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INSIDE Presentations
These are presentations and publications made by Playdead relating to the game INSIDE.
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Low Complexity, High Fidelity: The Rendering of INSIDE
GDC/GDCE 2016
This talk details the techniques used to achieve high visual fidelity in the context of the uncompromisingly simplistic aesthetic of INSIDE.
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Huddle Up! Making the [spoiler] of INSIDE
GDC2017
This presentation peels apart the layers woven together to make INSIDE's horrific [SPOILER], showing how its dynamic arms are imposed on a sack of physics bodies, moved by physics and animation as one unit, and glued together by specialized shading.
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Subtleties of INSIDE
Konsoll 2017
This talk presents a closeup look at a number of barely noticeable elements from the game INSIDE.
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Banding in Games
DTU VisionDay 2014
This presentation deals with the problem of visual banding in games, and describes an approach to solving it using dithering.
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Custom Pixels
GGJ2015
Presented at the Global Game Jame, this presents some of the techniques possible in Unity when doing entirely custom rendering by replacing all shaders in Unity.
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INSIDE Shipping on iOS
Digital Dragons 2018
This is not a sexy talk about pretty graphics. It is about how to ship a game for the 4th time, while making sure everything works and the graphics remain pretty. It is also a little bit about optimizing Tiled Rendering on iOS. And maybe about raytracing on mobile. Not much though.
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The Boy From INSIDE
AES 2016
This talk describes the background of the sounddesign of the main character in INSIDE.
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The Playdead Approach to Audio
ITU 2016
This presentation details the audio setup used for INSIDE, relying on Wwise integrated with Unity and integrating with animation and gameplay
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Unbreaking Immersion
WWise 2016
Details how an audio-sequencer was used and integrated with gameplay in INSIDE, using the breathing of the main character and the shockwave sequence of the game as examples
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Animation-talk (danish)
This talk describes the high-level animation needs of a game like INSIDE, and the different areas considered when building an interactive experience.