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More technically -- the game doesn't use real-time 3D rendering. During development, we 3D render and animate many of our characters, such as the player character Zagreus. We then generate thousands upon thousands of frames of rendered animation from many different angles, which is what you end up seeing in the game. We've always loved the crisp, responsive feel of 2D games and go for that in our games.
Meanwhile, most of the environment art is hand-painted 2D artwork, though there are some 3D animated effects going on as well (though again technically these are 2D animations in our engine). Character portraits and such likewise are all hand-painted 2D.
Broadly speaking, we've used similar techniques in each of our games, though our tech has evolved substantially from one game to the next.
Basically I am a 3dvision user, and really enjoy stereoscopic gaming which has criminally overlooked by the entire industry other than a small obsessed fan base on PC.
Games are fixed for stereoscopy where required by a dedicated modding community, there are exceptions but usually pure 2d games are not able to be fixed.
Your engine is amazing as far as I know about 2d sprites layering over other ones. Here is what I found interesting.
1. there is obviously a camera vignette.
2. there are bottles which can be broken in the scenes(sometimes you can get money). And when your character stands beside the bottles, you can see light rays pass through those bottles. (there is a kind of light source centered at character, and bottles can block it)
3. attacking VFXs is not only a layer with alpha above the ground surface, but also can 'smear' the ground texture( as far as I know, it is similar to AfterEffect displacement map effect applied to the ground)
Your engine almost works like AE. but in real time!
Cool answer!