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 2022, Crytek GmbH. Wed, 10 Aug 2022 15:59:53 +0200 Sat, 13 Aug 2022 14:49:13 +0200 60 <![CDATA[CRYENGINE 5.7 C++ Tutorial, Sprinting]]> https://www.cryengine.com/news/view/cryengine-5-7-c-tutorial-sprinting

Today we are following up on our popular C++ tutorial series; teaching you how to set up sprinting for your player character in just 15 minutes.

The tutorial builds on the first tutorial in the series, which demonstrates how to create a player-controlled character from scratch with traditional WASD movement and mouse-look functionality. By watching that tutorial and following along, you will get a grounding in C++ and produce the files required to complete this new course. 

In the latest episode, you will be shown how to add sprinting movement to the player-controlled character created during the previous tutorial, giving your player two speeds to use  - walking and running. You will be shown how to add sprinting to the character and how to modify the movement values in the engine, so both the walking and sprinting speeds can be customized. In addition to adding and tweaking sprinting, Nick shows you how to optimize the Player.cpp and Player.h files by introducing and explaining the programming practice of "Forward Declaration," a time saver for compile times, particularly on large projects. 

By following along with the tutorial and using the .cpp and .h file that you created during the first tutorial, you will finish with a player-controlled character that can sprint, which you can drag and drop into your own projects. 

Don't forget to subscribe to our official YouTube channel, home to a wide range of learning videos, to get a notification when the next one drops.

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here. 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 actively encourage people from all backgrounds and experience levels to apply to our open positions, so join us on LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-5-7-c-tutorial-sprinting Wed, 10 Aug 2022 15:59:53 +0200 Crytek
<![CDATA[Meet the Team: Tatyana Lipnitskaya, Project Manager]]> https://www.cryengine.com/news/view/meet-the-team-tatyana-lipnitskaya-project-manager

All kinds of people from all kinds of backgrounds performing a wide variety of roles come together to produce CRYENGINE every day. Today we interview Tatyana Lipnitskaya, Project Manager for CRYENGINE Operations, to learn how to keep your projects on track and discover how games can improve your project management skills!

Hi Tatyana! Can you tell us about your background and your journey to CRYENGINE?

I used to work as a technical translator dealing with manuals for industrial equipment, inspecting engineering drawings, and learning the difference between suction and discharge pipes of pumps, throttling bushes, and bearings. But at some point, I got an opportunity to play with a corporate website, and that's where it all began.

I was really amazed by this mysterious new world of admin panels, frontend, and backend. And I started to dig deeper as I really wanted to know more. First, I took some free courses: HTML, CSS, JS, React, SQL, and picked up these fancy badges that gave me a false belief I could do anything as an actual programmer! After that, I did a couple of web-related projects and learned more about the field. 

I actually became a project manager by accident. The project manager left the company where I worked. The team was completely lost as they needed someone who knew the project and could communicate with the customer. I took over the role, started to do daily routines to help the developers, and I was soon managing several projects and mentoring junior project managers. 

In 2020 I found a position opened at Crytek, read the job description, and thought: "Wow, that's me!" I applied and started working with the most incredible web team a few weeks later. I'm not joking. These guys are amazing, and they have a unique atmosphere on the team. We are always ready to help and support each other no matter what.

What is your main focus at the moment?

Together with the leads, I act as a point of contact for all the stakeholders and users submitting feedback related to the CRYENGINE Hub and launcher. I help check all the information and create a list of things we need to fix to improve the user journey. It also involves aligning our plans with all the different departments, preparing and checking that tasks are on track, and keeping an eye out for feedback on our social media channels. Basically, my job is to remember every task and ensure nothing is forgotten, helping CRYENGINE grow and making users happy!

What does a regular day at CRYENGINE look like for you?

Each day brings new surprises and challenges, but one thing stays the same: each morning, we meet with the team to update each other on current tasks we are working on. After that, there could be additional meetings with the technical lead to discuss tasks, blockers, and plans, internal training, meetings with stakeholders, interviews with candidates, or the preparation of internal documentation. Also, I usually dedicate an hour or so to check our products with our QAs as I believe it helps to learn the detail and, of course, have fun with the team trying to find a more sophisticated way of breaking the functionality!

What does it take to do your job well? 

