Destruction

At the core of our visual language lies our Destruction assets. With these we can symbolise the conflict between attack and defence within the game fantasy of Siege.

Our assets like our operators and typography seamlessly integrate with this destruction, yielding epic and impactful applications.

Please visit our Downloads Centre to access all Destruction assets.

Introduction

Destruction serves as the cornerstone of Rainbow Six Siege, profoundly shaping our visual identity. At the heart of this identity are our destruction assets, which vividly encapsulate the dynamic conflict 

between attack and defense, epitomizing the immersive fantasy of Siege gameplay.

Spectrum

Our Destruction world comprises of three distinct modes. Pre-Destruction sets the stage, capturing the calm before the match. Destruction embodies the intense clash between the forces of attack and

defence. Aftermath marks the final stage, revealing the endgame and outcome of the battle.
Please visit our Downloads Centre to access all Destruction assets.

Textures

Overview

We have two variations to our Destruction scenes. Dark Mode is used for when operators are defending the environment. Light Mode reflects when an operator is breaching and attacking the environment.

Please visit our Downloads Centre to access all Destruction assets.

Texture palette

Our Destruction assets are crafted from four distinct textures: Wood, Concrete, Steel, and Iron, all integral to the environment of Siege. Each textural world features both Foreground and Midground variations,

lending richness to our compositions. Utilising Siege Dark and Light Blue enhances depth, while our Colour Theory principles inform precise colour grading for these textures.

Wood

Concrete

Steel

Iron

Wood

Concrete

Steel

Iron

Barricade & reinforcement

We have two special variations of our Wood texture where we can add a Barricade and Reinforcement defensive structure. These should only live on Wood and not on any other texture/material.

Please visit our Downloads Centre to access all Destruction assets.

Barricade

Reinforcement

Destruction scale

Below showcases our Destruction Scale suite, illustrating the varying levels and intensities of destruction for each texture and material. The extent of damage inflicted depends on the cause

e.g. a Melee attack causes less destruction compared to a Breach Charge.
Please visit our Downloads Centre to access all Destruction assets.

undamaged

melee destruction

shotgun destruction

grenade destruction

bullet destruction

strong melee destruction

sledgehammer damage

Breach charge destruction

undamaged

melee destruction

shotgun destruction

grenade destruction

bullet destruction

strong melee destruction

sledgehammer damage

Breach charge destruction

undamaged

grenade destruction

bullet destruction

Breach charge destruction

undamaged

grenade destruction

bullet destruction

Breach charge destruction

Atmosphere and debris

In all our Destruction scenes we use Atmosphere and Debris. These add depth and realism. Debris, Dust and Embers live in the foreground. Structures sit in between Foreground and Mid Ground textures.

Please visit our Downloads Centre to access all Destruction assets.

Debris

Structures

Dust

Embers

Destruction build

Here is an example of the build of one of our scenes and how they should be layered.

01 Debris in the foreground should be set with blur to add depth of field

02 Dust sits behind the Debris

03 The Foreground texture, type should be placed here if in use

04 The operator sits behind the Foreground texture

05 The Mid Ground texture

06 A solid colour of either Siege Navy or Grey

Please visit our Downloads Centre to access all Destruction assets.

Front on scene

Follow this guidance to make sure our Destruction scenes are consistent across all applications.

Please visit our Downloads Centre to access all Destruction assets.

01 02 03 04 05
  1. The background must be Siege Grey or Navy.

  2. The operator should be lit with the same lighting as the scene, for example with the Grey as highlights and the Orange from the dust as a colour overlay.

  3. The operator’s pose should be an empowering one. A moment of pausing, between action. 

  4. There should be clearspace to give the composition room to breathe. 

  5. Dust and embers can cover the operator, embedding them in the scene. 

Team scene

We can also display a single and two opposing teams within our Destruction scenes. The operators’ pose should be an empowering one. A moment of pausing, between action. For more details please refer to the Art Direction section.

We should use our Breach Charge destruction for this style of application.

Clash scene

In our Clash Scene, we have the opportunity to depict the two opposing sides distinctly. The attacking team can be showcased amidst the light, dynamically breaching the environment. Meanwhile, the defending team should be seamlessly integrated into our Destruction assets, symbolising their strategic position amidst the chaos.

For more information regarding the poses of our operators please refer to the Art Direction section.

Side angle scene

When incorporating a different angle of an operator, we maintain their integration into the scene by positioning textures both in front and behind them. This technique preserves the layered aesthetic of our compositions.

Please visit our Downloads Centre to access all Destruction assets.

Usage

Key visual

Here we have an example of a key visual and details on how we are using Destruction within the application.

To see more examples of this please refer to our Applications section.

Framing imagery

Here we have an example of framing imagery and details on how we are using Destruction within the application.

This device is particularly useful for housing gameplay imagery - for more information please refer to the Art Direction section.

When using Seasonal Art Direction, the framing should not distract from the image. 

Backgrounds

Here we have an example of a background and details on how we are using Destruction within an application.

To see more examples of applications using destruction, please refer to the Application section.

Divider

Here we have an example of using destruction as a divider and detailing on how we are using Destruction within the application.

To see more examples of applications using destruction, please refer to the Application section.

Graphic destruction

Here we have an example of graphic destruction and details on how we are using Destruction within the application. This should be used when space and size limits how much detail can be shown, without distracting from other elements.

To see more examples of applications using destruction, please refer to the Application section.

Things to avoid

Make sure to follow this guidance to ensure our Destruction is used correctly in all formats and applications. 

Do not over scale operators
make sure the operators
are scaled correctly
do not obscure operators
make sure type has plenty of clearspace