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Rigged to Blow: Powerplay Pipeline for SplitSecond
Authoring set pieces and destructible environments presents a unique set of challenges across code, art and design disciplines. This talk will describe the toolchain for producing the 'Powerplay' assets in SplitSecond. Each stage of the data-driven pipeline will be discussed, including: early prototyping, fracture modeling, rigging and animation, collision attachment, timeline and game event authoring, layering of audio and visual effects, real-time previewing and in-game play testing. Consideration will be given to front-end usability issues and streamlining the system for rapid iteration as well as back-end code concerns and runtime performance issues.
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