CRYENGINE | The complete solution for next generation game development by Crytek https://www.cryengine.com/ The most powerful game development platform for you and your team to create world-class entertainment experiences. en-US Copyright 2021, Crytek GmbH. Wed, 23 Jun 2021 16:00:02 +0200 Wed, 23 Jun 2021 17:34:21 +0200 60 <![CDATA[CRYENGINE Summer Academy Episode 4!]]> https://www.cryengine.com/news/view/cryengine-summer-academy-episode-4

Join us for the next episode of our CRYENGINE Summer Academy, a fifteen-part series for newcomers to CRYENGINE and those who already have some game dev experience. Learn the fundamentals of game development with your host Junior Evangelist Roman Perezogin, who uses a prototype platforming game called Breeze as a learning aid.

Today's episode focuses on environment art and design. Roman is joined by a very special guest, Tom Deerberg, Principal 3D Environment Artist, a highly experienced Crytek veteran who has worked on our Crysis franchise, The Climb games, and Hunt Showdown, amongst others.

In this video, Roman and Tom discuss the workflow for the stylized assets that feature in Breeze, and Tom gives his advice for developers taking their first steps into game-making and starting out with CRYENGINE. He reveals the importance of planning ahead for a new project and why time spent building a collection of reference images before you start modeling assets will pay off. Throughout the video, Tom gives fascinating insights about creating AAA games, his own indie passion project, Ramiwo, and discusses workflows you can apply to your own projects. This episode runs for over an hour and is packed full of great recommendations, tips, guidance, and lessons.

New to the series? Catch up here:

Episode 1: Course introduction, plus basic game dev techniques, including making a character move.

Episode 2: Use the Cry Designer tool to quickly prototype levels and game mechanics.

Episode 3: Create an island map in minutes with procedural tools.

In addition to hosting CRYENGINE Summer Academy episodes, our YouTube channel is home to a wide range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-summer-academy-episode-4 Wed, 23 Jun 2021 16:00:02 +0200 Crytek
<![CDATA[Achieved with CRYENGINE - Indie Horror Room 54 is out now]]> https://www.cryengine.com/news/view/achieved-with-cryengine-indie-horror-room-54-is-out-now

Out now on Steam, Room 54 is a horror game focused on exploration, investigation, stealth, and survival. The game is set in 1984 in a remote town where everything is not as it seems. Daniel and his wife Desirè are taking a short winter break, but residents start disappearing in mysterious circumstances. When Desirè disappears without a trace too, only to be found dead, Daniel must find out what happened to her, uncover the truth, and escape with his life using only his wits in a game that provides a unique experience with each playthrough.

Hey Luca, thanks for joining us again! How does it feel to have your game out in the wild?

Now that we have finally completed and released a project from start to finish, I feel really satisfied. I have learned so much during this process.

The overall feedback was quite good, although it’s a bit mixed on Steam. Unfortunately, at launch, the games wasn’t fully polished, and players found a couple of issues that we promptly fixed, along with adding hotfixes. The game was ambitious for a very small team, so I was pretty sure we might miss something in the end. And some of this was caused by inexperience.  Running more beta-testing, especially now that Steam is allowing players to use the new Playtest feature, could be extremely helpful to spot problems for a very small development team like us.

Supporting the game will be important. We will keep working to fix any remaining bugs and add some minor new features to simplify the user experience. At the moment, we do not plan to release any sizeable new content as the game covers the whole story. That said, we do have some ideas of how we could add new content to the game, so if players support it for a while, we may consider it.

How was the experience of creating the game?

During the development and release process, you really learn a lot of things, from the development itself to PR, building an audience, best practices, the Steamworks system, and much, much more. All of this will really help us for our next games. Now that we have released our first game, I think we can start building a community around our games. We are looking for the best way to connect with players, maybe using Discord. Players expect to be in direct contact with developers these days and quicker to deliver any kind of support.

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What advice do you have for other first-time indie devs?

From our experience, I think we have a few pieces of advice that other devs will find useful. First, focus your development on a small but fully functional game. Your first game is like a springboard, it’s your introduction to the world of game development, and it will be your first showcase to build your portfolio of skills and competencies as an individual and as a company. Second, don’t overload yourself with too much work, as this will destroy the enjoyment of developing your game. Your mind needs to be fresh and creative! Finally, focus on small but exciting and interesting game mechanics, experiment, and don’t worry too much about your game’s income. It’s likely that your first game won’t be a super-hit if we talk about revenue, but it will be a super-big win in your learning process!

Of course, when you are ready to publish your game, be confident that it is fully playable and contains no critical bugs players will experience. This is very important, as you won’t get another window with such visibility on your game as its launch. Your game launch is unique and important, so you want to exploit the opportunities that come with that moment to the max. Again, keeping your first project small will help you focus on fixing and polishing everything. Remember, negative reviews are always the first to come! Do not let this get you down, but learn from negative constructive feedback, recognize any mistakes, and improve!

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What is IK Interactive up to next?

We are actually starting to prototype a kind of 3D platformer inspired by the series of Crash Bandicoot games on PlayStation, which I really loved when I was younger. At the moment, it’s too early to talk too much about it as we are just setting down the ideas and working out concepts, but we will be delighted to share more info as soon as the way ahead becomes clear!

 Cheers and good luck, Luca!

Head to Steam to check out Room 54, and stay tuned for more updates on what Luca and IK Interactive are up to next!

Are you’re making something cool with CRYENGINE? Let us know in the comments, on the forum, or via Facebook and Twitter. Pick up tips and tricks about our engine, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/achieved-with-cryengine-indie-horror-room-54-is-out-now Thu, 17 Jun 2021 15:59:13 +0200 Crytek
<![CDATA[CRYENGINE Master Class: Particle Effects Part 3]]> https://www.cryengine.com/news/view/cryengine-master-class-particle-effects-part-3

Watch the third part of our three-episode particle effects Master Class, hosted by Senior VFX Artist Viktor Ikkes. This must-watch Master Class takes you on an in-depth tour of CRYENGINE's tools and uses the Game SDK Sample Project as a learning aid, which you can download for free from The CRYENGINE Marketplace. New to the series? Catch up with part 1 and part 2.

