Achieving performant destruction was a key goal for this project. I initially prototyped a destruction workflow using Vertex Animated Textures exported from Houdini and integrated it into a Blueprint to demonstrate its potential in-game. Trevor Naselow later optimized the approach by removing the need for textures entirely, instead leveraging baked pivot data stored in UV channels.
Together, this evolved into a fast, scalable system that was easy to iterate on and extend. To support production, I also developed a Houdini tool that automated the entire setup process from start to finish for any asset. This remains one of the solutions I am most proud of due to its efficiency and strong integration into the pipeline.
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Art Director / Lighting:
https://www.artstation.com/rtaube
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Environment Lead:
https://www.artstation.com/jzartist
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Environment Art:
https://www.artstation.com/jobyek
https://www.artstation.com/paultran
https://www.artstation.com/jakevirginia
https://www.artstation.com/artkristen
https://www.artstation.com/shong1123
https://www.artstation.com/dbentley3d
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Concept Artists:
https://www.artstation.com/gabe-11
https://www.artstation.com/dannygardner
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FX Artist:
https://www.artstation.com/mreberg
Christopher Shepherd
Early exploration for destruction using Vertex animated textures.