Cel shading (toon shading) is a rendering technique that makes three-dimensional models look like flat, hand-drawn animation: lighting is posterized into a few hard-edged bands of color instead of smooth gradients, and outlines are drawn around silhouettes. The term spread with the games of the early 2000s - Jet Set Radio (2000) and The Legend of Zelda: The Wind Waker (2002) - and the style became a whole aesthetic direction, one that reads as 'cartoon' while retaining 3D staging and camera freedom. Arc System Works' Guilty Gear Xrd (2014) perfected the illusion in fighting games by carefully rigging shading and joint deformations so 3D models pass as hand-drawn frames, as detailed in their widely studied GDC 2015 talk. Today cel shading is a deliberate artistic choice against photorealism, common in games, music videos, and motion design.
Cel shading demonstration: flat color bands and ink-like outlines on a 3D scene.Public domain (Donnie DeBoer) · sourceThe finished cel-shaded composite - 3D staging wearing a hand-drawn surface.Public domain (Donnie DeBoer) · source
Defining characteristics
Posterized lighting: smooth gradients replaced by 2-4 hard color bands
Strong ink-like outlines around forms and silhouettes
Flat, saturated color fields in the manner of animation cels
3D staging and camera movement with a hand-drawn surface
Deliberate stylistic rejection of photorealism
Often combined with hand-drawn 2D effects (smears, impact frames)
Key figures
Jet Set Radio (Smilebit/Sega)(2000) — The game that made cel shading a recognized look
The Legend of Zelda: The Wind Waker (Nintendo)(2002) — Proved the style could carry a flagship blockbuster
Arc System Works (Guilty Gear Xrd team)(2014) — Set the modern technical standard for anime-accurate real-time toon shading