In this episode, Viktor presents advanced particle design techniques. You'll learn how to define surface types and create material effects, ensuring that collisions between any two material types produce the desired reactions. Those reactions include generating particle effects, spawning decals, playing audio cues, and responses that produce the correct friction and elasticity, damage accumulation, breakages and piercings, and more. Viktor also demonstrates how to expose particle properties to the sandbox editor using attributes, how to send particles between a source and target to create effects like lightning bolts, how to debug particle effects, and more.

This Master Class is aimed at those of you with some experience with game development and CRYENGINE. If you are completely new to our engine, we recommend that you download our beginner's course, which shows you how to make a complete game with CRYENGINE or watch the tutorial on our YouTube channel.

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-master-class-particle-effects-part-3 Tue, 15 Jun 2021 16:00:39 +0200 Crytek
<![CDATA[The Drained Goddess Interview]]> https://www.cryengine.com/news/view/the-drained-goddess-interview

Out now in Early Access on Steam, The Drained Goddess invites you to find clues, solve puzzles, and discover nightmarish secrets in a tense indie horror adventure with multiple endings. As you unravel the dark mysteries of a mountain village, you’ll be confronted by supernatural enemies in your quest to expel the evil and understand the unfolding terrors around you. Developed by Carpelock, founded by Zhen Wang, The Drained Goddess is a fantastic showcase for what a one-person development team can achieve with CRYENGINE. We caught up with Zhen, an active member of our friendly and welcoming CRYENGINE community, to find out more. 

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Hey Zhen! So, how did you get started with CRYENGINE?

I tried the most popular engine options out for months when I decided to make the game. In the end, I chose CRYENGINE because it provides a mature and reliable solution for any serious project. Although The Drained Goddess is not based on the CRYENGINE GameSDK, the GameSDK acted as an excellent example for a fully-featured game. Some engines only provide limited-size samples, which has shortcomings. When I want to implement new features, but I’m not sure how to achieve them, I can always find examples in the GameSDK.

All the CRYENGINE source code is available on Github with commit history, which guarantees that the development can always proceed independently from official engine updates. It is crucial for unique game design as I often modify things here and there for any special requirements.

What inspired you to create The Drained Goddess?

The Drained Goddess is a projection of some of the nightmares I have had and stories that I heard when I was a child, which I combined and expanded to create the story. It’s a supernatural horror game where evil entities infest a remote village. Players will have to discover secrets and solve clues to push the plot forward, decide whether to fight against the game’s many unique enemies, or sneak away after finding what they were looking for. I am proud of the story, but in terms of gameplay think my favorite moments are when you find clues that lead you to hidden enemies that suddenly reveal themselves. There are also some challenging decisions to make. For instance, you will have to decide whether you have enough health and resources to attack an enemy or whether you should flee and fight another day.

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What CRYENGINE features helped you during this production?

The programming of this game is based on the entity component system. With about 60K lines of game-side custom C++ code, the entity component system has proved to be reliable and able to communicate with other sub-systems in a very efficient way.

I was lucky that the official CRYENGINE Discord channel was established when I started diving deep into CRYENGINE. So many Crytekers and developers in the channel helped me and showed a lot of patience too! It would be impossible for me to achieve The Drained Goddess without their help.

Now you have launched in Early Access, what are your next steps for The Drained Goddess?

First, several more unique enemies are on their way. Like most enemies in this game, they might only appear after players discover certain secrets. Combat scenes for these new enemies will also be refactored or improved. Then I will focus on developing new chapters, so more secrets and unique enemies will come along until the story is completed. At the same time as developing new content, the current art, audio, puzzles, and AI behaviors will also be improved and updated.

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Have you got any advice for other indie developers?

The most valuable thing that I learned from the development experience of The Drained Goddess so far is that one can always do so much more than you initially thought. I was not sure if I could achieve and release a serious game project, without even considering its quality bar, three years ago. But now, when I look back, most of the features I considered as ‘very risky’ in my original design have already been implemented in the game!

Thanks, Zhen!

Head to Steam to learn more about The Drained Goddess and play it in Early Access.

If you’re making something cool with CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. Pick up tips and tricks about our engine, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/the-drained-goddess-interview Thu, 10 Jun 2021 16:00:07 +0200 Crytek
<![CDATA[CRYENGINE Summer Academy Episode 3 is here!]]> https://www.cryengine.com/news/view/cryengine-summer-academy-episode-3-is-here

Watch the latest installment of our CRYENGINE Summer Academy, a fifteen-part series aimed at both newcomers to CRYENGINE and those with an intermediate level of experience, showing you the fundamentals of game development for all kinds of projects. The series uses Breeze, a prototype platforming game featuring a beautiful, stylized island, as a learning aid. Hosted by Junior Evangelist Roman Perezogin, today's episode focuses on procedural level design using CRYENGINE's Vegetation and Terrain tools.

In episode 3, Roman walks you through the process of creating an island with different areas, starting from a blank level. First, Roman uses the Terrain Editor to generate and manipulate terrain to create the size, shape, and form of an island. Roman then shows you how to use layers to create different biomes with the Terrain Editor. You'll also learn how to use the Vegetation Editor to create meshes, set the density and distribution of your vegetation, and even regulate how the grass will sway in the wind. By the end of the tutorial, you will have created an entire island with distinct and charming diversity, from the beach to the forest and the mountains, using workflows and principles that you can apply to more complex projects.

New to the series? Catch up here:

Episode 1: Course introduction, plus basic game dev techniques, including making a character move.

Episode 2: Use the Cry Designer tool to quickly prototype levels and game mechanics.

In addition to hosting CRYENGINE Summer Academy episodes, our YouTube channel is home to a wide range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-summer-academy-episode-3-is-here Wed, 09 Jun 2021 16:00:17 +0200 Crytek
<![CDATA[Sniper Ghost Warrior Contracts 2 is out now!]]> https://www.cryengine.com/news/view/sniper-ghost-warrior-contracts-2-is-out-now

Plan your attack, equip authentic gadgets and equipment, take down targets from over 1 kilometer away, and bring down a brutal dictatorship as Sniper Ghost Warrior Contracts 2 launches today for PS4, Xbox Series X/S, Xbox One, and PC. Powered by CRYENGINE, Sniper Ghost Warrior Contracts 2 takes you to Kuamar, a lawless fictional region of the Middle East located along the Lebanese and Syrian borders. You’ll play the role of Raven, a Contract Sniper Assassin, as you fight through five vast, distinct, and diverse sandbox levels built for replayability. Experience high-pressure tactical combat, deep inside enemy territory, in the most challenging and authentic entry in the series yet.

