This document summarizes the rendering techniques used in the video game Space Marine. It discusses the goals of supporting multiple platforms while maintaining frame rate. It describes the implementation of deferred lighting using a single render target to store G-buffer information. Key techniques include depth pre-pass, deferred shadow mapping, screen space ambient occlusion, character fill lights, and ambient saturation. Performance optimizations included approximating the Oren-Nayar lighting model and drawing lights in multiple passes with stencil masking.