R&D / DESTRUCTION
“Realtime + Cinematic Destruction”
RESEARCH // DESTRUCTION
We’ve been thinking about destruction for a long time. Since 2010, to be exact. I thought it’d be fun to revisit the topic and explore new workflows and techniques. This update is focused on (real-time) cinematic and vista destruction for POI (points of interest) objects which are typically larger-scaled.
LEGACY DESTRUCTION
The first Orion title ("ORION: Prelude") was originally planned to feature destruction elements back in the early Dino Beatdown days, but we ended up cutting them before release as it wasn’t quite ready. A simplified lightweight version eventually made its way into the second Orion game, "Guardians of Orion".
LEGACY (001)
ORION: Dino Beatdown
(2010)
LEGACY (002)
Guardians of Orion R&D
(2015)
LEGACY (003)
Guardians of Orion (Phase 2)
(2020)
NEXT GEN DESTRUCTION
Over the years, I’ve continued exploring destruction systems to find a solution that balances design, gameplay, and fidelity in the way I’ve always envisioned. Every new test has brought me closer to that sweet spot across design, gameplay and fidelity.
NEXT GEN (001)
Realtime Cinematic Example [A]
(~ 2025)
NEXT GEN (002)
Realtime Cinematic Example [B]
(~ 2025)
NEXT GEN (003)
Realtime Cinematic Example [C]
(~ 2025)
// ENDING NOTES
We thought it may be fun to share some of this with you all to see some of the power behind the tech and there is a follow-up planned for the R&D going into Destruction that focuses more on the moment-to-moment destruction-based gameplay possibilities.
>> Stay tuned!