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The Rendering of 'Below': Low Complexity, High Density Detail
This talk will explore the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of 'Below', Capybara Games' moody top-down rogue-like game. Described in this session are a variety of techniques which were used to maintain clarity of small 3D primitives, which helped achieve the atmospheric look including and in turn influenced the design of the game. Further described is the methodology used to reduce perceivable banding and artifacts inherent to making a visibly dark game, and how that created the opportunity to make a greater range of lighting situations.
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