Discover more about the game, find out how the team has evolved the franchise, and learn how CRYENGINE helped them achieve their vision in our interview with Krzysztof Golatowski, Lead Producer at CI Games.

Hey Krzysztof! Congratulations on the launch! Can you tell us about the setting for Sniper Ghost Warrior Contracts 2?

Contracts 2 tells the story of a fictional Middle Eastern regime gone bad. The President of Kuamar has been murdered, and his wife, Bibi Rashida, has taken control. Unfortunately, she faces many internal threats and has bolstered her support with the aid of some very dangerous people. Now her regime is threatening neighboring states, and it’s time for Raven to intervene in his own unique way! 

Players will explore a mix of punishing deserts, lush oasis outposts, and even dense forest, which thrives on the mountain’s microclimate. 

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What are your favorite new features in Contracts 2? 

For the first time in the Sniper Ghost Warrior series, we have introduced extreme-range sniping sections. The large, open maps players loved in the first Contracts are returning, but now we also have some maps focused more on the long shot scenarios with a number of challenges and ways to achieve mission goals. 

The dev team spent a lot of time reading comments and reviews for Contracts 1, and a system that we thought we needed to take to another level was the game’s difficulty level. The new approach to difficulty ensures that even casual players will have a lot of fun with the game. At the same time, the "Dead Eye" mode - the most difficult one - will set a new level of challenge for even the most experienced players.

Players can look forward to many positive changes to the weapon ballistics, weapon mechanics, the save system, AI behaviors, mission construction, and much more. The long shot contracts are probably my favorite new feature, but there are plenty of other features which were also redesigned and improved. 

How does the 1 km distance for sniping change the design of the game and the player experience? 

The 1 km sniping shots are one of the greatest features in the game, but it was also one of the most challenging things to achieve without losing the visual quality. Try to imagine; the engine has to render objects that are really far away from the player position, and players can quickly aim to that distance. As a result, we had to spend a lot of time thinking about our approach to building maps, optimizing assets, and modifying existing systems that would not lose visual quality during these scenarios. 

Our designers also didn’t have an easy job while building the maps; they had to make sure that all the key elements for gameplay would be visible from the right angle, and they had to come up with a lot of scenarios that allowed players to feel that each shot had affected distant enemies.

The programming team prepared the systems, artists created great graphics, designers planned enjoyable missions, and our brave QA department played through every single element of the complicated maps and contracts. 

The result of all this hard work means that Contracts 2 introduces very different gameplay experiences, such as the extreme-range sniping scenarios, which we can’t wait to see players get their hands on.

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What technical and visual improvements can fans look out for?  

We spent a lot of time creating assets to the highest standard of quality. A good example of this is that we use technology for scanning real people and clothing when it comes to making our in-game characters. 

We also improved our in-game textures. For example, we use Megascans Textures for a lot of objects and terrain assets. Also, we further developed a system called “Array Textures,” which allows us to use higher texture resolutions without additional memory usage and game performance overheads.

Overall, we’ve updated all environments and characters using scan data to the highest possible quality to achieve even greater realism.

How has CRYENGINE helped the team achieve its vision for the game?

CRYENGINE has been a wonderful tool to allow us to achieve the incredible visual fidelity of the Contracts series. We’ve had a lot of feedback praising the graphics in the new Contracts game, and CRYENGINE has been a really important partner in allowing us to reach those visual heights.

Cheers, Krzysztof!

Set your sights on https://www.sniperghostwarriorcontracts2.com to learn more about the game.

What are you most looking forward to in Contracts 2? Let us know in the comments, on the forum, or via Facebook and Twitter. Pick up tips and tricks about our engine, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/sniper-ghost-warrior-contracts-2-is-out-now Fri, 04 Jun 2021 16:56:58 +0200 Crytek
<![CDATA[Master Class: Particle Effects Part 2]]> https://www.cryengine.com/news/view/master-class-particle-effects-part-2

Check out the second part of our must-watch particle effects Master Class, hosted by Senior VFX Artist Viktor Ikkes. This Master Class takes you on a deep dive into CRYENGINE's tools and uses the Game SDK Sample Project as a learning aid, which you can download for free from The CRYENGINE Marketplace. If you missed the first part, head here to get up to speed.

In this Master Class, Viktor takes you on a hands-on tour of the Particle Editor, building a detailed explosion effect from start to finish, including spawning flying debris that starts fires wherever it lands. Viktor is one of the leading experts in this field, and throughout the presentation, you'll be shown practical techniques and workflows that you can apply to your own projects. During the Master Class, Viktor covers key particle design concepts, including, but not limited to:

  • Spawning sprites
  • Materials
  • Lighting
  • Opacity
  • Controlling timing
  • Use of animated textures
  • Randomization
  • Sort order
  • Animation techniques
  • Wind
  • Physics and CryPhysics
  • Synchronization
  • Noise
  • Collisions

This Master Class is aimed at those of you with some experience with game development and CRYENGINE. If you are completely new to our engine, we recommend that you download our beginner's course, which shows you how to make a complete game with CRYENGINE or watch the tutorial on our YouTube channel.  

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-class-particle-effects-part-2 Wed, 02 Jun 2021 16:38:45 +0200 Crytek
<![CDATA[CRYENGINE Summer Academy Episode 2 is out now!]]> https://www.cryengine.com/news/view/cryengine-summer-academy-episode-2-is-out-now

The next installment of our CRYENGINE Summer Academy, hosted by Junior Evangelist Roman Perezogin, is out now. Learn simple ways to use our engine's Designer tool, known as Cry Designer, to prototype levels and gameplay quickly and easily.

