After a quick playthrough of D-Cell's rhythm game Unbeatable, I noticed how neat their art style was and how close the art style was to animation studios like Studio Trigger. I was inspired to make a procedural material which is meant to emulate the painterly qualities of backdrops within anime, namely from Studio Trigger and Studio Madhouse, with my own twist. This material has neat features like planar projected, procedural, streak highlights and color variation to give it a neat visual pop that you'd see in some extremely stylized games and anime. And all of this works, and is flexible within Substance Designer and Painter, making it easy for one to make a 'Hand-Painted' feeling stylized mesh without the need to do all the work yourself. Instead, this is all accomplished through nodes and parameter adjustments.