Project managers deal with a wide range of tasks to, well, actually manage the team. The focus of any project manager is to provide a customer with the desired scope of work in the desired time frame. Sounds easy, but this task is a bit more complex: you must deal with many different things daily. You have to check and create tasks, help define requirements, make sure everyone has everything they need to work, update the project's status for stakeholders, and sometimes serve as the first line of support for people inside the company. There are deadlines, and you need to remember many important facts and help your team grow.  

I know it sounds exhausting now, but it is fun when everyone works together well!

What advice would you give to people around project management?

I think it's important to try to stay reasonable in any situation and apply a commonsense approach to each task. If it makes sense, it makes sense, you know! You must also dedicate time to stay up to date with the latest trends and technologies in your area. The worst thing that can happen to a project is a project manager with zero knowledge and understanding of the work, as this person cannot understand the team. But overall, don't be afraid to try, don't be afraid to ask, and always be aware of risks!

What are you playing at the moment?

I'm not a huge gamer, but I play strategy games like "Oxygen is not Included" from time to time, as it is an excellent simulator for a project manager job! You have to solve different tasks, try different approaches and make sure your people are happy!

Thanks, Tatyana!

Are you the next Project Manager for CRYENGINE, ready to work with Tanya? At Crytek, we value diversity, and actively encourage people from all backgrounds and experience levels to apply to our available jobs, so join us over at LinkedIn and check out our careers page.

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here. 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

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https://www.cryengine.com/news/view/meet-the-team-tatyana-lipnitskaya-project-manager Fri, 05 Aug 2022 15:34:43 +0200 Crytek
<![CDATA[Meet the Team: Sean Braganza, Lead Technical Writer]]> https://www.cryengine.com/news/view/meet-the-team-sean-braganza-lead-technical-writer

Computer Engineer. Model. Mixologist. Party organizer. Technical Writer. Meet Sean Braganza, a man of many talents, to learn about the future of CRYENGINE documentation, get some tips on how to break into the industry, and find out plans to integrate tutorial courses into CRYENGINE.

Hey Sean! Can you tell us about your background and your journey to Crytek?

Okay, this is a bit of a ride. I'm of Portuguese descent, born in India, raised in Doha, Qatar. I've been living in Frankfurt, Germany, for four years now, thanks to Crytek, and Frankfurt is certainly the first place that's felt like home for one reason or the other. I graduated as a Computer Engineer in 2015. However, halfway through my studies, I learned that neither software nor hardware programming interested me. I was interested in games back then but wasn't necessarily concerned about the technicalities. 

I started writing about games and freelanced as a journalist for a website called Throwing Digital Sheep (now disbanded), where I quickly worked my way up to Editor-in-Chief. Then I took my writing in a different direction, providing PR/Marketing and Content Writing services to indie game developers under the banner of Higher Eclectic Ground, helping indie teams with content writing (steam store descriptions, press kits, etc.), social media, PR and outreach.

By the end of 2017, it felt like it was time for a more stable career. That's when Crytek happened, and I came on board as a Technical Writer for CRYENGINE.

My interests outside work include mixology and fashion. Very few things excite me, like a well-crafted cocktail, and I love traveling to new spots, tasting and making new drinks. When I travel outside Frankfurt, it's mostly to try out bars and restaurants unique to that region.

Over the past couple of years, I've channeled this love into organizing cocktail parties at Crytek on the regular, working in an actual cocktail bar over the weekends, and even building private events around my passion for cocktails in and around Frankfurt.

I find fascination in periodically reinventing my sense of style, drawing inspiration and color from people and things around me. I also am a model and enjoy being in front of the camera, and above all else, I prioritize the health/fitness of my mind and body. 

What are your main responsibilities and goals as Lead Technical Writer?

I grew into the Lead position of the Technical Writing Team around 2020. My goal since then has been to drive the overhaul of the CRYENGINE public documentation for the next major CRYENGINE release.

We're fully aware that for all the power of our engine, one of CRYENGINE’s weakest links has been its documentation for multiple reasons. We've been building a new team of passionate writers to bring you content that's visually and informationally well structured, complete, and helpful.

This team has included Umut Uyurkulak (one of our first influential contributors who has since become a Narrative Designer), and now the very eclectic bunch that is Joana Luis, Erdil Kapucu, and the latest member of the team, Charlotte Herbert.

