Before using Havok, we wrote scrapped and rewrote our physics system at least 3 times. Havok was easy to integrate into our engine and pipeline and is more powerful, flexible and efficient than any of our attempts had been. We have no future plans to do a project without Havok. Havok allowed us to stop spending time on core physics and concentrate on taking the physics and making it fun.
The Havok physics engine in Carnival Games doesn’t just make things look good– it’s an essential part of game play. Havok’s rigid body dynamics, including collision detection, allow us to build experiences for the player that are as realistic and fun as possible. Such things as bottles collapsing and falling in the Milk Bottle Throw, and bowling balls spinning and rolling in Bowler Coaster, all leverage rigid body dynamics.
Havok's flexibility and ease of use have made it one of our cornerstone development tools and almost a recognizable 'character' within the Halo 3 engine. Its elegance and scalability mean that it adds features and value to our engine, and yet integrates seamlessly without impacting performance.
DICE has a long standing partnership with Havok and we have extensively used Havok Physics on a wide range of titles and prototypes during that time. We have now made the decision to use Havok Destruction technology in Battlefield 3. DICE has been impressed by Havok’s suite of cross platform tools for the simulation of rigid body destruction. We have found that Havok Destruction gives our Art team total control over the simulation, drastically reducing production time and the cost of creating large numbers of interactive destructible objects.
With the use of Havok’s Destruction module we have the ability to break things in all new ways that give us a much deeper player immersion. Havok’s Destruction gives us the ability to bring down whole buildings and destroy things in more believable ways, such as shooting a tire off a car, or a door, or a hood, or incrementally destroying the whole automobile.
When developing UFC 2009 Undisputed we needed a cloth simulation solution that matched the unprecedented realism of our characters models, animations and fighting simulation - traditional cloth animation methods wouldn’t cut it. We evaluated Havok Cloth and were extremely impressed by the quality and stability of the results and the outstanding performance on our target platforms, PLAYSTATION®3 and Xbox 360™. The modular design of Havok Cloth enabled us to get the technology successfully integrated quickly and easily. Havok’s technical support was excellent, and the highly intuitive and powerful art tools allow artists to quickly generate and visualize high quality cloth assets. Our overall experience with Havok Cloth on UFC 2009 Undisputed has been very positive so we intend to use Havok Cloth even more extensively in THQ’s upcoming fighting titles.
We needed an art tool that allows our artists to quickly generate and visualize high quality cloth assets to enrich the Xbox 360™ and PLAYSTATION®3 environmental and character experiences. We have used Havok’s software products in several of our Triple-A titles and Havok Cloth was the clear choice.
Ubisoft has long enjoyed the support of Havok’s powerful, proven and efficient technologies to bring depth and immersion to the creative visions of our talented game creators. Havok has become an indispensable resource to our teams, who can focus on creating new and engrossing game experiences and can rely on Havok’s robust technology to easily integrate into our titles to enhance the immersion, allowing gamers to suspend their disbelief.
Havok is an essential ingredient in what makes our games great. By consistently integrating the Animation Studio tools across our projects, our teams are instantly empowered to take their creativity to the next level. Games like Mercenaries 2: World in Flames™ and Saboteur™ simply wouldn't pack the same punch without Havok under the hood.
Havok’s integrated character and physics technology allowed us to explore a range of new ideas and features for the characters and environments within Operation Flashpoint: Dragon Rising. Thanks to Havok’s technology and dedicated customer support, paired with our proprietary EGO development platform, we were to create the game’s gritty, modern war experience with remarkable effectiveness.
Our vision was to create action on a scale that was unlike anything that has come before. With Havok's proven technology, our development team in Japan was able to create the exciting and dynamic world in VANQUISH. Using Havok Physics and Animation Studio we were able to scale the interaction up to unprecedented levels and push gaming consoles right to their limits.
Havok’s technology delivers convincing performance and physical interactivity in Assassin Creed II’s massive game world, allowing players to fluidly navigate the Italian Renaissance environment while enjoying breathtaking views and full freedom of control. We were impressed with what we could do. Assassin’s Creed II is an incredible game.
Havok AI gave us an advanced Nav Mesh solution in a short cycle with absolutely great support. Rolling our own solution would have cost us more in time and resources, and increased risk for our project. I can’t really see a better choice for us than using Havok AI.
Without the use of Havok’s Vision Engine and associated tools and technologies, Embers of Caerus would not be half the game it is shaping up to be. Havok gives us the power and flexibility we need to push the boundaries of what is possible in an MMORPG, and to express our creativity in ever more spectacular ways.
Havok is a great development environment with cross platform multithreaded API and platform specific low level optimizations for PS3 and 360. Its integration and updates in the game engine was super easy and it was all handled by one of our engineers as his secondary tasks. I AM ALIVE is a small digital game developed by a small team and this technology allowed us to focus more on the game experience rather than wasting time on technical challenges of other potential solutions. Havok Physics delivered fast and stable rigid bodies and ragdoll simulation, it demonstrated good performance in our engine in relatively large outdoor environments for character movement, camera, projectiles, AI environmental data collection, etc. And, of cause, we really enjoyed excellent support of this product so we will continue using Havok technology in the future.
We've come to expect only reliable and robust features when working with Havok technology. Each of Havok’s technologies has proven to be incredibly valuable to our development team and we are excited to be launching an immersive and visually stunning iOS game.
Since the series began in 2001, the Halo universe has been populated by a variety of powerful and cunning enemy combatants, and Havok is the perfect partner to provide the smarts that control these dangerous foes. The AI is an important ingredient in what makes the world of Halo so lively and thrilling, our collaboration with Havok and Vanguard Games has helped bring that giant expanding universe to smartphone screens.
Three years ago, we were one of the first customers to adopt Havok AI. Over that time, we've worked closely with Havok's technical team to ensure we were getting the most from the technology and to provide feedback which helped the technology mature. It has really been a mutually beneficial partnership.
Assassin’s Creed IV Black Flag had many specific challenges related to physics that Havok has been instrumental in solving – first and foremost was simulating early 18th-century ships on a roaring ocean. Making use of Havok Physics, we were able to ensure that the player’s gameplay experience was just as rich and enthralling on sea as it is on land.
Havok FX brought all we needed to push the realism of Realblast, our procedural destruction engine, to a whole new level. With each explosion you see debris, shrapnel and fragments all flying through the environment and reacting dynamically, making each assault even more tense and realistic.
The decision to use Havok for collision and cloth simulation on Until dawn was an easy one for us. Supermassive Games have a long established relationship with Havok going back to our earliest titles, and we have always found that the level and quality of the support they provide to be excellent. The creation and debugging tools that Havok provide allow our technical artists and programmers to easily create and tune the high-quality effects expected in a AAA game, and we know that we can rely on the accuracy of the solvers to produce great results in the engine.