The creation of the devastated monastery.
![](http://felix-brueggen.de/media/pages/work/clayheart/destruction/4102916452-1665815166/destruction.jpg)
The game's action takes place after the destruction of the central tower. It's fall towards the monastery rooftops leaves it scattered to pieces.
(imgallery: two)
To showcase the prevalent desolation we needed to create several bust 3D-Models in a short amount of time, since we built most of the scene undamaged at first to add in more authentic destruction later.
![](http://felix-brueggen.de/media/pages/work/clayheart/destruction/3092826766-1665815166/destruction-3.jpg)
![](http://felix-brueggen.de/media/pages/work/clayheart/destruction/1621966841-1665815166/destruction_1.gif)
![](http://felix-brueggen.de/media/pages/work/clayheart/destruction/1050788717-1665815166/sculpt 2.gif)
![](http://felix-brueggen.de/media/pages/work/clayheart/destruction/693569548-1665815166/sculpt.gif)
Smaller debris to place anywhere in the scene were simulated using Houdini to procedurally lay out the UVs of the scattered pieces while retaining the outside UVs.
![](http://felix-brueggen.de/media/pages/work/clayheart/destruction/655181097-1665815166/destruction_2.gif)
![](http://felix-brueggen.de/media/pages/work/clayheart/destruction/2235097918-1665815166/destruction-2.jpg)