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Darksiders 3 | Cinematic Simulations

Besides asset and texture creation I was tasked to help with cinematics by providing rigid body destruction simulations for many of the in-game cutscenes and boss fights. I used Houdini to handle all of the RBD simulations and constraint network setup. The packed RBD objects were then converted to bone data and exported into Unreal Engine.

Crowd created in Houdini by instancing hundreds of points and attaching random flipbooks of cheering demon animations in Unreal through a custom flipbook material

Crowd created in Houdini by instancing hundreds of points and attaching random flipbooks of cheering demon animations in Unreal through a custom flipbook material