The Rendering of INSIDE: Low Complexity, High Fidelity
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Good but the Pattern of the foam doesn't change, very disturbing.

by lina
7 hours ago


by Pablo Corral
17 hours ago

un groso

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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