Just like with other games I took the opportunity to improve upon the lighting, fx, and textures using source code and my own ReShade scripts in conjunction with existing presets in my spare time. This was also part of my pre-launch and post-launch testing and research + implementation mainly through EA's temporary collaboration with 343, consisting of experimentation with dynamic and stylized-realistic-real-time lighting toward achieving a painterly type of aesthetic specifically while exploring Zeta Halo all the while not sacrificing the consistent sharp fidelity of the textures or realism. Despite testing only consisting of playing a game, filling out reports/surveys and running automation scripts, I always choose to go an extra step by creating thorough stylistic and systematic technical suggestions and also submitting configuration files and data.
This was specifically a key factor for the look of the game to coincide with the stylized nature of Halo: Combat Evolved and Halo 2 so that Infinite could be further cemented as a worthy successor and sort of "remake" of Halo 1 & 2; primarily 1.