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* ''VideoGame/{{Blood}}'' also used detailed models for all the monsters. More info about the work process can be found [[http://www.the-postmortem.com/forum/viewtopic.php?f=2&t=1181&hilit=clay here]].
** ''VideoGame/PowerSlave'' used model puppets for monsters in a similar way to Blood.

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* ''VideoGame/{{Blood}}'' ''VideoGame/Blood1997'' also used detailed models for all the monsters. More info about the work process can be found [[http://www.the-postmortem.com/forum/viewtopic.php?f=2&t=1181&hilit=clay here]].
** * ''VideoGame/PowerSlave'' used model puppets for monsters in a similar way to Blood.
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* [[/index]]''Franchise/PowerRangers''[[index]]

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* [[/index]]''Franchise/PowerRangers''[[index]]''Franchise/PowerRangers'':



* ''VideoGame/SonicTheHedgehog''::

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* ''VideoGame/SonicTheHedgehog''::''Franchise/SonicTheHedgehog''::
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[[folder: Beat 'em Up]]

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[[folder: Beat [[folder:Beat 'em Up]]
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* All graphics elements (sprites and backgrounds alike) from the first three ''VideoGame/DonkeyKongCountry'' games were created from renders of 3D models created and animated on expensive SGI workstations.[[note]]While arcade games (including the original VideoGame/{{Mortal Kombat|1}}), PC games, and games for CD-ROM based console systems (including add-ons) had done it previously, the first game marked the first time it had ever been done on a cartridge-based video game system without the use of add-ons to such an extent.[[/note]]

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* All graphics elements (sprites and backgrounds alike) from the first three ''VideoGame/DonkeyKongCountry'' games were created from renders of 3D models created and animated on expensive SGI workstations.[[note]]While arcade games (including the original VideoGame/{{Mortal Kombat|1}}), Kombat|1992}}, PC games, and games for CD-ROM based console systems (including add-ons) had done it previously, the first game marked the first time it had ever been done on a cartridge-based video game system without the use of add-ons to such an extent.[[/note]]
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** ''VideoGame/TimeForce'' - The Game Boy Advance version has digitized screenshot scans and promotional art for non-gameplay screens and 3D models for gameplay sprites.

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** ''VideoGame/TimeForce'' ''VideoGame/PowerRangersTimeForce'' - The Game Boy Advance version has digitized screenshot scans and promotional art for non-gameplay screens and 3D models for gameplay sprites.
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** ''VideoGame/WildForce'' - Same as above.
** ''VideoGame/NinjaStorm'' - Same as above.
** ''VideoGame/DinoThunder'' - Same as above.

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** ''VideoGame/WildForce'' ''VideoGame/PowerRangersWildForce'' - Same as above.
** ''VideoGame/NinjaStorm'' ''VideoGame/PowerRangersNinjaStorm'' - Same as above.
** ''VideoGame/DinoThunder'' ''VideoGame/PowerRangersDinoThunder'' - Same as above.
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[[folder: Beat 'em Up]]
* [[/index]]''Franchise/PowerRangers''[[index]]
** ''VideoGame/MightyMorphinPowerRangersSega'' - The cutscenes for the Genesis and Game Gear versions use these.
** ''VideoGame/TimeForce'' - The Game Boy Advance version has digitized screenshot scans and promotional art for non-gameplay screens and 3D models for gameplay sprites.
** ''VideoGame/WildForce'' - Same as above.
** ''VideoGame/NinjaStorm'' - Same as above.
** ''VideoGame/DinoThunder'' - Same as above.
** ''VideoGame/PowerRangersSPD'' - Same as above.
[[/folder]]
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* ''VideoGame/SuperMarioWorld2YoshisIsland'' used the technique for the opposite effect, with the artists scanning hand-drawn sketches to get the look of a storybook. [[ArtShift The opening cutscene]] does use the more traditional CGI application popularized by ''Donkey Kong Country''.

