Video games love a good explosion, but how are these spectacular effects designed?
Explosions are some of gaming’s most dazzling effects. Ever since Doom’s toxic barrels let players turn demons into soup, developers have striven to make explosions bigger, more spectacular, and more dynamic. Today, explosions appear in all sorts of forms for all sorts of purposes, whether it’s starting a revolution in Just Cause, or triggering a tactical chain reaction in Divinity: Original Sin.
In a matter of moments, explosions can change dramatically in size, shape, and color. They can be triggered by the player in all kinds of different ways, and radically alter the existing game state. But how do development studios actually tackle these stunning, violent and oh-so fleeting effects?
Chris Judkins is principle VFX artist on Just Cause 4, which aims to continue the series’ tradition of offering plentiful explosive potential. Judkins states that a good explosion starts with research. “Explosions act drastically different depending on what’s blowing up,” he says. “Fuel and gasoline produces dark, churning, slow-burning smoke that lingers for a long time, while propane burns fast, bright, and violently. Keeping these factors in mind and staying consistent throughout the game helps make the explosions feel grounded in the world.”
Regardless of what kind of explosions a VFX artist is designing, a successful combustion is always founded upon the engine’s particle system. “Particles determine not only the look of an explosion, but also details the movement,” Judkins continues. “Even in a realistic-looking game we make a lot of stylistic decisions to help the explosions have more impact and wow factor, just like in Hollywood movies.”
Diese Geschichte stammt aus der November 2018-Ausgabe von PC Gamer US Edition.
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Diese Geschichte stammt aus der November 2018-Ausgabe von PC Gamer US Edition.
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Special Report- Stacked Deck - Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big.
Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big. Four years later, its successor Inkbound’s launch from Early Access was looking more like Sandwich Big.I’m not just saying that because of the mountain of lamb and eggplants I ate while meeting with developer Shiny Shoe over lunch, to feel out what the aftermath of releasing a game looks like in 2024. I mean, have I thought about that sandwich every day since? Yes. But also, the indie team talked frankly about the struggle of luring Monster Train’s audience on board for its next game.
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