The creators of the Havok engine discouraged the authors of Red Faction: Guerrilla from destructibility, calling it impossible

The landmark destruction system behind the Martian shooter Red Faction: Guerrilla was built in defiance of objections from the creators of the licensed middleware, former Volition physics lead Eric Arnold says in a detailed interview with the PTO Gamer channel.

Early in the project, engineers from the Havok engine insisted the team drop the idea, arguing that real-time, dynamic building destruction was impractical on the target hardware—PlayStation 3 and Xbox 360. Havok specialists warned that their technology could not cope with continuous calculations of structural stresses or the fragmentation of entire buildings into thousands of independent debris pieces during gameplay.

Volition’s lead programmer Dave Baranek and his group disregarded those warnings. Over the next five years they implemented their own algorithms on top of the third‑party engine, producing the studio’s celebrated Geo‑Mod 2.0 system. According to Arnold, the Havok team later publicly acknowledged at the GDC that their original forecasts had been proven wrong when they confronted Volition engineers.

Arnold says the practical costs of “honest” destruction physics are enormous for large productions. He stated bluntly that “honest destruction physics turns into a hell for every production department in a large studio.” Fully destructible environments preclude the use of pre‑baked lighting, forcing teams to adopt dynamic lighting solutions. At the time Volition limited themselves to a single light source for the planet—the sun—while contemporaries such as Gears of War used hundreds of static lights and complex shadowing.

The implications extend beyond rendering. Sound systems must recalculate room echoes when walls are breached, and enemy AI needs to continuously rebuild navigation paths instead of relying on preprepared scripts. Arnold says these technical burdens undermine optimization and the design approaches favored by many modern publishers, who often prefer the predictability and lower risk of corridor‑style levels with fixed scenery.

The prolonged technical struggles and repeated reworks on the Red Faction series took a personal toll on Arnold. He experienced severe burnout, left Volition, and spent two years working in the agricultural sector, developing web applications for farmers based on satellite image analysis.

Arnold did not intend to return to AAA development, but NVIDIA pursued him. Company executives—among them the vice president and head of the physics department, who were fans of the 2009 Martian destructibility model—tracked him down through private channels and called him by phone. As NVIDIA prepared its Omniverse simulation platform and a new iteration of the PhysX engine, the company wanted the architect of Geo‑Mod 2.0. Arnold was flown to a technical interview at NVIDIA’s Swiss office and subsequently put in charge of the firm’s real‑time simulation division.

Today, Arnold’s work is applied to high‑precision neural network training, virtual robotics testbeds, and autonomous vehicle simulations. Meanwhile, the studio where the technology was born, Volition, was permanently closed in fall 2023 by the Embracer Group holding.