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* ''VideoGame/SuperMarioWorld2YoshisIsland'' used the technique for the opposite effect, with the artists scanning hand-drawn sketches and manually drawing sprites over those to get the look of a storybook. [[ArtShift The opening cutscene]] does use the more traditional CGI application popularized by ''Donkey Kong Country''.

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yoshi's new island was actually cel shaded 3D models


* ''VideoGame/{{Iji}}'''s sprites are 3d models from Blender, rendered with flat-shading.
%%* Defied in ''VideoGame/YoshisIsland''. According to ''Franchise/SuperMarioBros'' creator Creator/ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like art style is that around the time the game was released, the UsefulNotes/SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to use Digitized Sprites in order to compete with true 3D games. Miyamoto, however, despised the look of these prerendered sprites, and as a result, the game's graphics style is how it is, looking like illustrations straight out of a storybook.
%%** Somewhat amusingly, ''VideoGame/YoshisNewIsland'', the 3DS sequel to the series, does use an art style very much like this. Complete with a final boss taken from ''VideoGame/NewSuperMarioBrosU'', which used 3D models.

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* ''VideoGame/{{Iji}}'''s sprites are 3d 3D models from Blender, rendered with flat-shading.
%%* Defied in ''VideoGame/YoshisIsland''. According to ''Franchise/SuperMarioBros'' creator Creator/ShigeruMiyamoto, * ''VideoGame/SuperMarioWorld2YoshisIsland'' used the reason why technique for the game is drawn opposite effect, with a sketchy, storybook-like art style is that around the time the game was released, the UsefulNotes/SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games artists scanning hand-drawn sketches to use Digitized Sprites in order to compete with true 3D games. Miyamoto, however, despised get the look of these prerendered sprites, and as a result, the game's graphics style is how it is, looking like illustrations straight out of a storybook.
%%** Somewhat amusingly, ''VideoGame/YoshisNewIsland'', the 3DS sequel to the series,
storybook. [[ArtShift The opening cutscene]] does use an art style very much like this. Complete with a final boss taken from ''VideoGame/NewSuperMarioBrosU'', which used 3D models.the more traditional CGI application popularized by ''Donkey Kong Country''.


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* ''VideoGame/KirbysDreamLand3'' also used the ''Yoshi's Island'' technique, where its sprites were drawn in pastels first before they were digitally scanned to be inserted into the game. The style is so thorough that the whole game looks like a chalk drawing, even the menu screens. Some of the original drawings were showcased in the booklet included with ''[[CompilationRerelease Kirby's Dream Collection]]''.
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[[folder:Puzzle Games]]
* In ''VideoGame/UncleAlbertsAdventures'', The sprites for every animal and a few objects are made out of 3D models.
[[/folder]]
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* ''VideoGame/TwinGoddesses'': Three of the eight fighters are rendered this way. Those being the co-protagonists Nina and Syllin as well as the main antagonist Carmilla. All other fighters are made in a 2D hand-drawn art style.
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%%* ''VideoGame/ClayFighter''

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%%* ''VideoGame/ClayFighter''* ''VideoGame/ClayFighter'' used actual clay models, ones that in the first and third games were made and animated by [[WesternAnimation/BumpInTheNight Danger Productions]]. This was part of the reason the decision to make it a fighting game was made, feeling the genre's large characters were well-suited to the medium.
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* Most ''Creator/{{CAVE}}'' shmups starting with ''VideoGame/{{Espgaluda}} II'' feature 3D models that are digitized as sprites. When these games got ported to home consoles, these ports added console-exclusive modes with higher-resolution sprites to take advantage of HD displays, although most of these ports still feature "Arcade" modes that recreate the lower resolution of the arcade originals.

