Research Article
BibTex RIS Cite

Video oyunlarının yeniden yapım (remake) süreçlerinde yapay zekâ destekli görsel iyileştirme

Year 2025, Issue: Yapay zekâ ve sanat özel sayısı, 185 - 213, 22.10.2025
https://doi.org/10.46372/arts.1741384

Abstract

Video oyun endüstrisinde geçmiş yapımların yeniden sunulması, son yıllarda giderek yaygınlaşan bir eğilimdir. Yeniden yapım (remake) çalışmaları, nostaljik deneyimin yanı sıra gelişmiş görsel kalitenin oyunculara aktarılmasını hedeflemektedir. Özellikle grafiksel iyileştirmeler yeniden yapım süreçlerinde önemli bir yer tutmaktadır. Çalışma yapay zekâ destekli görüntü düzenleme araçlarının, oyunlarda grafik iyileştirme yöntemi olarak kullanılabilirliğini ortaya koymayı amaçlamaktadır. Araştırma kapsamında ESRGAN ve Stable Diffusion gibi gelişmiş yapay zekâ modellerinin çalışma prensipleri incelenmiştir. Bu bağlamda, yapay zekâ destekli araçların sunduğu süper çözünürlük, stil transferi ve içerik tabanlı restorasyon gibi imkanlar, örnek bir retro oyunun grafikleri üzerinde test edilerek, görüntü iyileştirme çalışması gerçekleştirilmiştir. Çalışma sonucunda, yapay zekâ araçlarının görsel kaliteyi önemli ölçüde artırdığını, üretim süresini kısalttığını ve nostaljik unsurları korurken modern grafik standartlarına yaklaşılmasını sağladığını göstermektedir. Ancak bu yöntem düşük çözünürlüklü bileşenlerin detaylarının yorumlanmasında birtakım sınırlılıkları beraberinde getirmektedir. Bulgular yapay zekâ destekli tekniklerin yeniden yapım projelerinde estetik ve üretim verimliliği açısından önemli avantajlar sunduğunu ortaya koymaktadır.Çalışma, yapay zekâ destekli araçların yeniden yapım projelerinde görsel kaliteyi artırmanın yanı sıra üretim verimliliği ve nostaljik deneyimin korunması açısından da sağladığı avantajları ele almaktadır.

References

  • Bosman, F. (2023). Video game romanticism: on retro gaming, remakes, reboots, game nostalgia, and bad games. Journal of religion, film and media, 9(1), 25–44. https://doi.org/10.25364/05.9:2023.1.3.
  • Brown, M., Kehoe, A., Kirakowski, J. ve Pitt, I. (2015). Beyond the gamepad: HCI and game controller design and evaluation. R. Bernhaupt (Ed.), Evaluating user experience in games (1. baskı)(ss. 209–232). Springer. http://dx.doi.org/10.1007/978-1-84882-963-3_12
  • Canossa, A., Björk, S. ve Nelson, M. J. (2014). X-COM: UFO Defense vs. XCOM: Enemy Unknown: Using gameplay design patterns to understand game remakes. Foundations of Digital Games Konferansı Bildiriler Kitabı (1. baskı) (s. 1–8). http://fdg2014.org/proceedings.html
  • Copetti, J. (2019, 21 Nisan). Mega drive/genesis architecture. The Copetti site. https://www.copetti.org/writings/consoles/mega-drive-genesis/ Hayat, K. (2017). Multimedia super-resolution via deep learning: a survey. Digital signal processing, 81, 198-217. https://doi.org/10.48550/arXiv.1706.09077
  • IGN nordic. (2017, 20 Eylül). Shadow of the colossus comparison: 2005 vs. 2017. https://nordic.ign.com/shadow-of-the-colossus-remake/5021/video/shadow-of-the-colossus-comparison-2005-vs-2017 Kaedim. (2025, 16 Ekim). How to convert a sketch into a 3D model with Kaedim. https://medium.com/@kaedim/how-to-convert-a-sketch-into-a-3d-model-with-kaedim-7a7500e5d605
