Project Description
Procedural character damage system inspired by Dead Island 2. On Unreal Engine 4 in collaboration with a 7-person team.
My Tasks
- Studied solutions for real-time mesh deformation.
- Designed and optimized mesh damage visualization.
Analyse
We evaluated several techniques to achieve our goals.
Some, such as procedural mesh generation, were too costly, while others did not meet our expectations.
We settled on a combination of two techniques: the use of render targets and alpha masks.
We realized too late that using blend shapes and morph targets could have been a potential solution for the damage system.
Project Context
Develop a technology of our choice that can be used in production, provided it combines technical and artistic elements.
This project was carried out in collaboration between artists and programmers.