We ripped apart the structure of the old (currently public) documentation and are devising one that's much more intuitive, clean, and easy to navigate for the future. Our efforts for the last couple of years have been targeted at combing through each module of the documentation to detect problem points and plan courses of resolution accordingly.

We also indirectly contribute to the technical development of CRYENGINE– reporting technical issues to QA, making suggestions for the Learning team regarding tutorials, and escalating priority subjects to the Product team. And we address immediate issues raised by the community/partners/licenses that relate to or can be resolved by updates and fixes to the documentation.

There are many moving parts to keep track of, but all of this would fall apart if it weren't for the diligence and passion of my team. Down the road, we also intend to involve you – the community – in our progress as we work towards the next CE release. 

What is your main focus at the moment? 

Everything the team does is currently oriented towards ensuring you have a more robust knowledge base to accompany the next CRYENGINE release.

We're also focused on better integrating learning programs in the form of tutorials and courses created by the CRYENGINE Learning team so that you have a complete learning experience.

At the moment, I'm in the middle of a transition to the role of a Product Owner for an as-of-yet undisclosed project directed at CRYENGINE developers. Documentation and all associated learning material (tutorials et al.) play a pivotal role in the project. It will involve an even closer collaboration with the Web, Learning, and Data Analytics teams here at Crytek. I can't wait to share more when I can!

What does a regular day at Crytek look like for you?

Generally, I'm out the door by nine after a workout, and during my commute, I'll check e-mails and messages – responding to ones that don't require me to be at my desk or involve a lot of work.

Once I'm in, it all varies depending on the day of the week. I'll check my calendar. Then I'll go through my list of tasks for the week and choose what to prioritize. With multiple projects, I build weekly plans so that I know where to focus my energy. Around lunchtime, it's a ritual of mine to break away from the office and walk through the neighborhood by myself.

After lunch, it's back to the same hustle and bustle. I'll move all tasks that require 100% of my focus and creativity (planning, designing, investigating) to after 5 PM – this is when everyone's either dialing down for the day or leaving. So the chances of being pulled into things unrelated to my current focus are low.

By 6.30 PM, I'm usually wrapped up, and the hour after that is devoted to extracurricular stuff. This is generally related to planning the week's cocktail party but also involves the coordination of the various social clubs I've been helping kickstart for our employees here at Crytek.

So far this year, it's been Board Games, Movies, Music Jam Sessions – with special themed events for each club – and many more that I have in mind and would like to kickstart in due time. It's great to bring people back together for social events after the challenges of the pandemic. 

So, on Fridays, I wrap up by 4.30 PM as I begin preparations for the cocktail party that evening/night. By 5 PM, you'll hear the music lulling you over. By 6.30 PM, the crowd's in, and then it's on till past midnight – letting everyone reset, mix, and usher in the weekend!

What advice would you give people wanting to break into the industry?

It just comes down to picking what you thoroughly enjoy and are good at – if you see yourself genuinely waking up every morning and feeling good about doing that as a job day in and day out, go for it.

Whether it's art, writing, social media management, or programming – build a portfolio of gaming-related projects for yourself, and share them with the world. Eventually, someone at the right place will take notice and help you get to where you want to be. 

In the games industry, what matters more than anything is what you can do and how passionate you are about it. Yes, competition is always rife, and that's why it's important that you think outside the box and always attempt to bring something new to the table in whatever field you're in. 

Stay open to change and keep learning. It’s important to keep moving forward so that you're your own creative individual. All this applies to anyone who's already in the field as well.

What are you playing at the moment? 

Just the game of life, my friend. I spend the majority of my waking day/week around games and game-related tech, so the rest of the time, I save for living every day like it's my last! 

Thanks, Sean!

At Crytek, we value diversity. 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.

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here. 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

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https://www.cryengine.com/news/view/meet-the-team-sean-braganza-lead-technical-writer Fri, 22 Jul 2022 15:59:55 +0200 Crytek
<![CDATA[CRYENGINE 5.7 C++ Tutorial, Creating a Player]]> https://www.cryengine.com/news/view/cryengine-5-7-c-tutorial-creating-a-player

Our latest CRYENGINE 5.7 LTS tutorial shows you how to make a player-controlled, movable character using C++ and our engine. Hosted by CRYENGINE Video Producer and Tutorial Author Nick Gillin, you'll be taken step-by-step through the process of creating a first-person character that can be controlled by your players using the standard 'WASD' keys for movement and the mouse to look around. 

