Variable framerate, noise, halftoning, flat lighting model... Most toon shading is too perfect and just looks 3D, especially when the camera orbits. I had some ideas to add imperfections to the lighting and framerate to sell it better as 2D cels/drawings. Guilty Gear’s too-smooth camera orbits made we want to see if stepping the characters’ rotation and position in increments to simulate a low framerate rotation would sell them as 2D drawings in a 3D environment. Spider-Verse renewed my interest in trying
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