The CRYENGINE Summer Academy is a fifteen-part series aimed at both newcomers to CRYENGINE and those with an intermediate level of experience, showing you the fundamentals of game development for all kinds of projects. The series uses Breeze, a prototype platforming game featuring a beautiful, stylized island, as a learning aid. Throughout the series, Roman is accompanied by members of our team who have created award-winning Crytek games to provide additional insight, tips, tricks, advice, and tutorials.

In today's episode, Roman gives a practical and accessible overview of the Cry Designer tool, which will help you prototype levels and mechanics. In the video, you'll watch and learn as Roman creates a small house that the player can climb on and around using simple platforming game movements. Roman also sets up a classic game mechanic idea – grabbing a key that will unlock a chest nearby – all using the Cry Designer tool. These simple demonstrations provide you with game development fundamentals that you can apply to more complex projects.

If you're new to the series, start at the beginning with episode 1, which introduces the concept behind Breeze, its gameplay and covers some basic development techniques, including making a character move. In the first episode, Roman is joined by a very special guest, Matthias Otto, Principal Level Designer, who prototyped and worked on our original award-winning rock climbing game The Climb and its out-now sequel, The Climb 2!

In addition to hosting CRYENGINE Summer Academy episodes, our YouTube channel is home to a wide range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-summer-academy-episode-2-is-out-now Wed, 26 May 2021 16:00:45 +0200 Crytek
<![CDATA[Master Class: Particle Effects Part 1]]> https://www.cryengine.com/news/view/master-class-particle-effects-part-1

Watch part one of a comprehensive presentation all about particle effects in this indispensable Master Class, hosted by Senior VFX Artist Viktor Ikkes. Split into two parts, this Master Class takes you on a deep dive into the engine's tools and uses the Game SDK Sample Project as a learning aid, which you can download for free from The CRYENGINE Marketplace. Filled with practical advice and workflows that you can use on your own projects, this series will arm you with a comprehensive understanding of how to create and use particle effects using CRYENGINE from one of the leading minds in this field.

In the first part of this Master Class, Viktor introduces the topic and shows you a practical particle building workflow. You'll be shown how to create a new particle and add it to a level, alongside a complete overview of the Particle Editor and the tools and panels at your disposal. Viktor also explains components and how to add features to them and covers different ways to render particles, apply different appearance modifiers, and create textures and maps for particles. Throughout the Master Class, Viktor provides proven-in-production advice and insight to help take your game VFX implementation to the next level.

This Master Class is aimed at those of you with some experience with game development and CRYENGINE. If you are completely new to our engine, we recommend that you download our beginner's course, which shows you how to make a complete game with CRYENGINE, or watch the tutorial on our YouTube channel.

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-class-particle-effects-part-1 Tue, 18 May 2021 15:59:29 +0200 Crytek
<![CDATA[CRYENGINE Summer Academy video series launches!]]> https://www.cryengine.com/news/view/cryengine-summer-academy-video-series-launches

Last summer, as part of Devcom Digital 2020, we hosted the CRYENGINE Summer Academy, a series of interviews and development streams that used a prototype of a platforming game called Breeze to explore some of the core systems and features in our engine. The broadcasts were streamed on our official Twitch channel and featured expert interviews from Crytek's game development team to provide invaluable and proven-in-production insight and advice. The CRYENGINE Summer Academy went down a storm, and now, for those of you who weren't able to digitally attend last summer, based on that series, we are bringing the academy back!

The CRYENGINE Summer Academy is aimed at both newcomers to CRYENGINE and those with an intermediate level of experience. You will learn the fundamentals of game development for all kinds of projects. Hosted by Junior Evangelist Roman Perezogin, the expanded fifteen-part series uses Breeze’s beautiful, stylized island, home to a little platforming robot with big dreams, as a learning aid. He is accompanied by members of our team who have created award-winning Crytek games to provide further expert insight, tips, tricks, advice, and new tutorials.

The series will include C++ coding tutorials and will also cover character animation, gameplay logic, level design, lighting, environment assets, particle effects, audio, and more. You will be armed with a wealth of knowledge about our engine and game creation as we roll out the course with regular episodes from today and continuing over the summer.

In the first installment, Roman introduces the concept behind Breeze, its gameplay and covers some basic development techniques, including making a character move. He is joined by a very special guest, Matthias Otto, Principal Level Designer, who prototyped and worked on our original award-winning rock climbing game The Climb and its out-now sequel, The Climb 2! He discusses some of the core principles behind game design and what makes a fun gameplay experience that will benefit anyone making games. Check out our first episode on YouTube below to discover how game development with CRYENGINE is a breeze. And make sure you subscribe to get a notification for when we release the next episode in this course.

In addition to hosting CRYENGINE Summer Academy episodes, our YouTube channel is home to a wide range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-summer-academy-video-series-launches Mon, 10 May 2021 16:00:25 +0200 Crytek
<![CDATA[Master Class: Game Audio]]> https://www.cryengine.com/news/view/master-class-game-audio

Audio helps truly immerse your players in your game and will enable and enhance your project's gameplay. In our latest CRYENGINE Master Class, you'll hear from three incredibly experienced developers, Audio Director Florian Füsslin, Lead Software Engineer Thomas Wollenzin, and Audio Designer Dominik Zingler. In under an hour and a half, they give a comprehensive overview of how to work with game audio in CRYENGINE. This Master Class is packed with practical techniques and insight gained from working on Crytek games like Hunt: Showdown.

This Master Class uses the CRYENGINE Audio Showcase Level as a learning tool, which you can download for free from the CRYENGINE Marketplace. The presentation covers audio production as a whole, an overview of the core concepts in CRYENGINE's audio system, the audio setup process in CRYENGINE, how to use ambient sounds like echo and reverb, and an overview of audio code. The presentation also includes a Middleware tutorial using FMOD as an example, which you can follow along with by using the CRYENGINE Audio Showcase Level. This section contains an overview of the FMOD interface, creating and populating a sound bank, adding trigger spots to a level, making ambient sounds that loop continuously, creating a sound bank for particle effects, the debugging process, and more.

In addition to downloading the CRYENGINE Audio Showcase level, you can also use the written documentation and the original video tutorial.

