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Mikkel Svendsen (Render Programmer, Geometric Interactive)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Programming, Visual Arts
Vault Recording: TBD
Audience Level: Intermediate
This talk will detail the graphical techniques developed for COCOON, the debut title of Geometric Interactive, founded by Jeppe Carlsen, lead gameplay designer on LIMBO and INSIDE.
Rendering the game's beautiful worlds within worlds takes a few tricks, from thick billowing froxel fog and spherical harmonics volumetric lightmaps, to a host of visual effects like crystalline Voronoi bridges, SDF shoreline ripples on water and warping through ponderable orbs.
Mikkel Svendsen presents how these features, tools and effects were implemented and shipped on our target platforms, how they contributed to our game's look, and how it all works together with an MSAA-friendly rendering pipeline by carefully considering the gotchas of fitting these features and effects with that.
Get a behind the scenes look at the rendering of COCOON, learn how we implemented custom spherical harmonics light probes and froxel volumetric lighting, get the recipe for the game's tech art and effects, and performance gotchas that helped us ship on Switch.
Technical graphics folks especially those fond of tools for clean art styles, attendees curious on lighting and atmospheric tools and techniques, Unity users who work with URP, or just fans of COCOON who wish for a behind the scenes look at the orbs.