There is a part that I often feel when I work for a company.
The quality of the character design and the completeness of the original data are also important, but the final rendering quality that the user sees at the end is also very important.
In particular, since 3D games are three-dimensional enough to change the interpretation of the shape by lighting, the result is determined by how the lighting is handled.
This is an example of how art team colleagues should use a spot light in an indoor scene and how shadows determine the mood of a character when using a real-time game engine.
Mobile game rendering has many constraints, but according to the new paradigm after 2020, Forward rendering as well as Forward+ and Deferred rendering can be used. However, what is always a problem is how mature the recognition of basic art sense and technical understanding is.