Huddle Up! Making the [Spoiler] of INSIDE

Time: 14:00 - 15:00

Venue: CAPE Copenhagen, Jorcks Passage opg. A, 2.

Theme: Visual Arts, programming and animation

Speaker: Mikkel Bøgeskov Svendsen, Andreas Normand Grøntved, Søren Trautner Madsen, Lasse Jon Fuglsang Pedersen

Mikkel Svendsen quickly joined critically acclaimed game developer Playdead after he dropped out of Game Development and 3D graphics oriented college. After mere months he gained responsibility for crucial visual and technical areas and aspects of Playdead's critically acclaimed upcoming title: INSIDE. His responsibilities cover visual effects, rendering and the water.

After 8 years of experience in the feature-animation industry in Denmark, Andreas N. Grontved switched lanes to become the lead animator (though the only animator) of critically acclaimed game developer Playdead, responsible for 2011 summer hit LIMBO. In the danish animation industry the expectations are high as the strict budgets and demanding schedules require animators to be quick, precise and produce high-quality animation, preparing Andreas to take on the entire animation workload of the critically acclaimed modern platformer: INSIDE.

Søren Trautner is a gameplay programmer and retro game enthusiast. He has been a gamer since discovering Gun Fight on the Oslo Ferry in 1977, made demos and music on the Commodore 64 and Amiga, took an education, got a real job, then dropped the real job to make games instead. Part of the Commodore 64 and arcade retro band "PRESS PLAY ON TAPE".

Lasse Jon Fuglsang Pedersen holds a master's degree in Computer Science from the University of Copenhagen, with specialization in applied mathematics and computer graphics. He joined Playdead in 2012, where he currently works as a programmer. He held several core responsibilities on the production of INSIDE, released to critical acclaim in 2016.

Description: In Playdead's 'INSIDE', "The Huddle", aka the blob as dubbed by players, is the form you take in the conclusive chapter of the game. It was a big task in the production, and one with much uncertainty. It took several years and several people to get it standing on its feet, but it was no calculated effort. In the years it was being made, a third of the company worked on, or rather jammed on it. Everyone involved added their own expertise, without order, as a sort of hive mind making hive mind. The team at Playdead will peel apart the layers they've woven together, exposing dynamic arms imposed on a sack of physics bodies, moved by physics and animation as one, and glued together by shading. Through all the details, they'll show how an unstable, decentralized collaboration can lead to an unexpectedly whole and alive creature, albeit chaotic

Key Takeaways: Attendees will see unexpected inspirational sources, learn about making softbody physics with impulse and intent forces battling for control, using procedural animation to reflect intent and establish realism, and melting pieces together with shading. Above all attendees get advocacy for wild, unmanaged forms of collaboration, to create the unknown

Who should attend?: Anyone, regardless of craft can get the holistic picture of this talk. Attendees with skill sets in animation, physics, animation programming, or shading will be getting more out of the specific segments and their technique or method. Only requirement is Huddle interest