this doesnt really look that interesting to me, it looks like a celshade script that is focused on not creating too many jaggies....(I guess there's some pallete going ons from Kazuya's post?) what I really want to see is someone tackle open source-ifying what they did with Guilty Gear Xrd. it has so much potential for doing pixelarty stuff.
there was a part about using normal maps (or something to that effect, I dont really 3D yet so I dont have perfect langauage :p) to tell the program to shade things differently from what the geometry would suggest.
That would be a normal map if it had anything to do with normals

. I guess the right thing to call it might be a shader input texture -- a texture that the shader uses, that isn't directly displayed in any normal sense.
They used it to make very pixelarty things, what they did with the hilights of May's anvil thing struck me as specially full of potential.
It's an anchor, no? Kind of different from an anvil

the english transcription of the GGXRD behind the scenes interview thingy.
http://www.polycount.com/forum/showpost.php?p=2099538&postcount=229
http://www.polycount.com/forum/showpost.php?p=2107579&postcount=241
Hey, that's really interesting.
It has some things in common with Paperman IMO.
I think you could do most of that stuff using Freestyle in Blender.
Looking at the things in detail, you have:
* line thickness info in Alpha channel of vertex color
* ambient occlusion in Red channel of vertex (since it's using a cel shader, this is functionally just an offset for the light/dark threshold )
* separate ambient occlusion layer also in Green channel of control texture (used to make areas always shadowed or always lit)
* Specular size and intensity in B and R channels of control texture
* SSS color is a separate texture, nothing complex there.
* Vertex color Green and Blue channels are ignored.
The axis-aligned textures are really weird, honestly. I understand how it works but it's gonna be a pain to get the angles working how you want.
I'd like to hear more about the bone system for the face, personally -- I suspect that they automatically manipulate the bones relative to the camera normal so that the geometry looks sculpted for whatever perspective you are viewing it at. (in addition to the normal animation keying they refer to in the second translated article)
Bone scaling in 3d -- not sure I know of any other system that does this out of the box. It's obviously very useful for exaggerated movements. Not sure how to do in Blender.
The mentioned postprocessing effects are definitely doable in Blender, not sure how to make them make sense in relation to pixel art though.