Destruction [Crowfall]

Destruction [Crowfall]

Single shader telegraph decal [Crowfall]

Single shader telegraph decal [Crowfall]

 
 
 

Destruction [Crowfall]

Developed the client-based destruction pipeline for modular wall pieces on Crowfall.

Each wall piece required several destructed states to account for which side the wall has been destroyed adjacent to another in-tact or destroyed wall.

Each wall piece was fractured in Maya and simulated using Bullet solvers. Animations were baked out and triggered on entering the destroyed state in Unity.

Similarly, we needed dust FX that could be modulated for each wall piece. Respecting the volume of each wall piece, the tool increases its particle density and spacing. The larger dust FX are flipbooks while the smaller, falling dust columns, are stretched billboards.

Made with Maya, SOuP, PopcornFX, AfterEffects, & Unity.

 

Single shader telegraph decal [Crowfall]

Single shader scaling 3 texture layers in a single deferred-rendered decal for Crowfall’s AI telegraphs. To make this self-driven and manipulable by our powers system, I created a component that dynamically changes the timing and fading.

Will provide c# and HLSL code upon request.

VFX Telegraph
Telegraph Curve - used to counter scale easing
Duration - length of time telegraph takes to fill
Hangtime - remain ‘full’ for this long before fading
Fade Duration - dictates length of fade
Fade Fall Off - controls the easing of the fade