METHODS OF IMAGE VISUALISATION IN DESIGN OF COMPUTER GAMES IN THE HORROR GENRE: HISTORICAL ASPECT
DOI:
https://doi.org/10.32782/2415-8151.2025.36.38Keywords:
visualisation, graphic design, computer graphics, horror, horror genre, game design, video games, visual communications design, illustration, 3D graphics, 2D graphics, retro graphics.Abstract
Purpose. This study aims to trace the evolution of graphic visualisation in the design of horror video games within the context of technological development. Methodology. The research adopts a systematic approach to the analysis of the core principles of information visualisation theory. It includes historical-comparative, structural-compositional, and figurative-stylistic analyses, as well as methods of systematisation and classification. These approaches facilitate an examination of the development of visualisation techniques and the influence of technical constraints on computer graphics and their implementation. Results. This paper is the first to systematise the stages in the development of visualisation methods in horror video games. The following evolutionary stages of game visualisation are identified: 1) Light-based visualisation – representation of images using light dots on the screen (1958);2) Text-based visualisation – use of text characters to form images (1973); 3) 2D visualisation – pixel-based rendering of planar images (1982); 4) 3D visualisation – use of three-dimensional graphics to create pseudo-volumetric and realistic images (1992); 5) Hybrid graphics – integration of traditional and innovative visualisation techniques (from 2022 to the present). The study outlines how technological progress has influenced the development of computer graphics and digital visualisation methods. Scientific novelty. The novelty of this research lies in the first-ever systematisation of the evolution of visualisation methods in horror video games, substantiating the impact of technological advancements on these methods. The findings provide a valuable foundation for further studies in computer graphics, video communication development, and game design. Practical relevance. The results have practical value for graphic designers, illustrators, and game developers. They offer insights into various visualisation approaches and help enhance aesthetic standards to attract a wider audience.
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Copyright (c) 2025 Наталія Владиславівна Скляренко, Анатолій Андрійович Горбачук, Ольга Василівна Романюк, Юлія Сергіївна Бондарчук

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