Astlibra Revision: The Art of Custom Engine and Paper Aesthetics in 2D

Published on May 28, 2026 | Translated from Spanish

Astlibra Revision proves that a AAA engine isn't necessary to create a striking visual identity. Its paper doll aesthetic, achieved with 2D sprites on deep backgrounds, is made possible by DX Library, a custom engine programmed in C++. This technical decision, far from being a whim, allows absolute control over rendering and lighting, key elements for making characters appear as three-dimensional cutouts on scenes with perspective.

Astlibra Revision 2D paper sprites on deep backgrounds with custom engine lighting DX Library

DX Library and C++: Why a Custom Engine Wins in Visual Control 🎨

Compared to the convenience of Unity or Unreal, developing a custom engine with DX Library offers critical advantages for non-realistic art styles. In Astlibra Revision, the team was able to implement a lighting system that respects the two-dimensionality of the sprites without losing the depth of the backgrounds. With C++ as the foundation, parallax calculations and blending between layers are optimized, something that in generalist engines often requires costly shaders or workarounds. Furthermore, by not relying on external updates, the graphics pipeline remains stable, ideal for a long-term development like this JRPG.

Photoshop in the Pipeline: Sprites That Breathe in Deep Scenes 🖌️

Creating assets in Photoshop is the bridge between programming and art. To achieve the paper doll effect, sprites are designed with hard edges and flat shadows, while backgrounds are painted with gradients and details that simulate perspective. The technical trick lies in the use of depth layers: Photoshop allows exporting each element (character, shadow, distant background) separately, and the C++ engine composes them in real-time. Thus, the game makes a static sprite appear to move within a three-dimensional world without needing 3D models.

What optimization techniques and workflow did you use to make a custom engine like Astlibra Revision's support complex animations and a paper aesthetic without sacrificing performance on modest hardware?

(PS: a game developer is someone who spends 1000 hours making a game that people complete in 2)