The tutorial will cover the basics of .cpp(C++), .h (header), and .sln (solution) files. You'll create components for the character, including the four core ones: Camera, Input, Physics, and Animation. Nick shows you how to attach each component to your character, implement directional WASD for the player to walk around, and mouse-look functionality too. You'll also learn how to build components so that you can modify their values, including movement speed and camera position, inside Sandbox rather than having to back into C++, a real time-saver. 

Making a player-controlled, movable character is an excellent foundation for any game project. The tutorial will give you a good understanding of what the C++ code does and lays the foundation for making a more complex character further down the line. What you create by following the tutorial step-by-step can be easily dragged and dropped into your own projects and customized and expanded upon to your requirements. 

Looking for more CRYENGINE 5.7 LTS Tutorials? Check out Part One and Part Two of our CRYENGINE UI tutorial series, also hosted by Nick! Don't forget to subscribe to our official YouTube channel, home to a wide range of learning videos, to get a notification when the next one drops. 

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here. 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 actively encourage people from all backgrounds and experience levels to apply to our open positions, so join us on LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-5-7-c-tutorial-creating-a-player Mon, 18 Jul 2022 16:00:14 +0200 Crytek
<![CDATA[Meet the Team: Andrii Afanasiev, Technical Lead - CRYENGINE Web Platforms]]> https://www.cryengine.com/news/view/mtt-andrii-techlead-cryweb

CRYENGINE is the collective output of a wide range of people from all kinds of disciplines. Today we're chatting to Andrii Afanasiev, Technical Lead for CRYENGINE Web Platforms, about his passion for World of Warcraft, programming, and plans for users to get into CRYENGINE quicker and easier than ever before. 

Hi Andrii! Can you tell us about your background and your journey to Crytek?

I was born in the beautiful city of Sevastopol on the Black Sea coast. All my life, I have loved, and still love, to take things apart and see how they work. Now I am building new things with CRYENGINE with my awesome team! However, programming is not the only thing that I love to do. I play volleyball as a middle blocker and love to explore different countries and snowboard with my family whenever I can!

My career started in 2010, right after university, on a project related to distance learning. During this time, I gained a lot of experience in all areas of development as a full-stack web developer. It was great, but I decided that I wanted to try to make something really cool and found a position in Crytek! Here I found many cool people who help build the future of the CRYENGINE.

What is your main focus at the moment, and what are your plans for the future?

Currently, my responsibility is for one big project – the CRYENGINE Hub. As Technical Lead, I'm responsible for technical decisions, like what technology we use now and in the future, how we migrate things, how to connect multiple systems, and how to deliver all of this for our users. We aim to give CRYENGINE users a reliable service, improve it, and make CRYENGINE more attractive and easier to use.

Together with our project manager, I also act as an entry point for all requests from Crytek's teams to our team. On top of this, I develop, research, and implement proof-of-concept projects and mentor developers to help them learn new things and develop their skills. 

Our main focus now is allowing users to get into CRYENGINE as quickly as possible. In the long term, our team will become part of a powerful platform for CRYENGINE developers, and we will deliver high-quality and reliable solutions for all. Our last major release included substantial infrastructure changes behind the scenes, allowing us a great deal of flexibility to roll out some really great features in the future. 

What does a regular day at CRYENGINE look like for you? 

Every day is unique. However, some daily routines include coffee, emails, alerts, and syncing up with the plan. We have a team meeting early in the day to decide the plans for the day and discuss any issues. After that, multiple things can happen, like meetings with other teams to synchronize work, interviews with new candidates, and typical tasks like development, research, and bug fixing.

At the end of the day, I try to keep some time spare for learning and reading the latest technology news, evaluating community feedback, and taking notes for new ideas and findings.

What does it take to do your job well? 

I try to follow a few simple rules, and I think they are helpful for all programmers, whatever kind of project they are working on. First, learning and research. We work in a fast-moving sector. Every day, your knowledge becomes a bit more outdated, so it's worth learning and researching all kinds of different things related to your field. Even if you do not use something immediately, it could spark an idea or a new solution for your project in the future.

