I worked on creating destructible debris from existing props.
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Using 3ds Max and Houdini, I generated fractured variations that stay faithful to the original assets while introducing believable breakup patterns.
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I then implemented everything in-engine, setting up physics and interactions so the debris behaves naturally in-game while staying within strict performance budgets.
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Bordeaux Art Team :
˃ Object Bank:
Anthony Bonnet, Eulalie Prats, Léa Fages, Sylvain Antoine
˃ Texture:
Camille Arnoux, Julien Delannoy, Vadim Tougeron
Bucarest Art Team :
˃ Tech Art:
Bogdan-Alexandru Volf, Alexandra-Mihaela Serbanescu