I'm using post-process blur for glowing stuff and the pulse effect when switching to shadow walking; I actually tried a sort of bloom/overall glow effect but it didn't look very good - became too overpowering. I'll probably consider some crazy effects/techniques as it progresses and see what happens. I actually tried using god rays but it didn't look great + was very GPU intensive.
The games posted on my site are the tip of the iceberg I guess, I've been attempting to make games since I was about 13. Life story commencing in 3, 2, 1....
Started out with klik n play and don't remember what I made with it (I have a terrible memory and it was over a decade ago!). I moved onto using the games factory and made some sort of game engines by looking at how other people were making games in TGF, mostly based around sonic the hedgehog.
I would start ideas and never finish, like a tamagotchi thing, sonic games, stuff like that. From there I ended up with a copy of blitz BASIC and started learning, my first programming language. All the logic from TGF/knp etc carried over for games and I worked on making my own game engine there which resulted in RoboMonkey (another unfinished thing).
I went to uni, studying 'games technology'. The course was pretty shit and didn't learn much through it, but it introduced me to openGL which I loved and have stuck with since.
While I was at uni I made a text adventure game for one class which I didn't enjoy (not a fan of text games). One assignment was to make a card flipping game which was kinda fun, in java so learned that while I was there. Another assignment was to make Pong and space invaders, in blitz BASIC which was pretty good for me since I already knew the language - I started the assignment 2 hours before it was due and jammed out space invaders and pong in that time and got a 2:1 for it, my first game jam!
Dissertation was making a physics engine in XNA, turned out to be crappy and I wish I'd done something more fun but it felt interesting at the time.
I started staring down the golden pathway of iOS games, hoping to make the next angry birds and spend my life making games (naively of course). Made some prototype stuff, one about cells needing to eat each other, which later inspired hyper snake, and one game called MR POOP where you were a turd dropping down a toilet bowl (seriously) although it didn't take me long to realise this was a bad idea and not a fun game.
Oh almost forgot, I actually started making a platformer for iOS and got 50% or more through it and gave in as the code became really bad and I just didnt think it was a great idea. You hit switches to rotate gravity; wasn't that bad but just never really inspired me that much.
I should mention the iOS stuff started as I began my first real job as a software engineer making warehouse management systems in C (where I currently still work) and I've been there for 2 years now.
That's as much as I can remember, probably some crappy little games here and there I missed and never saw the light of day. A lot has changed since I began at 13, I have a better understanding of how things work and what life requires, and the determination to push past bad parts of things and get stuff done. That's why I decided to start making Chroma, I felt I was ready to make the game I'd always wanted to, but twisted and changed from life experiences.
Wall of text there and getting a bit dark towards the end but there you go, my game developing life in a nutshell