FANTASTIC Really cool work Sarah. I liked 1st, 2nd and Last one Most. Actually what amazed me is you have chosen correct hues from color palate for lighting and shading in "Cartoon Chicken". Great work
2.5D (two-and-a-half dimensional) is an informal term used to describe visual phenomena which is actually 2D with 3D looking graphics. This is often also called pseudo-3D.
The term is usually used with computer graphics, especially video games, where a computer system uses 2D computer graphics to visually simulate 3D computer graphics. One such method is where a 2D image has an added "depth" channel or Z-buffer which may act like a dumb height map. The term is also used to describe 3D scenes built completely or partially from a composite of flat 2D images; and also where gameplay is restricted to a 2D plane while the display uses 3D graphics and 3D models.
While the term is largely restricted to computer graphics, especially video games, it has also been used to describe visual perception, especially stereoscopic vision, which may be considered 2.5D because the 3D environment of the observer is projected onto the 2D planes of the retinas, which, while effectively 2D, still allow for depth perception.
The concept is unrelated to modern mathematical ideas of non-integer dimension.
2.5D is the construction of a three dimensional environment from 2D retinal projections. 2.5D is inherently the ability to perceive the physical environment, which allows for the understanding of relationships between objects and ourselves within an environment. Perception of the physical environment is limited because of the visual and cognitive problem. The visual problem is the lack of objects in three dimensional space to be imaged with the same projection and the cognitive problem is that any object can be a different object depending on the perceiver. David Marr’s work on the 2.5D Sketch has found that 2.5D has visual projection constraints. 2.5D projection constraints exist because "parts of images are always (deformed) discontinuities in luminance"; therefore, in reality we do not see all of our surroundings but construct the viewer-centered three dimensional view of our environment.