Insanely Twisted Shadow Planet is a 2D shooter with an outstanding visual style (and this is where my description ends since I am yet to try this game, even though I already bought it). In this 10mn video, Ryan Meyer explains how the camera system he wrote for the game works.
Here are a couple of links on how to render light scattering effect (aka. volumetric shadows):
- GPU Gems 3, chapter 13: Volumetric Light Scattering as a Post-Process
- SIGGRAPH 2010 paper: Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
- Intel article: IVB Atmospheric Light Scattering
- Unity plugin implementing above Intel article: Light shafts Unity plugin
- Slides: Volumetric Lighting for Many Lights in Lords of the Fallen
More recently, Tom Forsyth gave a talk at GDC 2014 where he gave some guidelines on what to do, what not to do, and what they haven’t figured yet about making VR experiences. The talk is available in the GDC Vault: Developing VR Experiences with the Oculus Rift.
I’m a bit late to the party, noticing that Mikko Kallinen, co-founder of Praxis, wrote a series of articles presenting an overview of the tech involved in the rendering engine he’s writing.
The results are visually impressive, so it’s very unfortunate he doesn’t give more details. This video in particular, showcasing real-time atmospheric effects is outstanding.
In a much less detailed way than the cinematography analysis I previously mentioned, yet still very interesting, the film-making site Mentorless covers the visual composition used in the independent film Primer. The article, The Art of Framing Primer, outlines in particular how simple techniques allowed to make up for the extremely low budget (the film was completed for $7000).