Image Processing Techniques in Real-Time Rendering: Shader-Based Visual Storytelling in Video Games | IJCSE Volume 10 – Issue 3 | IJCSE-V10I3P18

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International Journal of Computer Science Engineering Techniques

ISSN: 2455-135X
Volume 10, Issue 3  |  Published:
Author

Abstract

This paper presents the design and implementation of a real-time Unreal Engine game prototype that uses image-processing shaders as visual storytelling tools. The work combines a modular gameplay architecture with non-photorealistic rendering techniques to create a playable third-person action experience. Core character systems, including a damageable interface, damage system component, and Gameplay Ability System support, are implemented in C++ and inherited through a common MainCharacterBase. Higher-level gameplay logic, including common enemy encounters, boss progression, hallway sections, triggers, spawners, and blockers, is implemented using Unreal Engine Blueprints for faster iteration. The visual module uses post-process materials applied through Post Process Volumes to implement cel shading, retro dithering, and toon outline effects. Levels are constructed using Fab assets and Unreal Engine lighting, with draw-distance optimization applied to reduce unnecessary rendering cost. The prototype demonstrates that shader-based stylization can function as more than a visual filter by contributing to atmosphere, level identity, and narrative expression while preserving interactive gameplay.

Keywords

game development, image processing, non-photorealistic rendering, real-time rendering, Unreal Engine

Conclusion

This paper presented a real-time Unreal Engine game prototype that combines modular gameplay systems with shader-based visual storytelling. The implementation uses C++ for reusable character systems and Blueprints for level-specific gameplay logic. The damageable interface, damage system component, and MainCharacterBase structure allow the player, enemies, and bosses to share a consistent combat pipeline. GAS is used specifically for the player dash ability, keeping the ability system focused and manageable. The visual contribution of the project lies in the use of post-process materials for non-photorealistic rendering. Cel shading, retro dithering, and toon outlining are applied at the scene level through Post Process Volumes. These shaders provide distinct visual identities and demonstrate how image-processing techniques can contribute to mood, readability, and narrative expression in games. The project also demonstrates the value of modular encounter systems. Triggers, spawners, blockers, boss health bars, and level gateways work together to create a complete gameplay loop. The result is a playable prototype that integrates gameplay, rendering, animation, input, and level design into a unified system.

References

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