
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
