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The Number One Educational Resource for the Game Industry

Session Name:

Low Complexity, High Fidelity: 'INSIDE' Rendering

Overview:

This talk will detail the techniques used to achieve high visual fidelity in the context of the uncompromisingly simplistic aesthetic of 'INSIDE', Playdead's follow-up to the critically acclaimed 'LIMBO'.

They will describe a variety of effects used to achieve an atmospheric look, including local shadowed volumetrics and a robust water-rendering system. Seeking to fine-tune every pixel led them to author lighting as entirely separate diffuse, specular and bounce-light entities, while focusing on artist-approachable tools meant utilizing analytic primitive-based ambient occlusion and screenspace reflections.

Further, they will elaborate on how the subtle details of artwork can be saved from drowning in color-banding, by properly using dithering to get rid of distracting artifacts.

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  • GDC Europe 2016
  • Mikkel Gjoel
  • Playdead
  • Mikkel Svendsen
  • Playdead
  • free content
  • Programming
  • Programming