“Shadows of Wuhan: The Aesthetic of Horror Videogames” presented by Unknown presenters
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This paper explores the design and conceptual aspects of “Shadows of Wuhan,” a horror video game influenced by the literary perspectives of Bernard Perron, Clive Barker, and Souvik Mukherjee. Drawing inspiration from the fusion of fear and play, the narrative complexities of characters, and the art of storytelling in video games, our game ventures into a post-pandemic Wuhan, China. The protagonist, Lin Huowang, navigates a world transformed by a viral mutation, turning survivors into hybrids of humans and bats. Informed by Barker’s narrative depth, Perron’s insights into fear, and Mukherjee’s exploration of storytelling elements, we delve into the conceptual framework and characteristics of 3D game environment design. The immersive realism, depth, and dynamic lighting of our environments contribute to world-building, creating a chilling atmosphere where the lines between humanity and monstrosity blur. The game’s narrative intricacies, interactive elements, and user navigation align with the amalgamation of literary inspiration and 3D design principles. As players traverse the decaying city, the seamless transitions and textured landscapes tell a haunting story of survival and transformation.”Shadows of Wuhan” emerges as a testament to the transformative potential of horror gaming, pushing the boundaries of narrative depth and emotional engagement. This paper sheds light on the considerations behind the design choices, providing insights into the amalgamation of literary inspiration and 3D environment design principles, ultimately contributing to the evolving discourse on horror game innovation.