Design, Production, Ballistics for Insurgency: Sandstorm
summary
Development uses Confluence + JIRA with inline comments and weekly four‑hour design meetings; production uses two‑week sprints and Story Points where 10 Story Points = 1 day (>50 per sprint flags overload). Cosmetics use two assets (cosmetic + variation) with a numeric scheme (cosmeticID+variationID scheme, variations 0–999, cosmetics spaced by 1000), morph targets cause heavy cost and skeletal‑mesh merging is ongoing. Ballistics put ammo curves and a spreadsheet script into a pre‑simulated 0.1s then simulated model, HP=100, head×5 damage, and material density drives penetration.
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chapters (27)
- 0:00Intro
- 0:26Insurgency: Sandstorm
- 1:50Personal Background
- 4:33Time zone Challenges
- 6:001. Design/Production overview
- 6:21Design Documentation
- 7:52Design Meetings
- 9:22Meeting Minutes
- 10:49Production Management
- 16:12Design and Production recap
- 16:46Technical stuff!!!
- 17:48Cosmetic System overview
- 18:44Cosmetic System: Collectibles
- 22:48Cosmetic System: Slots & Subslots
- 25:44Cosmetic System: Cosmetics
- 26:16Cosmetic System: Morph Targets
- 28:28Cosmetic System: Variations
- 35:32Cosmetic System recap
- 36:36Ballistic System overview
- 36:52Ballistic System: Weapon
- 37:40Ballistic System: Ammo Type
- 38:46Ballistic System: Velocity Deceleration
- 41:50Ballistic System: Bullet Penetration
- 44:23Ballistic System: Ricochets
- 45:40Ballistic System: Armor
- 46:12Hitboxes
- 47:47Ballistic System recap
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