An adventure game with some action elements, set in a Sci-Fi setting. The game will have 'modern' 3D graphic, with some advanced tricks (screen space reflections, FXAA, a lens flare shader, soft shadows etc.) but the gamplay will be closer to the classic 2D, point-and-click puzzle-adventure games of the mid '90.
I added a fake sub-surface scattering shader. I rendered a thickness map blurred it a bit and saved it in the alpha channel of the diffuse texture. A shader multiples this map with the diffuse color (and a constant value) and adds it to the final color. This makes the shading a lot softer, shadows aren't black anymore. It's still not what I'd call 'convincing skin' but it's a step forward, and cost next to nothing.