  • Kim, S. K., Ali, I. M. ve Ha, M. W. (2024). Towards next generation game development: a comprehensive analysis of game engines technologies. Journal of the Korea society of computer and information, 29(10), 165–173. https://doi.org/10.9708/jksci.2024.29.10.165
  • Lappa, D. (2017). Photorealistic texturing for modern video games (Lisans tezi). Metropolia Üniversitesi, Helsinki.
  • Liu, V., Vermeulen, J., Fitzmaurice, G. ve Matejka, J. (2022, 31 Temmuz). 3BALL-E: Integrating text-to-image AI in 3B design workflows. Arxiv. https://arxiv.org/abs/2210.11603
  • Metacritic. (2020, 10 Nisan). Final fantasy VII remake user score. https://www.metacritic.com/game/final-fantasy-vii-remake/user-reviews
  • Metacritic. (2019, 25 Ocak). Resident evil 2 remake user score. https://www.metacritic.com/game/resident-evil-2
  • Metacritic. (2020, 28 Ocak). Warcraft III: reforged user score. https://www.metacritic.com/game/warcraft-iii-reforged
  • Moguri mod. (2024, 8 Kasım). Final fantasy IX HD mod projesi. https://sites.google.com/view/moguri-mod/home
  • Müller, D. (2014). Survival and system in resident evil (2002): remembering, repeating, and working-through. N. Farghaly (Ed), Unraveling Resident Evil Essays on the Complex Universe of the Games and Films (1. baskı) (s. 29-47). McFarland & Company, Inc., Publishers.
  • Pérez, A. (2024). Composition as a ludic and horror element in resident evil (2002) scenarios. Obra digital, 26, 53–67. https://doi.org/10.25029/od.2024.423.26
  • Game development. (2015, 16 Ağustos). What sprite resolution did 16-bit games use?. https://gamedev.stackexchange.com/questions/105704/what-sprite-resolution-did-16-bit-games-use
  • SuperNEScube. (2017, 15 Ocak). Super mario bros 3 (…) [Video]. YouTube. https://www.youtube.com/watch?v=JWhpGuQn53o
  • Tech fairy. (2020, 7 Mayıs). What’s the difference between remake & remaster? (With multiple examples). https://tech-fairy.com/whats-the-difference-between-remake-remaster-with-multiple-examples/
  • The spriters resource. (2024). Golden axe III. https://www.spriters-resource.com/sega_genesis_32x/goldenaxeiii/
  • Tokarev, K. (2018, 22 Şubat). Shadow of the colossus: remaking the legend. 80.lv. https://80.lv/articles/shadow-of-the-colossus-remaking-the-legend
  • Trigka, M., Dritsas, E. (2025). A comprehensive survey of deep learning approaches in image processing. Sensors, 25(2), 1-46. https://doi.org/10.3390/s25020531
  • Universal videogame list. (2001). Golden Axe III. https://www.uvlist.net/game-9834-Golden+Axe+III
  • Wang, X., Yu, K., Wu, S., Gu, J., Liu, Y., Dong, C., Loy, C. C., Qiao, Y. ve Tang, X. (2018, 17 Eylül). ESRGAN: enhanced super-resolution generative adversarial networks. ArXiv. https://arxiv.org/abs/1809.00219
  • Wikipedia. (2025, 18 Haziran). Nintendo video game consoles. https://en.wikipedia.org_video_game_consoles
  • Wikipedia. (2025, 17 Haziran). Shadow of the colossus (2018 video game). https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)

