When I was working on PlayStation 2 games, it was frustrating that all of the artists I worked with were creating textures that would ultimately end up palletized, but none of them had any concept of the techniques presented here even then. These days GPUs are getting powerful enough that I occasionally see kids reinventing these techniques using tricky shaders from first principles without knowing that they used to be the only way to get things done.
In the HN circles you have a chance to be familiar with Ferrari's work through [1][2]
[1] http://www.effectgames.com/effect/article.psp.html/joe/Old_S...
[2] https://news.ycombinator.com/item?id=3890267
But, in gaming circles, you might be more familiar with his work in Loom, Secret of Monkey Isle and Indiana Jones and the Fate of Atlantis.