Our exterior environment only uses SSAO right now, but maybe we could work some more in there. In general we’re not unwrapping our models to save time on UVing and texturing, so we’re using vertex AO on our tavern props. SSAO on our camera, and we have a pseudo-AO idea to add to room floor/wall edges in the backlog.
The halfling village screenshot is still in progress aesthetically. We’re adding sunken paths with lumpy grass edges to help show more volume and delineation with the shading, and we’ll also be incorporating stone support walls, fences, more flowers, stones, etc. Placing these effectively should improve the level depth and readability a lot.