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* Most ''Creator/{{CAVE}}'' Creator/{{CAVE}} shmups starting with ''VideoGame/{{Espgaluda}} II'' feature 3D models that are digitized as sprites. When these games got ported to home consoles, these ports added console-exclusive modes with higher-resolution sprites to take advantage of HD displays, although most of these ports still feature "Arcade" modes that recreate the lower resolution of the arcade originals.
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* Most ''Creator/{{CAVE}}'' shmups starting with ''VideoGame/{{Espgaluda}} II'' feature 3D models that are digitized as sprites. When these games got ported to home consoles, these ports included console-exclusive modes with higher-resolution sprites to take advantage of HD displays.

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* Most ''Creator/{{CAVE}}'' shmups starting with ''VideoGame/{{Espgaluda}} II'' feature 3D models that are digitized as sprites. When these games got ported to home consoles, these ports included added console-exclusive modes with higher-resolution sprites to take advantage of HD displays. displays, although most of these ports still feature "Arcade" modes that recreate the lower resolution of the arcade originals.
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* Most ''VideoGame/{{CAVE}}'' shmups starting with ''VideoGame/{{Espgaluda}} II'' feature 3D models that are digitized as sprites. When these games got ported to home consoles, these ports included console-exclusive modes with higher-resolution sprites to take advantage of HD displays.

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* Most ''VideoGame/{{CAVE}}'' ''Creator/{{CAVE}}'' shmups starting with ''VideoGame/{{Espgaluda}} II'' feature 3D models that are digitized as sprites. When these games got ported to home consoles, these ports included console-exclusive modes with higher-resolution sprites to take advantage of HD displays.
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None

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* Most ''VideoGame/{{CAVE}}'' shmups starting with ''VideoGame/{{Espgaluda}} II'' feature 3D models that are digitized as sprites. When these games got ported to home consoles, these ports included console-exclusive modes with higher-resolution sprites to take advantage of HD displays.
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* ''The Untouchable'', an obscure Mac game which, much like ''Mortal Kombat'', filmed its actors and digitized them in the game.
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* Creator/{{Sierra}} used this technique heavily in their '90s adventure games, though the artists would usually [[{{Rotoscoping}} touch up the sprites]] in their paint programs. They did this heavily in games like ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow'' but left the sprites largely untouched for the Police Quest games to fit the series' more naturalistic setting. ''VideoGame/{{Phantasmagoria}}'' also seems to drift back and forth between digitized actor sprites and heavily {{Chroma Key}}ed {{Live Action|Cutscene}}.

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* Creator/{{Sierra}} used this technique heavily in their '90s adventure games, though the artists would usually [[{{Rotoscoping}} touch up the sprites]] in their paint programs. They did this heavily in games like ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow'' but left the sprites largely untouched for the Police Quest ''VideoGame/PoliceQuest'' games to fit the series' more naturalistic setting. ''VideoGame/{{Phantasmagoria}}'' also seems to drift back and forth between digitized actor sprites and heavily {{Chroma Key}}ed {{Live Action|Cutscene}}.
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* Creator/{{Taito}}'s ''VideoGame/Dino Rex'' has digitized dinosaur models.

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* Creator/{{Taito}}'s ''VideoGame/Dino Rex'' ''VideoGame/DinoRex'' has digitized dinosaur models.
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* ''Dino Rex'' has digitized dinosaur models.

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* ''Dino Creator/{{Taito}}'s ''VideoGame/Dino Rex'' has digitized dinosaur models.
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* ''Battle Monsters'' is another Japanese Mortal Kombat Klone from the same makers of ''Survival Arts'' and likewise they digitize live-action performers.
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* ''VideoGame/KillerInstinct'' was made using pre-rendered graphics and motion capture of character designer Kevin Bayless who modelled some of the moves.

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* ''VideoGame/KillerInstinct'' was made using digitized sprites from pre-rendered graphics models and motion capture of character designer Kevin Bayless who modelled some of the moves.
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%%* ''VideoGame/KillerInstinct''

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%%* ''VideoGame/KillerInstinct''* ''VideoGame/KillerInstinct'' was made using pre-rendered graphics and motion capture of character designer Kevin Bayless who modelled some of the moves.



