
Sign up to save your podcasts
Or


This time, we will discuss the presentation given by Mikkel Gjoel and Mikkel Svendsen from Playdead during the Game Developers Conference 2016. In it, they talk about the rendering strategies used to create the visual atmosphere of INSIDE—from the use of blue noise and temporal anti-aliasing for its minimalist aesthetic, to the efficient handling of volumetric fog, water reflections, and shadows while maintaining 60 FPS.
Watch full presentation:
https://www.youtube.com/watch?v=RdN06E6Xn9E
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
By Jacobo RíosThis time, we will discuss the presentation given by Mikkel Gjoel and Mikkel Svendsen from Playdead during the Game Developers Conference 2016. In it, they talk about the rendering strategies used to create the visual atmosphere of INSIDE—from the use of blue noise and temporal anti-aliasing for its minimalist aesthetic, to the efficient handling of volumetric fog, water reflections, and shadows while maintaining 60 FPS.
Watch full presentation:
https://www.youtube.com/watch?v=RdN06E6Xn9E
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_