~/talk

Subtleties of INSIDE

Talkat Konsoll 2017 · 2017-10-05..10-06· [game-development, web-animation]
links:none on file
slides:none on file

Close looks at INSIDE reveal concrete systems: breath as additive poses driven by audio so inhale/exhale sync with actions; one-button hold-to-grab mapping that keeps grabs until release and uses short timers for taps; look‑at spine/head blending to guide attention; a 200 ms responsiveness target from Game Feel to preserve perceived control; fake‑physics solutions — a swaying fern and an invisible rigid body behind a valve — that add believable motion without full simulation; auto‑finish at ~80% pull and omnidirectional underwater grabs, all tuned to feel continuous.

AI-written summary · about

  1. 0:00Intro
  2. 0:25Welcome
  3. 4:25Breathing
  4. 17:45Hatch
  5. 23:30Staying in control
  6. 25:15Levers
  7. 29:38Movement
  8. 31:26Underwater
  9. 34:10Game Feel
  10. 39:15Button Animation
  11. 43:10Story Time
  12. 48:50Thin you rotate
  13. 53:03Always present
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