This Master Class is aimed at those with some experience with game development and CRYENGINE. If you are completely new to our engine, we recommend that you download our beginner's course, which shows you how to make a complete game with CRYENGINE, or watch the tutorial on our YouTube channel.

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-class-game-audio Wed, 05 May 2021 17:27:03 +0200 Crytek
<![CDATA[Master Class: Light Levels Beautifully]]> https://www.cryengine.com/news/view/master-class-light-levels-beautifully

Great lighting reveals the beauty of your environments and sets the atmosphere for the player, immersing them in the moment. Learn how to master CRYENGINE's powerful lighting features in our latest Master Class, hosted by Lighting Artist Lars Hofrichter. This presentation will take you on a deep dive into our engine's lighting and environment tools, showing you how to achieve stunning results in your scenes.

In a little under 90 minutes, Lars walks you through every Environment Editor setting, showing you how to use SVOGI and volumetric fog, relevant console variables, and the interior and exterior lighting setup process. Follow along, and you will learn workflows showing you how to master time of day settings and set up your skybox, including creating a skybox texture in Photoshop. Lighting and fog components, clip volumes, and hidden settings are also covered.

Lars provides expert tips and tricks throughout this comprehensive presentation, showing you how to configure interdependent settings for optimal results that you won't find anywhere else. It's a real treat for anyone who wants to maximize the beauty of their levels.

This Master Class is aimed at those of you with some experience with game development and CRYENGINE. If you are completely new to our engine, we recommend that you download our beginner's course, which shows you how to make a complete game with CRYENGINE or watch the tutorial on our YouTube channel.

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback about our engine and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-class-light-levels-beautifully Wed, 21 Apr 2021 16:00:39 +0200 Crytek
<![CDATA[Meet the Team: Phillip Gehring aka Sunnlok]]> https://www.cryengine.com/news/view/meet-the-team-phillip-gehring-aka-sunnlok

We’re proud of the talent in our CRYENGINE community, and when the opportunity arises, we love members to join us full time at Crytek. Many of you will know the name Sunnlok, Phillip Gehring’s handle, from our various CRYENGINE channels, and we’re delighted that he’s now joined Crytek as a Systems Programmer. Of course, we’re hiring across all kinds of disciplines, so take a look at our careers page, and you too could follow in Phillip’s footsteps. But first, check out our interview with Phillip to find out more about his history with our engine and learn about his journey to joining us.

Hey Phillip! Or should we say Sunnlok? Welcome aboard! How did you get into gaming and game-making?

I started out playing Super Mario and Pokemon on the old Nintendo, primarily when we went on vacation. My “proper” gaming career started when I got my first PC with good old games like Stronghold and Gothic 1 and 2. My first contact with game-making was the release of Halo Custom Edition for PC. It was my first time interacting with any game-making tools at all, and doing it with relatively archaic tools and a seven kb/s internet connection wasn’t all that easy!

Can you tell us about how you first came to use our engine?

I got my first taste of what a flexible game development tool can look like with Crysis and the Sandbox,  and I stayed with it ever since. The availability of C++ source code is also what excited me and helped me learn the language. Modding tools were what made me consider getting into game development, and Crysis provided extremely good ones.

I have a couple of favorite personal projects with CRYENGINE. One is a foundation for the easy integration of UI middleware into CRYENGINE, for example, NoesisGUI or ImGui. The second is integrating ECS, in the form of EnTT, into the engine. An ECS allows data-driven design principles to be followed more effectively and usually results in code that is easier to maintain, more flexible to expand, and also quite a lot easier to make faster.

This approach differs from CRYENGINE’S existing entity framework, but the engine's modularity allows for features like this to be added on top easily with quite impressive results!

You also worked with the Campfire team on the incredibly impressive War of Rights. What was your role there?

I was an independent contractor. With just two or three programmers there at the time, I helped with everything from working on the game modes to the complete replacement of the CryLobby system. I am most proud of the latter since I could employ many of the data-driven design principles I talked about earlier.

You’ve been a really active member of the CRYENGINE community for some time. What drew you to the community?

The interactions in the community chat channels have been very useful in solving problems! I will, of course, stay active on the CRYENGINE Discord channel to help out wherever I can and will try to keep my personal projects going as well!

How did the opportunity to join Crytek come about?

With my history with the engine, I got talking with CRYENGINE Brand Manager Gabriel, and here I am! At Crytek, my title is Systems Programmer. My main focus, and one of the reasons for joining Crytek, is to create new systems and improving existing systems to create a better experience for the end-user. I can’t talk too much about in-development stuff right now but watch this space!

What are you playing at the moment?

At the moment, I am finishing up the excellent Enderal mod for Skyrim. Other than that, the occasional round of Overwatch or a bit of Space Engineers with friends.

Cheers, Phillip!

We love it when members of the community join our team, as it brings a really valuable perspective to what we do and helps us make the engine better for everyone using it. We encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page to check them out.

You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team, including Phillip, over on our official CRYENGINE Discord channel.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don’t forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. As ever, we look forward to your feedback on the engine in the comments, on the forum, or via Facebook and Twitter.

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https://www.cryengine.com/news/view/meet-the-team-phillip-gehring-aka-sunnlok Mon, 19 Apr 2021 15:59:51 +0200 Crytek
<![CDATA[New Deceit expansion and interview!]]> https://www.cryengine.com/news/view/new-deceit-expansion-and-interview

Deceit is an action-packed multiplayer first-person shooter that tests your instincts of trust and deception. Players wake up in mysterious surroundings, but a third of the players have been secretly infected with a disease and are tasked by the sinister Game Master to infect the other players. If you're not infected, you play as an Innocent and must progress through the zones in each map, collecting items and making alliances that will help you escape, while the Infected must conceal their true aim. However, at the end of each zone, a blackout period occurs, allowing the Infected players to transform into a powerful Terror form and attack the Innocents. As players work through the maps, deciding on what items to collect and who to collaborate and fight with, or vote out, creates a unique experience that mixes fast-paced combat, strategic gameplay, and psychological mind games.

Baseline Games, the developer behind Deceit, releases The Spider Pack today, which expands the game with a new playable spider-themed Terror character, cosmetics, tokens, and credits. We spoke to Jordan Fox from Baseline Games to find out more.

