Developers around the world share their reasons for choosing CRYENGINE.
“CRYENGINE allowed us to have stunning simulated vegetation. People told us that we might have the best-looking forests ever seen in a videogame. But forests and fields are not the only things in Kingdom Come: Deliverance. With CRYENGINE we built majestic castles and monasteries which look almost exactly as how they stand today…. Despite the fact that our castles are still as intact as they were in 1403!
“One of the outstanding features we use is SVOTI (global illumination) technology. It makes the days and nights look much more real. The author of the SVOTI technology, Vladimir Kajalin, helped us a lot to increase the overall lighting quality of Kingdom Come: Deliverance. We are very happy that he met us with the same enthusiasm we have for the game.
“We had very close contact with the Crytek guys. It’s no secret that when we started with Kingdom Come, the engine had to be modified at our end so we could get specific needs like 1000 NPCs and some features that were not completely ready in the first place, as with any engine. But we had very good contact with the dev team at Crytek. We made things happen. We’re very grateful for that collaboration. Kingdom Come looks amazing on CRYENGINE.”
“We tried out a range of engines when we decided to embark on this project. The first thing that attracted us was the exceptional graphical quality of the engine. The Flow Graph system is really helpful for fast prototyping, and the free GameSDK samples were really good to get started with. And of course, CRYENGINE is really well suited to creating an FPS. The Mannequin editor, character tool, AI behaviors, and the underrated smart objects are great tools to create many different enemies. The terrain editors and its associated tools (vegetation, shaders, etc.) are all very powerful and intuitive too.”
“Having never touched the engine before, I thought it would make an interesting learning experience. I have a background with other game engines, but I am surprised to say that the transition was smooth. The interface was straight forward, and with a little tweaking, I got the engine working exactly the way I wanted it. If by any chance I was experiencing problems, I turned to the forums and in a matter of minutes, I had loads of answers to help me better understand and fix the problem.”
“One thing I was really excited to try out was CRYENGINE’s Global Illumination. I experimented a lot with it, and the experience, as well as the quick feedback, was very good. The idea of not baking lighting makes it very fast for expressing moods while experimenting with light and working with it was simply a wonderful experience. When working with a project where you begin with only a vague idea of what to create you need two things; iteration speed and feedback. With CRYENGINE it is easy to make big changes rapidly, thanks to the way CRYENGINE handles layers and meshes in the layer stack. Keeping assets organized is a key element in making sure you are working as productively and efficiently as you can, spending less time looking for that one decal when you can spend more time actually creating!”
“Overall, I feel like Crytek has made great software for any artist looking to try out a great, solid game engine. With quick, organized, and easy to follow tutorials, I feel like CRYENGINE is really on the up! The experience has been a very good one, and I am looking forward to seeing more content being made with this incredible software Crytek has developed.”
What was your reason for choosing CRYENGINE? Let us know in the comments, on the forum, or via Facebook, and Twitter. Don’t forget to join the community and our CRYENGINE development team over on the official CRYENGINE Discord channel.