%%* ''VideoGame/PitFighter''

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%%* ''VideoGame/PitFighter''* ''VideoGame/PitFighter'' used sprites and animations based on filming live actor performances



%%* ''VideoGame/TattooAssassins''
%%* ''VideoGame/WayOfTheWarrior''

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%%* ''VideoGame/TattooAssassins''
%%* ''VideoGame/WayOfTheWarrior''
* ''VideoGame/TattooAssassins'' used sprites and animations based on filming live actor performances
* ''VideoGame/WayOfTheWarrior'' used sprites and animations based on filming live actor performances
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* ''Survival Arts'' is a Japanese Mortal Kombat Klone and similarly used digitized sprites from filming live actors. There are no clone fighters such as Subzero/Scorpion, but the budget was crap so the costumes were often worse than the first Mortal Kombat.
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Minor typo fix.


* ''VideoGame/StreetFighterTheMovie'' uses sprites made from live-action actorsm with the game's attract mode going as far as to promote the cast.

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* ''VideoGame/StreetFighterTheMovie'' uses sprites made from live-action actorsm actors with the game's attract mode going as far as to promote the cast.
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* ''VideoGame/TheNeverhood'' graphics were done using {{claymation}}. The CD includes a "behind-the-scenes" video showing how the claymation and CGI were created.

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* ''VideoGame/TheNeverhood'' ''VideoGame/TheNeverhood'''s graphics were done using {{claymation}}. The CD includes a "behind-the-scenes" video showing how the claymation and CGI were created.
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* ''VideoGame/PrimalRage'' using digitised claymation figures as sprites.

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* ''VideoGame/PrimalRage'' using digitised claymation uses digitized stop-motion figures as sprites.



* ''VideoGame/StreetFighterTheMovie'' uses sprites made from live-action actors.

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* ''VideoGame/StreetFighterTheMovie'' uses sprites made from live-action actors.actorsm with the game's attract mode going as far as to promote the cast.



* ''VideoGame/LethalEnforcers'' and its sequel.

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* ''VideoGame/LethalEnforcers'' and its sequel.sequel, ''Lethal Enforcers 2: The Gunfighters''. ''Lethal Enforcers 3'', released in 2005, would switch to polygonal graphics.
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This was popular in the TheNineties (UsefulNotes/The16BitEraOfConsoleVideoGames) before processing power and tech prices could make UsefulNotes/PolygonalGraphics practical for home computers and video game consoles. The process could actually make more detailed graphics than many of the early polygon-capable game systems, since it was taking more advanced CGI and converting it to 2D images.

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This was popular in the TheNineties (UsefulNotes/The16BitEraOfConsoleVideoGames) before processing power and tech prices could make UsefulNotes/PolygonalGraphics practical for home computers and video game consoles. The process could actually make more detailed graphics than many of the early polygon-capable game systems, systems since it was taking more advanced CGI and converting it to 2D images.



* The first ''VideoGame/DarkForces'' game was populated using these. It's easy to tell what's rotoscoped, what's hand drawn, and what's a digitized render by the light levels of the sprites. Sprites with minimal lighting like those of the Dianoga and Gammorean Guard are drawn, moderately shaded human enemy sprites are rotoscoped, and the highly shiny droid enemy sprites are taken from renders.
* Brazilian FPS ''Hades 2'' used actors and costumes for the majority of it's sprites, The rest being renders.
* ''Harmony'', A standalone Zdoom engine game that uses painted clay figures and models for all of it's graphics.

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* The first ''VideoGame/DarkForces'' game was populated using these. It's easy to tell what's rotoscoped, what's hand drawn, hand-drawn, and what's a digitized render by the light levels of the sprites. Sprites with minimal lighting like those of the Dianoga and Gammorean Guard are drawn, moderately shaded human enemy sprites are rotoscoped, and the highly shiny droid enemy sprites are taken from renders.
* Brazilian FPS ''Hades 2'' used actors and costumes for the majority of it's its sprites, The rest being renders.
* ''Harmony'', A standalone Zdoom engine game that uses painted clay figures and models for all of it's its graphics.



