Good but the Pattern of the foam doesn't change, very disturbing.
Check out another outstanding talk from the GDC team and PlayDead. The studio’s Mikkel Gjoel and Mikkel Svendsen discussed combining low complexity and high fidelity when developing the critically acclaimed INSIDE.
In this 2016 GDC Europe session, PlayDead’s Mikkel Gjoel and Mikkel Svendsen 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.
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