The Rendering of INSIDE: Low Complexity, High Fidelity
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amazing stuff man

by Mau Vasconcellos
22 min ago

Am I tripping? I Always thought "pixel art" was based on those 8-bit old games, with hard pixels and little shapes to form scenes. THis is NO PIXEL ART in my conception, but mere digital images.

by peterpen
6 hours ago

If you wanna to read the information forst time home buyer so access the web link first home buyer program here you read the full information and grants the lone low interest.

The Rendering of INSIDE: Low Complexity, High Fidelity
10 January, 2018

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.


Make sure to follow the channel for more awesome talks. 

Source: GDC

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