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YouTube

Destructible Environments in Control - Lessons in Procedural Destruction

GDC via YouTube

Overview

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Explore the technology and lessons behind creating the destructible world of the Oldest House in Control during this 30-minute GDC Summer 2020 session. Dive into Remedy's approach to procedural destruction, including principles of granularity, overlapping representation, and material-driven behavior. Learn about the destruction tool-chain, simulation entities, and optimization techniques used to bring the game's dynamic environments to life. Gain insights into the challenges faced and solutions implemented, such as quality of geometry, naming conventions, and performance testing. Discover how Remedy crafted a immersive, interactive world where players can manipulate and destroy their surroundings, enhancing the overall gaming experience.

Syllabus

Introduction
Introducing REMEDY
Introducing Control
Location
Haptics
Limitations
Principle of Granularity
Overlapping Representation
Breakable objects
Breakable interactible Props
Procedural Approach
Procedural Destruction - Why?
Material Driven Behavior
Geometry Layer
Simulation Entities
CHUNK - Bonds
Joints breaking
Destruction Tool-Chain
Auto Destruction Tool
Destruction Hierarchy
Optimizations
Particle Layer
Particle Simulation
Material Decals
Custom props and hazards
Lessons
Quality of Geometry
Name based conventions
Monolithic Destruction Tool
Performance and Testing
Conclusion

Taught by

GDC

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