And do not be afraid to try something new! Even if you fail, you will learn. Just remember that "no result is also a result." We are human, and we can and do make mistakes. However, we have the power to fix them and change to avoid similar mistakes in the future. 

What advice would you give people who want to get into your field?

If you want to jump into this area, remember that learning and gaining experience is essential. But the main thing is that you should love your job and what you do!

What are you playing at the moment? 

Currently, I play World of Warcraft and Oxygen Not Included to relax away from work. Sometimes I also go back and play my favorite ever game - Total Annihilation.

Thanks, Andrii!

At Crytek, we value diversity. 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.

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here. 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

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https://www.cryengine.com/news/view/mtt-andrii-techlead-cryweb Fri, 08 Jul 2022 16:00:06 +0200 Crytek
<![CDATA[Sign up for the latest news on the CRYENGINE Ambassador Program]]> https://www.cryengine.com/news/view/sign-up-for-the-latest-news-on-the-cryengine-ambassador-program

We talked about it on stream and in the live Q&As before and promised an update this summer. We do not have a definitive release date for the Ambassador Program yet, but here are some details about what you can look forward to:

What does a ‘CRYENGINE Ambassador’ stand for? 

An ambassador is a diplomatic figure that represents a cause, organization, or country officially or semi-officially in dedicated or public spaces. Ideally, an ambassador has a strong affiliation, vast knowledge, and passion for the cause they represent. They maintain a friendly aura and approachable mannerism while doing so. In our case, an ambassador for CRYENGINE actively helps to shape the ecosystem for the engine. An ambassador is anyone who contributes to CRYENGINE in a positive manner and is willing and able to promote the engine through their actions and expertise.  

What is the CRYENGINE Ambassador Program? 

The CRYENGINE Ambassador Program is intended to provide incentives for ambassadors and reward them for their contributions. We want to achieve together and ensure everyone feels welcome and cared for in the CRYENGINE community. Ambassadors play a vital role in achieving this goal in different ways. They can create cool showcases with their own games, help onboard new devs into the community, add content to the CRYENGINE ecosystem, and help maintain a friendly atmosphere on our community channels. 

What are the incentives for CRYENGINE Ambassadors? 

We are going to add new features to our website over time to add gamification objectives and create more spaces for the community to engage. You will be able to earn points and reach reward goals, even as a regular user. But as a CRYENGINE Ambassador, you will get the opportunity to help us bring new community features together and earn exclusive rewards like physical goodies, access to exclusive streams, and shared content. You may also get a chance to test the new engine and CRYENGINE Hub features early and help us make them even better. Your projects will be the first to benefit from new engine features and updates.

What does it take to be a CRYENGINE Ambassador? 

We are looking for people with a passion for the engine's past, present, and future development. You need a strong sense of community and a mindset to help others. Ambassadors will help us build upon the extensive CRYENGINE legacy and introduce a next-gen engine to a new generation of developers. 

There are several core areas in which you can classify as an Ambassador: 

  • Game Development
  • Teaching & Tutorials
  • Content Creation for the Asset Database
  • Community Volunteer Work
  • User Acceptance Testing

This is just the beginning and a non-exhaustive list of what is planned. The first step for anyone who would like to become a CRYENGINE Ambassador will be participating positively in the community!  

Where do I sign up? 

You can't sign up for the ambassador program just yet. The first wave of beta testers for the program will be hand-picked from the pool of people who express their interest by registering for our newsletter on the campaign page. By signing up, you will be the first to know once we have all criteria set up and are ready to receive your applications.

>>Go to Campaign Page << 

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https://www.cryengine.com/news/view/sign-up-for-the-latest-news-on-the-cryengine-ambassador-program Wed, 29 Jun 2022 16:19:26 +0200 Crytek
<![CDATA[Meet the Team: Jose de Gouveia, Senior Full Stack Web Developer]]> https://www.cryengine.com/news/view/meet-the-team-jose-de-gouveia-senior-full-stack-web-developer

Today we're speaking to Jose de Gouveia, Senior Full Stack Web Developer, about his journey to Crytek, his crucial role in the development of the CRYENGINE Launcher, and his passion for simulator games. Read on for career advice about getting into programming, and check out a cameo from an adorable rabbit!

Hey Jose! Can you tell us about your background and your journey to Crytek?

