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in reply to @jinglebellrockstar's post:

I'm hardly an expert on gamedev, but I'm pretty sure you could do this in any modern engine (unity/unreal/godot). It would probably involve a fair bit of shader programming (or hunting down shaders), though.

hell

Okay, so modern GPUs run programs called shaders to render images. The GPU takes in an array of 3d points in space, and runs it through a series of shaders (usually at least vertex, geometry, and fragment shaders), which turns the 3d points into a group of pixels to actually draw on the screen.

What this means is that (almost) every step of the process from taking in the data of the game world to drawing it on a screen is programmable. So using shaders you can define a wide variety of visual styles to render things in. From Return of the Obra Dinn, to Sable, to Jet Set Radio/Bomb Rush Cyberfunk. (Jet set radio probably didn't actually use shaders as we know them these days, though)

The actual specifics of authoring shaders and using them depends on the engine, but Unity, Unreal and Godot have visual programming systems that let you make shaders without writing code. I'm not too familiar with those, unfortunately. All the time I've spent with shaders has been getting punched in the gut by GLSL (the OpenGL Shading Language)