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Thank you so much! :) The world is a proper 3D scene with a perspective camera. Most objects are 2d sprites with shader magic and perspective tricks to look more 3d. But some objects like rocks and large trees are real 3D voxel-based objects. They fit together thanks to the same pixel/voxel scale ;)
The most complex part is the custom lighting and making the shadows look the way they look here despite most objects being actually flat. Faking depth of the sprites is a little tricky too. The rest is mostly trying to be consistent with the style ;)
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yeah, the method for shadows I used for my top down game was thinking about how I'd do shadows in normal photo-editing, e.g. creating a copy of the sprite, making it black and tuning the opacity. I asked AI to code it so I've no idea how it works I just know it does:D Making it dynamic is next level