How Dead Island 2's FLESH System Procedurally Breaks Skin And Bones



As part of Game Informer’s Dead Island 2 cover story, we sat down with Dambuster Studios’ senior render programmer and technical art director to learn about the procedural FLESH system that’s a vital tool in the development of Dead Island 2.

What’s the FLESH System? It’s Dambuster Studios’ proprietary engine tool that lets you rip zombies limb from limb.

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38 thoughts on “How Dead Island 2's FLESH System Procedurally Breaks Skin And Bones”

  1. wow this is really impressive, can't wait to try the game, great explanation and all in all a very informative video.
    the last game which had a similar system was shadow warrior 2.

    Reply
  2. If blueprints are still in the game make them available for all characters once you find them So you won't need to search for them with each one of the 6 characters

    Reply
  3. The fact that this game is actually releasing is enough to get me to buy it , it’s obviously not gonna be perfect that’s where people gonna get it wrong and hate cuz the expectations are thru the roof. But for what it is and the fact it’s releasing is enough for me , I’m with it 🔥

    Reply
  4. I hope you don’t have to shoot a zombie in the head 30 times before it dies that’s what I hate about some zombie games it’s like they forget about the destroying of the brain part about zombies like Resident evil especially

    Reply
  5. bro…. what's with companies that can't replicate a physics system from 2015 ? dying light 1 was so intense. I felt every swing… dying light 2 was too cartoonish with fked up gravity plus it felt soooo off unlike dying light 1. Now we have this game that is slightly less bad than dying light 2. look what happens when you get hit and compare it to dying light 1, in Dying light 1 the whole screen moves when you get slapped. chrome engine from dying light 1 was sickkkkkkkkkkk

    Reply
  6. The damage feedback in Dead Island is probably the best I've ever experienced in any game, and if you turned on manual swinging, it felt even sweeter, lining up your swing and seeing them react appropriately, depending the direction of your attack and location they were hit. The ability to kick and push them off too, it all felt so natural, on the same level of a VR experience, which wasn't even a thing yet when the game came out

    Edit: Actually, please do a VR port with multiplayer!

    Reply

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