Procedural Destruction

Warmonger was my first professional project, and it was surreal getting an opportunity to come fresh out of college and start building content in UE3. I built 2 shipping maps and then shortly after I was contracted to build two more maps that showcased the old Ageia PhysX cards if anyone remembers those… The procedural destruction system was pretty impressive for the time, especially because it was created by one engineer, then later refined by a separate engineer. I don’t think the idea was explored as much as it could have been, and this isn’t my favorite content or project that I ever worked on, but I’m happy to know that people still download this free FPS and give it a few rounds when they have the time. I primarily focused on:

  • I lit all of the maps and created the first multi-level building structures to leverage as prefabs across other maps.

  • I worked with our engineer to figure out how to best showcase the destruction system, where buildings would need a skeletal structure to blow apart correctly, and thin wooden walls or tiles would look aesthetically better than larger chunks when blown apart.

  • Tried to find a few spots in some maps where blowing tiles or bricks off of walls could reveal a secret passageway every once in a while.

  • Built a lot of assets from scratch, like tombstones and pillars that properly took advantage of the destruction system based on its limitations.

  • Worked with engineering to create primary and secondary fire for all weapons so they weren’t just standard FPS tropes, even though we didn’t have a shotgun…

I dug up a couple of videos and screencaps. This game didn’t hold visually, but I think the destruction can still be fun in certain situations. It may not be Red Faction, but there’s still some fun to be had with this one.

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