I'm from Venezuela originally. I've always been interested in computers, mostly tinkering about with them and eventually programming, but I'm also interested in music and robotics. Around 2010 I moved to Barcelona, Spain, where I studied Game Development. While I was studying, I was working as a web developer. 

I worked in a very different industry during that time, things like booking systems for hotels. But I have always wanted to be in the game industry. I knew Crytek very well since I was a big fan of the Crysis series, and I got to know CRYENGINE through my attempts at modding Crysis 1. I didn't do anything serious. For fun, I just added new props to the game, like billboards. One day I saw a job posting for a Full Stack Developer, I applied, and the rest is history! It was very straightforward, to be honest.

When I started at Crytek, I was on a prototyping team, making a lot of stuff that wasn't related to CRYENGINE at all. But during that period, CRYENGINE was making a big jump from 3.6 to 5.0, and it was interesting to see the evolution of the engine firsthand. Eventually, I became part of the CRYENGINE team! 

What is your main focus at the moment, and what are your plans for the Launcher?

My responsibility is to integrate our services and CRYENGINE together by making interactions easier for the user. In particular, that's with the CRYENGINE Launcher. If we need new functionality, I will take care of the backend and frontend integrations, and if the functionality doesn't exist yet, I will create it covering both fronts.

My goal is to reduce the complexity of getting started with CRYENGINE, from the download until you open it. I am always looking for ways to improve the interaction between CRYENGINE and the user, including my own experience interacting with the engine. This gives me some idea of what things would be good to add or improve to benefit all.

Recently we released a significant milestone that included upgrading our backend and the CRYENGINE Launcher backend technology. CRYENGINE users won't see much of a change, but it allows us to add more advanced functionality in the future that wasn't possible before. For the moment, we are focused on ensuring this is as stable as possible. We also listen to the community via our Discord channel and try to include their feedback in our dev cycles. For the long term, we are looking at different ways to interact with the user and the engine more efficiently.

What does a regular day at CRYTEK look like for you?

Probably very cliché! I work from home now. The first thing I do is power on my PC, make coffee, browse a bit, read tech stuff, watch some videos, then review my daily tasks. We do a stand-up meeting, and then I get lost in the world of programming until the day is over! That said, I do take some breaks between the work. I might play the guitar for a minute or two or drink tea. And of course, I also have to look after Marshmallow, my rabbit!

bab93e567e0da71e9c1b71c8e0ed6cd0a6725e1b8ac76f913e6b4822cd8ac0c4.jpg

What does it take to do your job well?

This probably applies to any job, but you must educate yourself daily if possible. My role is in the web ecosystem that changes almost every minute. A framework you used today dies tomorrow, so you must keep up to date and follow this constant evolution. You can't allow yourself to learn something once and forget about it. Youtube is an excellent resource for learning. 

What advice would you give people who want to enter your field?

First, you must like it! If you are passionate and dedicated, you already have a huge advantage! I spent a lot of time programming outside my work time, experimenting with new things. A hunger to learn, as I mentioned before, is crucial. The web is constantly evolving, so you need to learn continuously.

Portfolio and experience are important. If you are starting out, try to find an entry-level job as a web dev and go from there. Or you could try to join an open-source project or create one yourself and finish it. Don't fill your Github page with repositories from tutorials and fork!

What are you playing at the moment?

Currently, I am playing 'Tales of Symphonia' on my Steam Deck. It's a Japanese action RPG with a unique combat system from the GameCube era. I never finished it, so now is my chance! I also play simulation games, like Euro Truck Simulator 2 and Microsoft Flight Simulator. One of my most beloved and influential games is Neverwinter Nights, and I have great memories of playing it with friends online.

Cheers, Jose!

At Crytek, we value diversity. 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.

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here. 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.

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https://www.cryengine.com/news/view/meet-the-team-jose-de-gouveia-senior-full-stack-web-developer Fri, 24 Jun 2022 16:00:44 +0200 Crytek
<![CDATA[CRYENGINE Free Asset Database Spotlight]]> https://www.cryengine.com/news/view/cryengine-free-asset-database-spotlight

The CRYENGINE Asset Database is home to a wide range of assets that can accelerate progress on game development for veterans and newcomers alike. From complete projects you can use as learning aids like twin-stick shooter Galaxsys to bundles of assets that have been used in our own games like The Climb Asset Pack and The Ryse – World Building Pack, you’ll find a vast range of resources and assets that you can use however you like in your games, for free. 

