

29 days ago:
What are the steps to reproduce an art style using computer programs and without artificial intelligence?
Emphasis mine.
Someone also commented
Still trying to figure out Hades?
which might be further context. So they might just be looking for inspiration.
Vector/polygonal, truly implemented for the technical benefits* and likely untextured**. Which will make it more niche than the early 3D stuff that did use vertex colors ( EDIT: such as Spyro (specifically skyboxes, LoD) and Crash Bandicoot (Crash’s animations are cool too)).
3D polygonal+vertex color actually isn’t that difficult to do. I’ve done some, the real issue (aside from making it good) is actually the animation/game around it. I haven’t done much and continue not doing much because personal stuff.
2 examples (of my own stuff) I've used many times before
* less data while also rendering at native res without needing extra work (8K or even on a 50ft Billboard? Sure). MIDI (you can use higher-quality soundfonts) or other procedural stuff (sounds/sfxr, textures) are nice too.
** I’m not against not-too-many general-use textures, but I tried this (including a watercolor splatter texture I made) without mapping and wasn’t really happy with the results… plus normal maps won’t work with per-vertex¯ materials. So this probably takes a lot of effort/skill to work as-intended.
¯ not strictly necessary, but I don’t mind the idea aesthetically and a free optimization sounds nice even though low poly+vertex-color is already a low bar (unless per-vertex could help with webGL, mobile, VR, or really old devices etc?)