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Destructible Environments in 'Control': Lessons in Procedural Destruction
This talk showcases the technology used and lessons learned creating the destructible world of Remedys Oldest House in 'Control'. It will outline which technological and creative constraints had to be navigated to suit the visual style, performance requirements and overall look and feel of Control's paranormal but grounded reality.Covering the principles of how dynamically destructible environments can be achieved, it will give a detailed look on the Houdini based procedural pipeline used to create the games' destructible content. It demonstrates the path of an asset from conception to destruction and will also allow to shed some light on the glad-we-dids and should-not-haves of the used approach and ideas for future development.
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