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Pondering Orbs: The Rendering and Art Tools of 'COCOON'
This talk details the graphical techniques developed for COCOON, the debut title of Geometric Interactive, founded by Jeppe Carlsen, lead gameplay designer on LIMBO and INSIDE. Rendering the game's beautiful worlds within worlds takes a few tricksfrom thick billowing froxel fog and spherical harmonics volumetric lightmaps, to a host of visual effects like crystalline Voronoi bridges, SDF shoreline ripples on water, and warping through ponderable orbs.Mikkel Svendsen presents how these features, tools and effects were implemented and shipped on the game's target platforms, how they contributed to the game's look, and how it all works together with an MSAA-friendly rendering pipeline by carefully considering the gotchas of fitting these features and effects with that.
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