Technical Art
Given the stylised direction of the game’s visuals, a number of out-of-the-box solutions from Unreal Engine would not work here. This includes:
Ambient Occlusion
The stylisation of our materials necessitates the slight flattening of the normal map, which comes at the cost of three-dimensionality. AO could inject some of this back in.
Depth Fog
Relating to post process outlines, depth fog would break the illusion, because it would always be drawn underneath the outlines of the image. This would require a custom solution.