ricklefs (2008) emphasizes that the battle of
Surabaya was the biggest battle that occurred in
Indonesia after Indonesian Independence Day. The
main cause of this battle was the arrival of allies
(The Dutch - British Army) who aimed to evacuate
prisoners of the previous war. However, the arrival
of these allies coincided with the speech of Sutomo
(Bung Tomo). This circumstance led tempestuous
condition in Surabaya at that moment.
Actually, the allied forces and the Indonesian
side had a cease-fire agrement, however fighting
broke out again as a result of the murder of
Brigadier General A.W.S Mallaby. Theorina (2007)
wrote that in its movement, the allies attacked the
Surabaya region from the north, which was the coast
and then moved to the south by deploying the navy,
army and air forces. Ricklefs (2008) adds
information that during this battle, allied forces
successfully controlled more than half of the city of
Surabaya, consequently Indonesian forces retreated
to other areas.
2 METHODOLOGY
There are several methods in design process in
collecting some supporting data. These data will be
the basis for creating the environment concept. Then
the next process is brainstorming & mind mapping
which is useful for determining the focus in this
design. After passing the two processes above, the
CREATIVEARTS 2019 - 1st International Conference on Intermedia Arts and Creative
6