Hey Jordan! What is the inspiration behind this new arachnid-themed expansion?

Arachnophobia is one of the most common fears amongst people, affecting between an estimated 3.5 to 6.1% of the population. We thought it would be a good fit for the Game Master's next experiment, and we were excited by its potential for a new unique ability and theme. Our community is also a highly influential factor, and as it was such a frequently requested feature, it became one of the memes on our Discord server.

How does the new Spider Terror character change things for players?

The Spider's primary Webshot ability has two functions. Hit any structure, and you will swing towards it, and secondly, when you hit a player, you will pull them towards you. Depending on the scenario and how good a shot you are, you can use this to your advantage. As an Innocent, you should avoid standing near walls as they are big surface areas for the Spider to hit and swing into you. You also need to think carefully about the items that may be useful to you. Traps are a good way to block off a Terror from getting to you but not if they can shoot a web and pull you over it! As we add more items, improve maps, and introduce more Terror abilities, we expect gameplay around combat with Terrors to grow in depth.

Following this expansion, what are your plans for the game?

Between now and the end of the year, we have lots of juicy updates planned. A key area we're focusing on is improving the UI, tutorial, and animations throughout the game so that the experience is more intuitive and smooth.

In Deceit, there are five playable levels, each of which has a distinct theme and style. We’re busy working on refreshing each of these maps from both an aesthetic and gameplay perspective. In the future, expect new ways to obtain items and destroy scenery to help you escape from the Terrors hunting you down.

We’ll also be introducing several new playable characters and increasing the party size in custom games to nine players. It's always a shame when you want to jump in a game with friends, and someone has to drop out for you to be able to play. Increasing the party size will make this happen a lot less. Playing Deceit in a party of nine will be crazy fun, and I'm excited to see how it plays out.

Another feature on the horizon that I'm looking forward to is the new upgrades and challenge system that is currently in development. It's so satisfying when you're able to unlock that achievement you've been grinding towards and being able to show off your success through the cool rewards you've earned.

We're also looking at bringing the game to more platforms, but more information on that will come later.

Cheers, Jordan!

You can check out Deceit and the new Spider Terror expansion on Steam right now.

As ever, we look forward to your feedback in the comments, on the forum, or via Facebook and Twitter. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/new-deceit-expansion-and-interview Thu, 15 Apr 2021 16:00:46 +0200 Crytek
<![CDATA[Master Class: Environment Art with 3DS Max]]> https://www.cryengine.com/news/view/master-class-environment-art-with-3ds-max

Environment artists won't want to miss our latest CRYENGINE Master Class, hosted by Senior 3D Artist Ronny Mühle and Principal 3D Environment Artist Tom Deerburg. In around 75 minutes, the presentation covers practical, proven-in-production techniques walking you through all the stages of creating environment assets for your levels using 3DS Max.

The Master Class covers the creation of physicalized static and dynamic meshes like rocks or buildings, physics proxies, and texture maps.  The presentation also demonstrates how to make vegetation that responds to both wind and collisions with physicalized objects and covers materials, breakable objects, and more.

The process of creating materials in Photoshop, and exporting textures from Photoshop and Substance Designer, is revealed, and you'll learn how to move assets between 3DS Max and CRYENGINE. Ronny and Tom also discuss how to debug and optimize your assets in this comprehensive presentation.

This Master Class is aimed at those with some experience with game development and CRYENGINE. If you are completely new to our engine, we recommend that you download our beginner's course, which shows you how to make a complete game with CRYENGINE or watch the tutorial on our YouTube channel.

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-class-environment-art-with-3ds-max Fri, 09 Apr 2021 16:03:46 +0200 Crytek
<![CDATA[Master Class: Character Rigging and Animation]]> https://www.cryengine.com/news/view/master-class-character-rigging-and-animation

In our latest CRYENGINE Master Class, Lead Technical Artist and master rigger Alexander Raab delivers an invaluable, practical presentation covering the animation rigging process using CRYENGINE and Maya. Alexander draws upon his years of experience to walk you through proven-in-production workflows in a presentation that is an essential watch for anyone involved in, or wanting to learn about, the animation rigging process.

Alexander takes you through the steps of setting up a character rig in Maya. You'll learn how to export a character, .skin files, and animations from Maya. Then Alexander will show you how to get the character up and running in CRYENGINE 5.6, including defining the skeleton and material for your .CDF (Character Definition File), physics-driven attachments, inverse kinematics, constraint aim modifiers, and more.

This presentation is aimed at those with experience of game development and CRYENGINE. If you are completely new to our engine, we recommend that you download our beginner's course, which shows you how to make a complete game with CRYENGINE, or watch the tutorial on our YouTube channel.

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-class-character-rigging-and-animation Thu, 25 Mar 2021 14:00:32 +0100 Crytek
<![CDATA[As the Crow Flies: The Hunt Anniversary Event Is ON]]> https://www.cryengine.com/news/view/as-the-crow-flies-the-hunt-anniversary-event-is-on

Hunt: Showdown is celebrating its three-year anniversary this month -- and what a three years it’s been! To cap off the month of celebrations, we’re kicking off a special event in two acts. The event starts today (March 24th) and will run until April 12th.  

Everyone who logs in during the event will receive Dark Miasma (a new Legendary Chain pistol) and one Iron Reliquary. More on how the Reliquaries work can be found below in the “How Reliquaries Work” section.

As for how the rest of the even works, keep reading:

Act One: A Murder of Crows

During act one, the entire community will be working together to earn Event Points to *drumroll please* unlock a brand new boss! You can read about the event activities that will earn you Event points in the “How to Earn Event Points” section below. Basically, the Event Points you earn will go into the collective pot, so the more people playing, the quicker we will get to the big reveal.

During act one there are no daily Event Point caps.

Act Two: As the Crow Flies

Once the boss has been unlocked, act two will begin. During this phase of the event, your Event Points will go towards your personal progression to unlock exclusive, event-related gear.

During act two, there the daily cap on Event Points goes into effect. Once you hit the Event Point cap for each day, you can still play the event, but instead of receiving Event Points, you will be rewarded with Hunter XP for the rest of that day.

