You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Low Complexity, High Fidelity: 'INSIDE' Rendering

Overview:

This talk will 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'.

They will describe a variety of effects used to achieve an atmospheric look, including local shadowed volumetrics and a robust water-rendering system. Seeking to fine-tune every pixel led them to author lighting as entirely separate diffuse, specular and bounce-light entities, while focusing on artist-approachable tools meant utilizing analytic primitive-based ambient occlusion and screenspace reflections.

Further, they will elaborate on how the subtle details of artwork can be saved from drowning in color-banding, by properly using dithering to get rid of distracting artifacts.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC Europe 2016
  • Mikkel Gjoel
  • Playdead
  • Mikkel Svendsen
  • Playdead
  • free content
  • Programming
  • Programming