This paper presents a hybrid geometrical-physical, plastic deformation technique applicable for solids, in the context of a car simulation game. This technique doesn’t aim to be mechanically correct but to produce visual appealing and realistic-looking results. Categories and Subject Descriptors I.3.5 [COMPUTER GRAPHICS]: Computational Geometry and Object Modeling – Geometric algorithms, physically based modeling, splines General Terms Algorithms. Keywords Deformable Objects, Dynamics, Physically-based Simulation, Collision Detection and Response, FFD Geometric Deformation, Game development.