Technical gore system pipeline from Quake Champions. I was responsible for creating the modular destruction meshes and caps for the character dismemberment system. The major optimization puzzle was designing a shared asset kit that worked for all champions (each with 5 unique models) while making sure the severed pieces still looked distinct to that character. Featured here are the asset sets for flesh, robotic, and cyborg champions, alongside gameplay videos demonstrating the dynamic system in action.
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