character of characters, stories, as well as various
other elements that support. All of that is well used as
a reference development of the character of the
nation. Once acknowledged as a masterpiece, the
puppet must be preserved its existence, and it
becomes the duty of all nations in the world,
especially the Indonesian nation that has the puppet
culture. We must believe that the existence of the
Indonesian nation today cannot be separated from the
traditional noble values that have a very long history
in guarding the growth and progress of this nation,
one of them is the wayang culture. In today's global
era, local advantage is needed because that is what
distinguishes it with ethnic and other nations
(Kusano, 2003).
The use of research method analysis and visual
exploration as mention in Karen Isbister book: “Game
Character Design. A Psychological Approach”, that
contains a discussion about how to design a character
for game. Even at the beginning the book concern is
for character design for game, at general it is still
relevant. In this writing, we use a great proportion
from that book and then combined with visual
exploration to developing a draft and future final
artwork. In this writing, author conducting data
collection at certain period, qualitative data analysis
performed interactively. This activity includes data
reduction, data display and conclusion/verification.
Wayang (Golek and Kulit) have a potential to
become a stepping-stone for contemporary character
design exploration. Wayang has a plenty character
with many of symbolism that very close to Indonesian
root of culture which can became an identity that can
be recognized.
3 RESULTS AND DISCUSSION
This writing aim to look closer at the character design
as a front point of comic and animation Industry that
should well prepared. The result is not visual, it more
like categorizing and coding that can be used by
further researcher.
Mythology that taken from a local culture can be
used as a reference that is widely used by character
designer, especially character design that became part
of the story-based character. In cultural context, it is
almost impossible to define Indonesia as simple as a
country. The richness of Indonesian culture is too
complex and varies. Indonesia is not like (let say)
Japan which relatively homogeny compare to
Indonesian culture range. Every sub-culture in
Indonesia has its own uniqueness that sometimes
seem like cross over one to another. The variety of
Indonesian culture becomes a challenge as well as an
advantage, so many and varied the culture of
Indonesian can be used as a source of ideas and
references.
Figure 1. Framework
The use of color in different sub-culture can
propose a different meaning. So, the variety of
expression and social life can be different in each
cultural context. One of the Indonesian cultural
artifacts that are potentially to dug into the base of
character development is the art of Sundanese
Wayang Golek (puppet shows made of wooden
puppets, which are especially popular in West Java).
This is one of the many proofs of richness and
mythology of Indonesian culture. Therefore, this
variety of cultural richness of Indonesia holds the
potential that can be explored as story-based
characters.
In character design, the evil character (villain) are
almost always depicted with dark colors, endomorph
body shapes and cynical facial expressions. Likewise,
the character that represents goodness (hero) is
usually displayed with a proportional body shape
(mesomorph). It is represented on the visualization of
Wayang Golek. The audience will easily recognize
the character and role of the character through its
color, attribute, expression and attitude of each
character (Weintraub, 2004).
In this research we try to compare the Wayang
kulit Purwa (puppet show made of leather,
demonstrate the play of Babad Purwa Mahabarata
and Ramayana) design with Wayang Golek design by
Karen Isbinser visual category as written in her book:
Game Character Design. A Psychological Approach.
All aspects that being compared then analyse to gain
an understanding about what in the identity of an
Indonesian character design. We believe it can be
useful for further research. In a wrapt semiotic
approach can enrich the analysis, in order to reach a