You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


Session Name:

The Rendering of 'Below': Low Complexity, High Density Detail


This talk will explore the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of 'Below', Capybara Games' moody top-down rogue-like game. Described in this session are a variety of techniques which were used to maintain clarity of small 3D primitives, which helped achieve the atmospheric look including and in turn influenced the design of the game. Further described is the methodology used to reduce perceivable banding and artifacts inherent to making a visibly dark game, and how that created the opportunity to make a greater range of lighting situations.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC 2017
  • Colin Weick
  • Capybara Games
  • free content
  • Independent Games Summit
  • Independent Games