Visual stylistics of futurism: the case of the "Meowfront" project

Authors

  • Olga Yezhova Kyiv National University of Technologies and Design, Ukraine
  • Maryna Larchenko Chernihiv Polytechnic National University, Ukraine Mykola Gogol Nizhyn State University, Ukraine
  • Marharyta Luniak Kyiv National University of Technologies and Design, Ukraine

DOI:

https://doi.org/10.30857/2617-0272.2026.3.2

Keywords:

graphic design, concept art, character, game design, color scheme, style, indie game, digital development tools

Abstract

The relevance of the study was determined by the growing interest in indie games and the need to develop a distinctive futuristic visual style for characters in the action-RPG genre. In contemporary game design, visual imagery played a crucial role in shaping recognizability and emotional immersion, which was particularly important for small studios competing for audience attention through innovation and original concepts. The aim of the study was to identify the principles of forming a coherent futuristic character style for an indie game and to determine effective approaches to combining technological and artistic aesthetics in visual design.

The research employed methods of visual and comparative analysis, authorial experimentation, silhouette and proportion studies, colour solution selection, and the use of digital tools (Adobe Photoshop, Procreate, MidJourney, Stable Diffusion) for creating sketches and basic models. The analysis was conducted with consideration of the characteristic features of indie games and current trends in futuristic and neopunk design.

The results demonstrated that analysing contemporary indie games – specifically Transistor, Hyper Light Drifter, Journey, Hollow Knight, Hades, Cyberpunk 2077, Deus Ex: Human Revolution, Ori and the Blind Forest, Pseudoregalia, Ravenlok, Battle Cats, and Cat Quest – made it possible to identify key trends in the visual stylistics of anthropomorphic and technologically oriented characters. Based on this analysis and the generalisation of collected materials, two authorial moodboards were developed and ten characters for the game Meowfront were created, combining structural and chromatic solutions typical of the futuristic aesthetic of indie projects. The findings also showed that combining rounded and dynamic forms, neon accents, and technological detailing together with classical silhouette design principles and modern digital tools ensured the formation of a coherent style and high recognizability of combat roles. This combination enabled the creation of characters with expressive archetypal imagery and stable visual identity.

The practical value of the study lies in the fact that the proposed methodology may be applied to the development of character concept design in other indie projects seeking to integrate futuristic aesthetics with innovative design solutions.

Downloads

Download data is not yet available.

Author Biographies

Olga Yezhova, Kyiv National University of Technologies and Design, Ukraine

Doctor of Pedagogical Sciences, PhD in Technical Sciences, Professor

https://orcid.org/0000-0002-5920-1611

Maryna Larchenko, Chernihiv Polytechnic National University, Ukraine Mykola Gogol Nizhyn State University, Ukraine

PhD in Legal Sciences, Associate Professor

https://orcid.org/0000-0002-2643-980X

Marharyta Luniak, Kyiv National University of Technologies and Design, Ukraine

References

ArtStation. (2025). Official Hades characters by Supergiant artists. https://www.artstation.com/artwork/aYJLYz

Bernaers, J. (2023). Impact of concept art on the character creation pipeline. https://www.researchgate.net/publication/371868143_Impact_of_Concept_Art_on_the_Character_Creation_Pipeline

Bozhko, T., & Slyusarenko, O. (2025). Determinants of stylistic characteristics in video games. Demiurg: Ideas, Technologies, Design Perspectives, 8(1). https://doi.org/10.31866/2617-7951.8.1.2025.330444

Čerepinko, D., Štefanović, R., Hajdek, K., & Miljković, P. (2025). Less is more in digital games too: A comparative analysis of visual elements of physical and digital versions for two tabletop games. Applied Sciences, 15 (2), 715. https://doi.org/10.3390/app15020715

Chen, C.Y., & Zhunag, X.Q. (2023). The image ratios for designing cute nonhuman anthropomorphic characters. Entertainment Computing, 47, 100586. https://doi.org/10.1016/j.entcom.2023.100586

Cyberpunk 2077. (2020). Official franchise site. https://www.cyberpunk.net/sg/en/

Deus Ex: Human Revolution. (2011). Eidos-Montréal. https://www.eidosmontreal.com/games/deus-ex-human-revolution/?utm_source=chatgpt.com

Fogelstrom, E. (2013). Investigation of shapes and colours as elements of character design. https://www.diva-portal.org/smash/get/diva2%3A651309/FULLTEXT01.pdf

Game Informer. (2018). The making of Hollow Knight. https://gameinformer.com/2018/10/15/the-making-of-hollow-knight

Gintere, I. (2019). A New Digital Art Game: the Art of Future. https://www.researchgate.net/publication/332698782_A_New_Digital_Art_Game_the_Art_of_Future

Graft, K. (2021). Roguelikes and narrative design with Hades creative director Greg Kasavin. Game Developer. https://www.gamedeveloper.com/design/roguelikes-and-narrative-design-with-i-hades-i-creative-director-greg-kasavin

Gu, Y. (2023). The Impact of Color on Players in Human-machine Interaction in Games. Applied and Computational Engineering. 8. 744-748. https://doi.org/10.54254/2755-2721/8/20230130

Hemraj, S. (2024). Press Start Journal. Defining art styles in games and their influence on creative expression. https://press-start.gla.ac.uk/press-start/article/view/305/151

Hyper Light Drifter. (2016). Heart Machine. https://www.heartmachine.com/hyper-light-drifter

