Kuntilanak as a Runtime Entity: Technical Integration of Javanese Folklore Using Manga Matrix in a 2D Horror Game

Herman Thuan To Saurik, Harits Ar Rosyid, Aji Prasetya Wibawa, Esther Irawati Setiawan

Abstract


In this work, Kuntilanak, a mythological creature from Javanese mythology, is used as a dynamic element in a 2D horror game to provide a technical framework for integrating culturally infused folklore into interactive gaming. The design process breaks down the character's appearance, attire, and personality into workable technical specifications using the Manga Matrix framework as a guide. With C# scripted behaviours like unexpected appearances, animation state changes (controlled by Unity's Animator Controller), audio triggers (laughing, crying), and interactive reactions to in-game objects like yellow Bamboo (for hiding) and scissors (for repelling), Kuntilanak was created as a sprite-based runtime entity inside the Unity game engine. The character can be dynamically instantiated thanks to this technical approach, which supports procedural horror encounters and is consistent with traditional narratives. The effectiveness of the suggested technological integration was validated by a quantitative assessment using a Likert scale (N=50), which showed 82.2% agreement on cultural authenticity and 79.5% on emotional impact. The findings support the methodology's capacity to turn folklore characters into functional game entities and offer a replicable model for serious games that consider cultural sensitivity. The findings support the methodology's capacity to turn folklore characters into functional game entities and provide a replicable model for serious games that consider cultural sensitivity, with direct implications for designing engaging educational experiences that promote cultural heritage preservation.


Keywords


Runtime Entity, Manga Matrix, 2D Horror Game, Sprite Animation, Javanese Folklore, Kuntilanak

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DOI: https://doi.org/10.52088/ijesty.v5i3.961

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