At one point once the character work is done, inevitably components of the environment need to be animated. Much to my dismay, our system was not able to handle breaking animated objects. I had to devise a way to simulate this by attaching breakable objects to animated nodes in the scene. In game, many explosions, dust and other particle effects were added, along with color correction and HDR to maximize the impact of these moments. The geyser shoots steam and magma up into the air.