How to Earn Event Points

Event Points speed up your progression, and speeding up your progression will get you to that sweet event-gear faster.

You can earn Event Points by:

  • Destroying small bird models (1 Event Point)
  • Destroying large bird models (2 Event Points)
  • Destroying a murder of crows (1 Event Point)
  • Investigating event-related clues and rifts (2 Event Points)
  • Killing a boss (3 Event Points)

And additionally only during act two:

  • Killing the new boss (6 Event Points)

After the event is over, any Event Points you have leftover will be converted automatically to Hunt Dollars.

How Reliquaries Work

Though they house the most sacred of Hunter’s relics, the Reliquaries have been corrupted - perhaps even cursed. Use a Reliquary, and your (and any teammate's) Event Points will soar. But, alas, you will not be able to touch the Reliquary’s contents, and the artefact inside will, instead, be automatically gifted to one randomly chosen player in your match.

Or to put it plainly: Reliquaries will boost Event Points for you and your entire team during the match when you used the Reliquary, and at the same time gift random player(s) from your match with valuable Hunter relics – and Reliquaries will only be available during the event. Check it out:

Iron Reliquary – 20% Event Point boost for the match, a gift for one random player in your match, price: 199 Blood Bonds

Silver Reliquary – 50% Event Point boost for the match, a gift for three random players in your match, price: 349 Blood Bonds

Ivory Reliquary – 100% Event Point boost for the match, a gift for every player in your match, price: 999 Blood Bonds

Get Reliquaries in the roster or in the event store, and use them during a match, like you would any other consumable. If you use a Reliquary in a match but there are some gifts leftover (if, for example, there weren’t enough other players in the match with you to distribute all the available gifts), they will be gifted during your next match automatically. Information about what gifts you’ve given and whether there are any leftovers remaining to be given out during the next match can be found on the last match information page.

Reliquary gifts can include:

  • Hunt Dollars
  • Blood Bonds
  • Hunter slots
  • Bloodline XP
  • Upgrade points (3 UPs per Hunter in your current roster)
  • Legendary unlock (you will not get a copy of the weapon itself, but it will be unlocked for purchase in the store)
  • Legendary Hunter
  • Legendary equipment (you will get one piece of the equipment in question – not the unlock)
  • Equipment 

Event Hunter and Gear

The Plague Doctor

An encounter with a resurgent outbreak turned the Plague Doctor to arcane methods of fighting pestilence. Convinced that New Orleans represents its evolution, he arrived to treat it with fire, lead, and his own array of ministrations.

The Shrike

Like its namesake, this butchering blade stealthily impales its prey on its insatiable, beak-like spike. The addition of a Bomb Lance’s explosive charge, it is said, was added by Scrapbeak themselves, just after their gruesome transformation. 

Dark Miasma

Though long out of favor with upstanding physicians, some few continued their study of the miasma’s connection to the spread of disease. Did the corruption in New Orleans arrive on the dark breath of those noxious night vapors? No matter, for a shot of this Caldwell Conversion Chain Pistol will purify the air - and clear the room of any undesirable human elements.

Sweet Briar

The thorniest briars harbor the sweetest fruits, and the Sweet Briar is so named for its promise to hook clean and burst true. A Sticky Bomb suited to killing both beast and bird, it scatters bone to feed new thorn shoots. 

Scavenger’s Snare

Scavenging is a dirty business, its Hunter-practitioners not prone to patience. The Scavenger’s Snare can expediate the process of separating owner from goods -- or destroy that which you do not wish others to find.

The Marrow

Splintered bones can be set, torn skin stitched, and burns dressed and salved. This First Aid Kit has been passed from Hunter to Hunter – both talisman and burden. Though it can heal even wounds that cut right down to the marrow, it always takes some small – if intangible – token in return.

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https://www.cryengine.com/news/view/as-the-crow-flies-the-hunt-anniversary-event-is-on Wed, 24 Mar 2021 16:02:23 +0100 Crytek
<![CDATA[Celebrating your #AchievedWithCRYENGINE projects]]> https://www.cryengine.com/news/view/celebrating-your-achievedwithcryengine-projects

Every day people share their work with CRYENGINE on our social channels, from Facebook and Twitter to the forum, and of course, on our ever-popular official Discord channel. Game development isn't just about launching the finished project, but the journey too. We love that our online spaces have become places where devs and artists offer advice, feedback, encouragement, and praise for in-development projects, experimental pieces, and scenes created with the engine.

Developers all around the world choose CRYENGINE as their development home, and to celebrate that, we're shining a spotlight on some of the creations shared by the community. We love seeing your work, and we encourage you to share your projects with the #AchievedWithCRYENGINE hashtag on our channels so that we can feature them in future spotlights.

So without further ado, let's take a look at a few creations that have caught our team's eye... 

From Twitter, @gevorg_r  shared a beautifully composed, peaceful Lord of the Rings-inspired scene making full use of CRYENGINE's lighting features.

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Sebastian Schulz created this haunting cyberpunk-style environment with incredible detail and lighting.

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Relax with this stylized scene featuring grass blowing in the wind as the sun goes down, shared by Tobi.

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There's a rover up on Mars already, but Make B-Lead Productions will transport you there themselves with their in-production Mars-based RPG. Check out this teaser image and give them a follow.

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On our forum, a great place to interact with fellow devs, RudyCE shared these beautiful Winter scenes. What chilling secrets lay within? We'd love to explore it in a game... with a torch and a few weapons.

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On Discord, Driguest posted this stylized art scene with great light and shadow work.

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The car might have seen better days, but we the detail and the lighting in this forest, shared by Ribin745 on Discord.

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We love this spooky scene from @RinSteiner on Twitter. We feel like there's a story waiting to be played here...

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It might be spring, but we feel the icy chills from this stunning still created by Quantbrain and shared on Discord.

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That's just a snapshot of some of the creations shared by the CRYENGINE community. And we plan to share more! If you'd like the spotlight shone on your work, use #AchievedWithCRYENGINE wherever you post your projects and scenes so we can check them out.

