Comment by inigyou
7 hours ago
If you want something realism-adjacent that makes sense. If you want to create Antichamber, which is a game about non-Euclidean geometry, maybe not. You can carefully try to match up the lighting on both sides of an invisible teleporter, but it's going to be much easier if your engine doesn't try to do lighting at all. (Antichamber is mostly flat colors, basic flat shading, and hand-drawn accents)
Approaches to stylisation different a lot. Feature animation works a lot with physically correct rendering as a starting point, for example. But when a hyper stylized look is the goal, approaches start to differ a lot. For example, algorithmically flat shading and outlining 3D characters to give them a manga/anime appearance is an art form in itself at this point.