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When I started prototyping Gunboat God and I was figuring out the mechanics, the style was already firmly set in my mind. I knew I wanted to use a strong silhouette style with a 3D-to-2D workflow. This was a great excuse to have heaps of characters to animate to make the game burst off the screen, but it also supported the genre of the game. {STEAM_CLAN_IMAGE}/45053696/c55d28b924bff9decf3e147cf6a0…