Read an interesting article over at the Develop-online.net website (article) comparing indie developers with indie film-makers. I think the most relevant comparison is the creativity that comes from direct limitations placed on the creator. Not being able to film the big shoot out at the jewel heist in Reservoir Dogs didn't hurt its impact on the story, and that use of implying the incident seems like an interesting alternative to the filming. Another great example is in "Let The Right One In", but that movie isn't nearly as old so I don't want to spoil it. Needless to say, its another case of what you don't see is scarier than what you do.
I guess the real reason I bring this up is because, since I've started working with After Effects, I've learned that it isn't as important to literally pull off a feat as long as it looks like that's what you're doing. To be clearer, I was thinking about some of the particle effects, force fields, and general effects I want to put into the game, and started to consider what that would take to code. I started to plot out how I might be able to pull these off, and my mind drifted to how easy it would be in After Effects. It dawned on me that I could simply animate these elements in After Effects and import them into the game. I've made the design choice to keep my assets at a low resolution, so the memory use shouldn't be too taxing. I guess its my way of trying to apply what I know to what I'm trying to do. Hopefully it will lead to interesting results.