Destruction Sequences in Call of Duty: Ghosts
Tuesday, 12 August 5:30 PM - 7:15 PM | Vancouver Convention Centre, West Building, Ballroom C/D
In an effort to raise the bar for destruction sequences in a real-time game engine, non-localized particles, "instant pop", low density, generic fracturing, etc. were identified and addressed through several artistic techniques and and technical advancements. Fracturing was improved by artist-authored fracture cutting. Density was addressed by introducing a new file format to run (relatively) dense particle cache that are properly localized over time. And lighting and smoke were addressed through pre-rendered offline smoke simulations played back on a single card. Progressive damage over time and stress rigs and other artist techniques were introduced for a full, dense beautiful result.