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to unleash chaos in Control
August 6, 2020 | By Chris Kerr
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PROGRAMMING Control, the latest supernatural jaunt from Remedy, August 6, 2020 | By Chris Kerr
takes place in shifting brutalist structure called The
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ART Oldest House. It's an imposing, cinematic, and
impossibly beautiful skyscraper filled with secrets,
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AUDIO and wandering its ancient halls is probably the
second best thing about the otherworldly shooter.
DESIGN The first is how you can blow everything inside those
concrete corridors to smithereens.
PRODUCTION
As anybody who's played the game will know, the
destruction system in Control is a delight. Objects cascade around rooms and splinter into fragments as
BIZ/MARKETING
players blitz through levels with the finesse of a radioactive sledgehammer, painting a canvas of chaos
that Jackson Pollock would be proud of.
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View All RSS Explaining how that procedural destruction system was developed and implemented during a talk at GDC
Summer, Remedy's principle VFX artist Johannes Richter said the process began with understanding
August 6, 2020 'granularity.'
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August 6, 2020
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About
Editor-In-Chief:
Kris Graft
Editor: That's the process, but why use a procedural approach to implement it? According to Richter, the VFX
Alex Wawro team on Control was restricted by its size. That meant they couldn't start working on hundreds of assets
News Editor: and props individually. What they could do, however, is assign those objects with rules and metadata that
Alissa McAloon would dictate how they behave.
Contributors:
Chris Kerr "We had to choose a certain approach to this and we went procedural, but what does 'procedural' mean?
Bryant Francis It's a rule-based processing and interpretation of world data. That's really all it is. You get some data and
Katherine Cross you have some rules, then you apply the rules and change the data. That's sort of the key to this," he
explains.
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"What that looked like for us, for this kind of environment process, was we got the art models and the
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world and used them as our data. Then the data was actually amended or augmented with a bit of extra
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stuff, extra metadata that basically told us what everything is made of.
Comment Guidelines "So we could say 'Hey, those cushions are fabric. That concrete is, well, concrete, and the plant is made
out of plant. Once you know that about an object, you can start applying rules based on what those
Blogging Guidelines objects are made of. So you could say 'well, grass spawns bits of leaves when you shoot it. Or concrete
breaks into smaller concrete bits when you shoot it and then spawns dust. Shoot a metal pipe and it
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spawns water that dribbles out of the hole, and then you add a bend decal to sell a little bit of
Download Media Kit deformation up there.'"
In short, the Remedy VFX team created a finite set of rules that encapsulated the whole process, and
ensured every object -- be it a wooden chair, plant, computer, or concrete pillar -- had a material-driven
reaction to whatever could happen inside the world of Control.
Gama Network Richter concedes that it wasn't the easiest system to create, but once the VFX team got over that initial
hurdle they had something they could unleash on a swathe unique objects and props as they came
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