Artificial intelligence-assisted visual enhancement in video game remake processes

Year 2025, Issue: Yapay zekâ ve sanat özel sayısı, 185 - 213, 22.10.2025
https://doi.org/10.46372/arts.1741384

Abstract

The reintroduction of past productions in the video game industry has become an increasingly common trend in recent years. Remake projects aim not only to evoke nostalgia but also to deliver enhanced visual quality to players. Graphical improvements, in particular, play a central role in these processes. This study explores the potential use of AI-assisted image editing tools as a method for graphical enhancement in games. Advanced AI models such as ESRGAN and Stable Diffusion were examined to understand their working principles. Within this scope, features like super-resolution, style transfer, and content-based restoration were tested on the graphics of a sample retro game. The results demonstrate that AI tools significantly improve visual quality, shorten production time, and help preserve nostalgic elements while approaching modern graphical standards. However, limitations were observed in interpreting low-resolution details. Overall, findings indicate that AI-based techniques offer substantial aesthetic and production efficiency advantages for remake projects.The study discusses the advantages of AI tools in remake projects, not only in terms of visual enhancement but also regarding production efficiency and the preservation of nostalgic experience.

References

  • Bosman, F. (2023). Video game romanticism: on retro gaming, remakes, reboots, game nostalgia, and bad games. Journal of religion, film and media, 9(1), 25–44. https://doi.org/10.25364/05.9:2023.1.3.
  • Brown, M., Kehoe, A., Kirakowski, J. ve Pitt, I. (2015). Beyond the gamepad: HCI and game controller design and evaluation. R. Bernhaupt (Ed.), Evaluating user experience in games (1. baskı)(ss. 209–232). Springer. http://dx.doi.org/10.1007/978-1-84882-963-3_12
  • Canossa, A., Björk, S. ve Nelson, M. J. (2014). X-COM: UFO Defense vs. XCOM: Enemy Unknown: Using gameplay design patterns to understand game remakes. Foundations of Digital Games Konferansı Bildiriler Kitabı (1. baskı) (s. 1–8). http://fdg2014.org/proceedings.html
  • Copetti, J. (2019, 21 Nisan). Mega drive/genesis architecture. The Copetti site. https://www.copetti.org/writings/consoles/mega-drive-genesis/ Hayat, K. (2017). Multimedia super-resolution via deep learning: a survey. Digital signal processing, 81, 198-217. https://doi.org/10.48550/arXiv.1706.09077
  • IGN nordic. (2017, 20 Eylül). Shadow of the colossus comparison: 2005 vs. 2017. https://nordic.ign.com/shadow-of-the-colossus-remake/5021/video/shadow-of-the-colossus-comparison-2005-vs-2017 Kaedim. (2025, 16 Ekim). How to convert a sketch into a 3D model with Kaedim. https://medium.com/@kaedim/how-to-convert-a-sketch-into-a-3d-model-with-kaedim-7a7500e5d605
  • Kim, S. K., Ali, I. M. ve Ha, M. W. (2024). Towards next generation game development: a comprehensive analysis of game engines technologies. Journal of the Korea society of computer and information, 29(10), 165–173. https://doi.org/10.9708/jksci.2024.29.10.165
  • Lappa, D. (2017). Photorealistic texturing for modern video games (Lisans tezi). Metropolia Üniversitesi, Helsinki.
  • Liu, V., Vermeulen, J., Fitzmaurice, G. ve Matejka, J. (2022, 31 Temmuz). 3BALL-E: Integrating text-to-image AI in 3B design workflows. Arxiv. https://arxiv.org/abs/2210.11603
  • Metacritic. (2020, 10 Nisan). Final fantasy VII remake user score. https://www.metacritic.com/game/final-fantasy-vii-remake/user-reviews
  • Metacritic. (2019, 25 Ocak). Resident evil 2 remake user score. https://www.metacritic.com/game/resident-evil-2
  • Metacritic. (2020, 28 Ocak). Warcraft III: reforged user score. https://www.metacritic.com/game/warcraft-iii-reforged
  • Moguri mod. (2024, 8 Kasım). Final fantasy IX HD mod projesi. https://sites.google.com/view/moguri-mod/home
  • Müller, D. (2014). Survival and system in resident evil (2002): remembering, repeating, and working-through. N. Farghaly (Ed), Unraveling Resident Evil Essays on the Complex Universe of the Games and Films (1. baskı) (s. 29-47). McFarland & Company, Inc., Publishers.
  • Pérez, A. (2024). Composition as a ludic and horror element in resident evil (2002) scenarios. Obra digital, 26, 53–67. https://doi.org/10.25029/od.2024.423.26
  • Game development. (2015, 16 Ağustos). What sprite resolution did 16-bit games use?. https://gamedev.stackexchange.com/questions/105704/what-sprite-resolution-did-16-bit-games-use
  • SuperNEScube. (2017, 15 Ocak). Super mario bros 3 (…) [Video]. YouTube. https://www.youtube.com/watch?v=JWhpGuQn53o
  • Tech fairy. (2020, 7 Mayıs). What’s the difference between remake & remaster? (With multiple examples). https://tech-fairy.com/whats-the-difference-between-remake-remaster-with-multiple-examples/
  • The spriters resource. (2024). Golden axe III. https://www.spriters-resource.com/sega_genesis_32x/goldenaxeiii/
  • Tokarev, K. (2018, 22 Şubat). Shadow of the colossus: remaking the legend. 80.lv. https://80.lv/articles/shadow-of-the-colossus-remaking-the-legend
  • Trigka, M., Dritsas, E. (2025). A comprehensive survey of deep learning approaches in image processing. Sensors, 25(2), 1-46. https://doi.org/10.3390/s25020531
  • Universal videogame list. (2001). Golden Axe III. https://www.uvlist.net/game-9834-Golden+Axe+III
  • Wang, X., Yu, K., Wu, S., Gu, J., Liu, Y., Dong, C., Loy, C. C., Qiao, Y. ve Tang, X. (2018, 17 Eylül). ESRGAN: enhanced super-resolution generative adversarial networks. ArXiv. https://arxiv.org/abs/1809.00219
  • Wikipedia. (2025, 18 Haziran). Nintendo video game consoles. https://en.wikipedia.org_video_game_consoles
  • Wikipedia. (2025, 17 Haziran). Shadow of the colossus (2018 video game). https://en.wikipedia.org/wiki/Shadow_of_the_Colossus_(2018_video_game)
There are 24 citations in total.

Details

Primary Language Turkish
Subjects Computer Gaming and Animation, Digital and Electronic Media Art
Journal Section Research Articles
Authors

Bayram Armutcı 0000-0001-8112-3560

Publication Date October 22, 2025
Submission Date July 13, 2025
Acceptance Date October 9, 2025
Published in Issue Year 2025 Issue: Yapay zekâ ve sanat özel sayısı

Cite

APA Armutcı, B. (2025). Video oyunlarının yeniden yapım (remake) süreçlerinde yapay zekâ destekli görsel iyileştirme. ARTS: Artuklu Sanat Ve Beşeri Bilimler Dergisi(Yapay zekâ ve sanat özel sayısı), 185-213. https://doi.org/10.46372/arts.1741384