(Source: Wallace Pires @h_wallacepires)
This is literally how videogame shadows have worked for decades now and I often apply some of it when drawing stuff myself.
My shading process was also affected when I discovered how normal maps work.
It's a very interesting feedback cycle.
It'd be interesting to see traditional/digital artists represent stuff like low shadow resolution, acne and peter-panning in their work, much like we've seen low poly graphics represented in media.








