The Rendering of INSIDE: Low Complexity, High Fidelity

Check out another outstanding talk from the GDC team and PlayDead.

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.

GDC 

Make sure to follow the channel for more awesome talks. 

Join discussion

Comments 0

    You might also like

    We need your consent

    We use cookies on this website to make your browsing experience better. By using the site you agree to our use of cookies.Learn more