Shmup You! is a retro style game, mechanically, but not necessarily visually.  We decided that we desired a cel-shaded render style, to make the game look like a cartoon, complete with outlines.

But that wasn’t enough.

We wondered if we could make every bullet and beam that litters the screen a light source, and make the ships reflect all that light.  So we asked the question:  Can you mix cel-shade style with a Phong specular component?

Rather than construct the entire deferred system needed to render the final game, we constructed a forward render ’simulation’, in order to answer that question.  And the answer seems to be ‘yes’.