Get sharing and get involved on the forum,  FacebookTwitter,  and our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

Crytek sees strength in diversity, and we are hiring! We actively encourage people from all backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/celebrating-your-achievedwithcryengine-projects Thu, 25 Mar 2021 11:59:35 +0100 Crytek
<![CDATA[Master Class: C++ Game Programming]]> https://www.cryengine.com/news/view/master-class-c-game-programming

Software Engineer Alexander Klinger delivers our latest CRYENGINE Master Class, providing an introduction to CRYENGINE 5.6 aimed at C++ game programmers and game designers who would like to develop their understanding of game programming in our engine.

The presentation, which lasts just over an hour, is wide-ranging and includes a discussion of the game plug-in, the entity component system, physics, how to capture and react to input, and how to spawn and control entities and components through code.  Alexander also demonstrates how to react to events and message through the console, write a custom entity component with game logic behind it, write a custom console variable, debugging and drawing, and much more.

For those of you who wish to dive deeper into some of the topics covered in this Master Class, check out our comprehensive written documentation about the following core systems:

If you are completely new to CRYENGINE, we recommend that you download our beginner's course, which shows you how to make a complete game with our engine, or watch the tutorial on our YouTube channel.

Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. You can leave us feedback and get social in the comments, on the forum, or via Facebook and Twitter.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Shop.

We're always looking for new team members. At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-class-c-game-programming Wed, 10 Mar 2021 11:00:20 +0100 Crytek
<![CDATA[The Climb 2 launches today!]]> https://www.cryengine.com/news/view/the-climb-2-launches-today

The Climb 2, developed by Crytek and powered by CRYENGINE, is available RIGHT NOW for Oculus Quest and Oculus Quest 2! The sequel to our award-winning original free solo climbing game invites you to scale new heights with new routes, a new City setting, and new gameplay features. Ascend soaring skyscrapers, conquer sheer cliff-faces and take in some of the best views in VR as you play through The Climb 2's single-player and asynchronous multiplayer modes.

A new urban setting challenges you to zipline through vast cityscapes, climb glass-fronted skyscrapers with suction pads, and navigate moving platforms and elevators high above the streets. Dynamic objects also bring a new dimension to gameplay, allowing you to use moving ropes, ladders, hanging containers, and more to swing from obstacle to obstacle. Balance risk with reward with new sliding grips that provide extra momentum and reach if you can time your leap before you fall off the handhold.

To mark the launch, we spoke to Matthias Otto, Principal Lead Designer, to find out how the team created new features and took advantage of new hardware to push forward the adrenaline-fuelled experience of climbing in VR.

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Pictured above: Matthias Otto at Devcom 2019 in Cologne, Germany. Picture taken by FOX.

Hey Matthias! The Climb 2 makes its debut on Oculus Quest 2 – what does the new hardware bring to the game?

The Quest 2 has more rendering power, and that means we can draw more objects and pixels. There are more objects or ambient life that are visible on the Quest 2, for instance, like more birds that fly around you in the levels. The original Quest runs The Climb 2 at around 90% of its resolution, and the Quest 2 runs it at 100% native resolution, which is already higher than the Quest. An increased pixel density helps you get a better sense of distance and scale as the stereoscopic effect benefits from every extra pixel. You will also feel a better sense of depth when playing on Quest 2. If you look down, what is shown below you is displayed in more detail, and you feel that sense of height more.

What are you most excited about in The Climb 2, compared to the original?

I'm really excited about the new mechanics, such as the new sliding grips, which you slide down as you hold onto them. They can give you extra reach and speed, but only if you get your timing right before you fall off. Then there are also physicalized dynamic objects like ropes, ladders, and moving containers that move with your momentum. I can't wait to see people's reactions when they climb on these dynamic objects, and they start realizing how they work and how they can use them. The City setting is also, of course, very fresh and adds a lot to the game. Ziplining through the illuminated skyline at night is an awe-inspiring moment!

Why did you choose the new City setting?

The City environment was chosen not just because it’s a new area and presents new gameplay options but also because it provides a deep sense of vertigo in VR. I think there are probably two reasons for that. First, most people relate more to the surroundings. We mostly live in houses or flats, are often surrounded by architecture, and we see buildings and windows every day. If we don’t live in cities, we’re familiar with them. You know what it looks like to be on the inside of a window, but The Climb 2 places you on the other side. So while it’s unlikely that you’ll be in that situation of climbing outside a window in real life, most people have leaned out of a window and looked down, thinking that "this is high up.” That familiarity helps to heighten the sense of presence in VR.

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Secondly, the City setting provides you a better judgment of distance because of its architecture. VR devices provide a natural way of “showing distance" with the stereoscopic effect. If there is an object somewhere in the range of up to 10 meters, you can tell how big it is and how far away it is simply by looking. However, the stereoscopic effect beyond around 10 meters will not convey that sense of size or distance well. Instead, perspective provides you with a sense of distance. In 2D images, it is perspective and lines converging on a vanishing point that tells us about distance. So if you see the strong lines of architecture, like buildings and skyscrapers, converging on a vanishing point, I believe you perceive the height and distance even better beyond that 10-meter distance. It feels more real, more accurate, and that, in turn, heightens the immersion.

Did the dynamic objects and sliding grips present new challenges for managing locomotion in VR?

The first test with sliding grips went very well. When I created the prototype for a sliding ledge, I showed it to a few colleagues, and nobody felt any motion sickness. We were very satisfied that it would work from the beginning. I guess we are lucky that slides don't seem to be a problem in that sense.

For dynamic objects, the most important thing was never to let them rotate the player. Motion up and down, and left and right, however, is very cool, and those movements can be more pronounced than we expected. Obviously, there is a limit to how much those objects can move when you climb on them while retaining a comfortable experience, but we never went over the top. However, we had to make sure that we avoided rotating the player when they are on these objects at all costs. That’s where you run into motion sickness.

Cheers, Matthias!

The Climb 2 is out now, and we can’t wait to hear your feedback about the game. CRYENGINE is tuned for outstanding VR performance, so if you’re making your own CRYENGINE VR adventure, don’t forget to let us know in the comments, on the forum, or via Facebook and Twitter.

Pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. Want to show your love for CRYENGINE? Pick up merch over on the official online Crytek Store.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/the-climb-2-launches-today Thu, 04 Mar 2021 19:03:20 +0100 Crytek