Journey. (2025). Thatgamecompany. https://thatgamecompany.com/journey/

Kao, D. (2019). The Effects of Anthropomorphic Avatars vs. Non-Anthropomorphic Avatars in a Jumping Game. In Proceedings of the 14th International Conference on the Foundations of Digital Games. https://doi.org/10.1145/3337722.334182

Keating, S., Lee, W. C., Windleharth, T., & Lee, J. H. (2017). The Style of Tetris is… Possibly Tetris?: Creative professionals’ description of video game visual styles. https://scholarspace.manoa.hawaii.edu/bitstream/10125/41402/1/paper0253.pdf

Kopp, S. (2015). A talk with Ori and the Blind Forest concept artist. 80 Level. https://80.lv/articles/a-talk-with-ori-and-the-blind-forests-concept-artist

Korte, G., & Ferri, G. (2018). Research through game design: Interactive stories from a submerged Amsterdam. Ocula, 19, 110–128. https://doi.org/10.12977/ocula2018-14

Liu, J., Gao, H., & Yezhova, O. (2025). Generative design of bamboo furniture combining game theory and AI-generated content. BioResources, 20(4), 8611–8631. https://doi.org/10.15376/biores.20.4.8611-8631

Liu, Y. (2023). The utilize of color psychology in game graphics designs. Game Developer. https://www.gamedeveloper.com/design/the-utilize-of-color-psychology-in-game-graphics-designs

Moon Studios. (2025). Ori and the Blind Forest. https://www.orithegame.com/moon-studios/

Nikolayeva, T., & Guo, Y. (2021). In-depth study of cyberpunk and retrofuturism styles with the aim of development an integrated design project concept. In Proceedings of the International Scientific-Practical Conference “Actual Problems of Modern Design”, Kyiv, KNUTD, April 22, 2021. 104–107. https://er.knutd.edu.ua/handle/123456789/17925

Okur, M., Kızıl, R., & Atamaz, E. (2024). The art of graphic design in video games: beyond the visual. Amazonia Investiga, 13(78), 9-26. https://doi.org/10.34069/AI/2024.78.06.1

Robson, J. & Tavinor, G. (2018). The aesthetics of videogames. https://api.pageplace.de/preview/DT0400.9781351809467_A34327294/preview-9781351809467_A34327294.pdf

Sarver, E. C. (2021). UCF Honors Theses. The impact of art style on video games. https://stars.library.ucf.edu/cgi/viewcontent.cgi?article=1947&context=honorstheses

Schell, J. (2020). The art of game design: A book of lenses (3rd ed.). CRC Press. https://www.routledge.com/The-Art-of-Game-Design-A-Book-of-Lenses-Third-Edition/Schell/p/book/9781138632059

Shahzad, F. & Abdullah, M. (2024). Significance, application, and development dynamics of concept art in gaming industry. https://journals.umt.edu.pk/index.php/jdt/article/view/5868

Shiyan, A. (2025). Stylization in video games: A deep dive analysis. https://80.lv/articles/stylization-in-video-games-a-deep-dive-analysis

Song, B. & Gabija, M. (2025). Anthropomorphism in animation: Exploring emotional connection. Journal of Arts and Humanities, 14(03), 41-50. http://dx.doi.org/10.18533/journal.v14i3.2572

Tavinor, G. (2009). The Art of Videogames. https://kevinjpatton.com/teaching/phil_3230/readings/Grant%20Tavinor%20-%20The%20Art%20of%20Videogames.pdf

Teng, C.-I., Huang, T.-L., Huang, G.-L., Wu, C.-N., Cheng, T. C. E., & Liao, G.-Y. (2024). Creatability, achievability, and immersibility: New game design elements that increase online game usage. International Journal of Information Management, 75, 102732. https://doi.org/10.1016/j.ijinfomgt.2023.102732

Tereshchuk, A. (2025). Understanding Video Game Concept Art: A Comprehensive Guide. https://gamestudio.n-ix.com/understanding-video-game-concept-art-a-comprehensive-guide/

Titov, A. (2023). Concept Art for Video Games: a Complete Guide. Stepico: Step your game up. https://stepico.com/blog/concept-art-for-video-games/

Toppo, P. & Ahamed, S. (2024). Chromatic Narratives: the Semiotic and Psychological use of Colour in Art and Graphic Novels. ShodhKosh: Journal of Visual and Performing Arts. 5. https://doi.org/10.29121/shodhkosh.v5.i1.2024.3114

Transistor. (n.d.). Supergiant Games. https://www.supergiantgames.com/games/transistor/

Tumenbaev, A. (2024). Character Design & Communication. Creating Effective Video Game Characters that Enhance Player Engagement and Narrative. https://doi.org/10.13140/RG.2.2.23903.57764

Yu, K. & Tsao, Y. (2022). International Journal of Organizational Innovation. A study of character design method. https://ijoi-online.org/attachments/article/401/1252%20Final.pdf

Zhao, W. & Sun, Yu. (2024). The Exploration of Emotional Aspects of Artificial Intelligence (AI) in Artistic Design. International Journal of Interdisciplinary Studies in Social Science. 1. 58-65. https://doi.org/10.62309/bk757m16

Zhou, T., Gao, X., Zhong, Y., Yezhova, O., & Pashkevich, K. (2025). New interface design process based on AI-generated content: Taking Midjourney as an example. New Design Ideas, 9(2), 364–381. https://doi.org/10.62476/ndi.92364

Downloads

Published

2026-10-05

How to Cite

Yezhova, O., Larchenko, M., & Luniak, M. (2026). Visual stylistics of futurism: the case of the "Meowfront" project. Art and Design, (3), 20–32. https://doi.org/10.30857/2617-0272.2026.3.2

Issue

Section

Articles