During my time on Avatar: Frontiers of Pandora - From the Ashes, I was responsible for a large part of all the destruction sequences. For this, I was specifically brought on the develop a RBD Houdini workflow that would allow us to create destruction sequences of various scale through VAT. Once developed, this workflow allowed us to quickly create sequences, creating a completely new event every week where needed. These were used in various situations such as during gameplay but also for cinematic shots. Any framerate issues are purely bugs from our sequence editor, not related to the performance of the asset. This post only showcases some of the events, as there are more ingame. Huge shout out to Eros Dadoli who spearheaded the initial ideas to directors on Avatar while I was still on Star Wars, bringing me in to develop it out and create a structure that allowed both of us to create these events. Special thanks aswell to Mikhail Grueli for seeing the potential, giving us the time and space to develop this and give art feedback where needed. Not to forget the teams across all the locations that allowed me to come in late and literally blow up their locations, everyone involved was amazing to work with.
Large scale bark destruction used during the final boss battle - 2 stages
Large scale rock arch collapse used during cinematic
Dynamic hallway destruction using snowdrop dynamics
Tree collapse used during mission when entering a space
Flaming Pod destruction used during the Hometree mission