The creation of low-polygon 3D models, reminiscent of the visual style found in early 3D games, and their subsequent use within a 2.5D environment involves specific techniques. This process often begins with modeling software, where objects are constructed using a limited number of polygons. Textures, usually simple and sometimes hand-drawn, are then applied to provide visual detail without increasing the polygon count. Subsequently, these models are integrated into a 2.5D game engine, where their movements are often constrained to a 2D plane, despite their 3D nature, creating the illusion of depth while maintaining simplified rendering requirements. An example of this approach is seen in games where characters appear to move freely in a 3D space, but are, in fact, navigating a pre-defined 2D path.
Employing such a technique offers significant advantages in terms of resource management and artistic direction. Limiting polygon counts and using simpler textures can dramatically reduce the processing power required to render the game, making it accessible to a wider range of hardware. Historically, this approach was driven by hardware limitations, but it has evolved into a stylistic choice, evoking nostalgia and offering a unique aesthetic. The constraints of the medium can also foster creative solutions in art design and storytelling.