Decapolice: The art of cyberpunk cel-shading in a proprietary engine

Published on May 20, 2026 | Translated from Spanish

Level-5 has revealed the technical intricacies of Decapolice, a title that merges virtual and real worlds with stunning visual fluidity. The studio's proprietary engine achieves instantaneous rendering transitions, maintaining a vibrant cel-shading aesthetic that avoids texture popping. This approach not only defines the artistic style but also poses a real-time optimization challenge for current-generation consoles. 🎮

Decapolice cel-shading cyberpunk proprietary engine Level-5 vibrant rendering instantaneous transitions

Artistic Pipeline: From 3ds Max to the Real-Time Engine 🎨

The workflow begins in 3ds Max, where characters and environments are modeled with thick contour lines typical of cel-shading. Subsequently, Photoshop is used to paint flat textures and color maps that reinforce the stylized lighting. Level-5's internal animation tools apply an interpolation system that smooths movements without breaking the 2D feel. The proprietary engine processes these geometries with a custom toon shader, which prioritizes lighting coherence between the virtual and diegetic reality, reducing computational cost through aggressive polygon culling in non-critical areas.

The Balance Between Vibrant Aesthetics and Performance ⚡

The key to Decapolice lies in how the engine manages scene changes without restarting the rendering pipeline. By sharing depth buffers and lighting data between the two worlds, latency in transitions is avoided. To maintain the colorful cyberpunk aesthetic without sacrificing frames, an adaptive LOD system is employed that reduces detail in distant objects but preserves black outlines and neon reflections. This balance demonstrates that a well-tuned proprietary engine can surpass many commercial solutions in visual coherence.

How does Level-5's proprietary engine balance real-time performance with the stylization of cyberpunk cel-shading when rendering transitions between the virtual and real worlds in Decapolice?

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