From the article they list a bunch of arbitrary constraints...
> If this sounds unreasonable to you, that is because it is.
Those listed, are tame. I don't understand this kind of faux modesty.
> My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s
Goes on to explain how they used 3D blender...which wasn't available until 1998.
A vanity cat project being tailored and submitted for nostalgia clickbait. I don't think there's anything useful to take away from this other than some color shade selection ideas.
>Goes on to explain how they used 3D blender...which wasn't available until 1998.
In the early 90s, there was enough money in this kind of software that you could have hired a specialist 3D artist to use the software that was available at the time, e.g. LightWave 3D. When it's only a single-person project, I think it's reasonable to stick with what you know.
You look like you are completely unaware of the wave of big and small early nineties games that used flat shaded 3D renders for art, sprites, and full motion video segments. Unlike fully textured polygons, they could be rasterised quickly on older or entry level Silicon Graphics workstations (or cheaper alternatives, but with more sweat). It was one of the distinctive styles of that era.