~/talk

Design, Production, Ballistics for Insurgency: Sandstorm

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 0:26Insurgency: Sandstorm
  3. 1:50Personal Background
  4. 4:33Time zone Challenges
  5. 6:001. Design/Production overview
  6. 6:21Design Documentation
  7. 7:52Design Meetings
  8. 9:22Meeting Minutes
  9. 10:49Production Management
  10. 16:12Design and Production recap
  11. 16:46Technical stuff!!!
  12. 17:48Cosmetic System overview
  13. 18:44Cosmetic System: Collectibles
  14. 22:48Cosmetic System: Slots & Subslots
  15. 25:44Cosmetic System: Cosmetics
  16. 26:16Cosmetic System: Morph Targets
  17. 28:28Cosmetic System: Variations
  18. 35:32Cosmetic System recap
  19. 36:36Ballistic System overview
  20. 36:52Ballistic System: Weapon
  21. 37:40Ballistic System: Ammo Type
  22. 38:46Ballistic System: Velocity Deceleration
  23. 41:50Ballistic System: Bullet Penetration
  24. 44:23Ballistic System: Ricochets
  25. 45:40Ballistic System: Armor
  26. 46:12Hitboxes
  27. 47:47Ballistic System recap
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