%%* Defied in ''VideoGame/YoshisIsland''. According to ''Franchise/SuperMarioBros'' creator Creator/ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is that around the time the game was released, the UsefulNotes/SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to use Digitized Sprites in order to compete with true 3D games. Miyamoto, however, despised the look of these prerendered sprites, and as a result the game's graphics style is how it is, looking like illustrations straight out of a storybook.

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%%* Defied in ''VideoGame/YoshisIsland''. According to ''Franchise/SuperMarioBros'' creator Creator/ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle art style is that around the time the game was released, the UsefulNotes/SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to use Digitized Sprites in order to compete with true 3D games. Miyamoto, however, despised the look of these prerendered sprites, and as a result result, the game's graphics style is how it is, looking like illustrations straight out of a storybook.



* Many of Disney's video games video games throughout the 90's such as ''VideoGame/{{Aladdin|Virgin Games}}'' and ''VideoGame/TheLionKing'' used cels drawn by Disney's film animation team drawn specifically for the game.

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* Many of Disney's video games video games throughout the 90's '90s such as ''VideoGame/{{Aladdin|Virgin Games}}'' and ''VideoGame/TheLionKing'' used cels drawn by Disney's film animation team drawn specifically for the game.



* ''VideoGame/CosmicStarHeroine'' for most part uses pixel art, but some ships are 3D models converted into sprites.

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* ''VideoGame/CosmicStarHeroine'' for the most part uses pixel art, but some ships are 3D models converted into sprites.
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* ''VideoGame/SaintsRowIV'' has the mission [[VideoGame/StreetsOfRage Saints of Rage]], where [[PlayerCharacter The President]] goes into a [[StylisticSuck 16-bit side-scroller]] to rescue [[spoiler:Johnny Gat]],resulting in Digitized Sprites (mostly to allow the player's customized President, converting their normal 3D model). It's all, naturally, {{Lampshade|Hanging}}d, and comes complete with choppy sound bites and nonsensical food healing items.

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* ''VideoGame/SaintsRowIV'' has the mission [[VideoGame/StreetsOfRage Saints of Rage]], where [[PlayerCharacter The President]] goes into a [[StylisticSuck 16-bit side-scroller]] to rescue [[spoiler:Johnny Gat]],resulting in Digitized Sprites (mostly to allow Gat]]. However this is actually an InvertedTrope, as technically the player's game is still in 3D (and given massive filter to make it look blurry, choppy, and low quality) as your customized President, converting their normal 3D model).protagonist appeared with your currently equipped outfit in the mission, just having a large GenreShift just for the one mission alone. It's all, naturally, {{Lampshade|Hanging}}d, and comes complete with choppy sound bites and nonsensical food healing items.

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* ''VideoGame/TheNeverhood''. The CD includes a "behind-the-scenes" video showing how the claymation and CGI were created.

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* ''VideoGame/TheNeverhood''.''VideoGame/TheNeverhood'' graphics were done using {{claymation}}. The CD includes a "behind-the-scenes" video showing how the claymation and CGI were created.



* ''VideoGame/{{Toonstruck}}'' has sprites for the protagonist Drew Blanc made by filming Creator/ChristopherLloyd in a brown jacket.



* Certain ''VideoGame/{{MUGEN}}'' characters are like this. A good example of a MUGEN-exclusive character with these would be Dragon Claw.

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* %%* Certain ''VideoGame/{{MUGEN}}'' characters are like this. A good example of a MUGEN-exclusive character with these would be Dragon Claw.


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* ''VideoGame/SystemShock'' features sprites for several enemies made from pre-rendered 3D models.


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* ''VideoGame/{{Platypus}}'' features everything from ships to scenery being made from clay figures.

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