All screenshots and footage are realtime on the XBOX 360.
General Forward Lit Model - Diffuse/Normal/Spec/Fresnel/Cubemap reflection.
High Dynamic Range - Generally goes up to approximately 8x the normal 0-1 range.
Deferred Omni Lights - Customisable near attenuation.
Animated Lava - Cold/Hot rock mixture simulation of different fluid densities. Multiple layers, including full per-pixel normalmap/specular support for surface rock layer.
Vignette - Subtle corner darkening for more of a film feel. Dynamic scaling based on game events for more dramatic feel or drawing players focus to a specific element.
Vertex Animations - Vertex based animation for cloth and foliage with configurable wind direction/intensity. Can also easily be applied to water waves (not done currently).
Some others not shown in the pictures above include:
Assisted Joel Styles with rapid implemention of a drastically different rendering pipeline (switched everything from Forward Lit to Light Prepass (foward/deferred hybrid)
Screen space refraction (heat haze particle based effects, stealth)
Outer glow for mission objectives (with screen space scaling)
Chromatic Aberration that is fully scalable and can easily be combined with "camera static" effects when players are knocked about. Amount also scales dynamically based on contrast intensity.
Diffuse animated distortion (eg. electricity, distortion amount occurs based on normalmap)
Fire animated overlay (fire effect created on the surface of models to compliment fire particle effects)
Water complete with dynamic coastline whitewater and edge fading based on depth. Vertex animated waves from specified points (for splashes or general ocean waves)
Film grain to assist in getting rid of the digital feel. Can dynamic scale based on game events.
LOTS of general special effects
...and many more!
All content is the property of Benjamin Darling unless otherwise stated and cannot be used without his permission.