Today we’re looking at two great recent additions to the CRYENGINE Asset Database. And you can check out a scene showing how we’ve combined the two in action below!

The Realistic Forest Pack from “maelstromlibrary” includes a high-quality map featuring 4x4km of playable terrain with grass, flowers, rocks, and more. There are 20 high-quality ground textures in all, and materials are easily editable. This ready-to-go pack also includes dynamic lighting and a high-quality heightmap. 

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The GameSDK Flashlight from Jan Bostl is made for CRYENGINE 5.7 LTS and is a free basic torch made for the GameSDK character. It includes volumetric fog and environment settings and features a light component that attaches to the player character, but it can also be used for custom rigs too. 

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To show you how these assets can be combined, we quickly created the following scene showing an area from the Realistic Forest Pack at night lit up with The GameSDK Flashlight. 

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Head to the free CRYENGINE Asset Database to download these great asset packs and more now, and let us know how you decide to use them. And if you find these free assets useful, don’t forget to leave a rating and a review for the creators. 

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. Our official YouTube channel is home to a wide range of learning resources covering all aspects of game development and design for game makers of all experience levels, with new content dropping regularly. Subscribe to get a notification for when our next video releases. 

If you find a bug in the engine, please report it directly on GitHub, which helps us process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here.

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

You can show your love for CRYENGINE by checking out our merch on the official online Crytek Store

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https://www.cryengine.com/news/view/cryengine-free-asset-database-spotlight Wed, 15 Jun 2022 15:59:49 +0200 Crytek
<![CDATA[CRYENGINE Learning Q&A Released]]> https://www.cryengine.com/news/view/cryengine-learning-q-a-released

Today we published a recording of the live Q&A with Brian Dilg, Learning Manager, and Nick Gillin, Video Producer. The Q&A was originally held on Discord, and the team answered a range of questions about CRYENGINE’s learning offering now and the ambitious plans to develop it in the future. Topics included future tutorials covering different aspects of the engine and game development and the plans for a future CRYENGINE ambassador program. Questions were sourced from the community, and now you can listen to this insightful session on the official CRYENGINE YouTube Channel.

Speaking of YouTube, in a recent, wide-ranging interview, Brian mentioned a revamp of our official CRYENGINE YouTube channel. We’re pleased to say that the work on the channel has now been completed. The current bank of tutorials has been reorganized into an expanded list of categories and playlists to make it easier to find what you need. The work done will lay the foundations to better synchronize tutorial listings between the website and YouTube too. Head over to YouTube and check out the newly reorganized listings, ranging from discipline-specific courses like AI, Audio & Music, Level Design, and Graphics to courses showing how to build a complete game. Don’t forget to subscribe to get a notification when the latest content drops. 

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here.

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.

You can show your love for CRYENGINE by checking out our merch on the official online Crytek Store.

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https://www.cryengine.com/news/view/cryengine-learning-q-a-released Wed, 01 Jun 2022 16:00:18 +0200 Crytek
<![CDATA[CRYENGINE 5.7 UI Tutorial Series Part 2]]> https://www.cryengine.com/news/view/cryengine-5-7-ui-tutorial-series-part-2

Video Producer and Tutorial Author Nick Gillin hosts the second episode of our new CRYENGINE 5.7 UI tutorial series. This practical tutorial shows you how to use Schematyc to implement a functioning main menu. Nick takes you step-by-step through the process using Galaxsys, a twin-stick shooter game sample that you can download for free from the CRYENGINE Asset Database. We recommend that you download it before you watch the tutorial so you can follow along. You'll be shown how to add a menu with clickable buttons to the game and learn the basics of the Schematyc workflow. You will be able to apply what you learn to your own projects.

Nick shows you how to create and implement three different types of clickable buttons for a main menu. By following along, you'll make a simple 'Play' button to start the game, replacing the game sample’s nodes with 'play/start' functions. You'll also create a 'Mute' button which acts more like a switch, with a ‘true/false’ state for the music. This is achieved by modifying the existing music Schematyc graph and placing various nodes to create a new graph. And you'll create a 'Quit' button from scratch by generating a solution and adding lines in C++. This creates a function in the game’s code which can be applied to a ‘Quit’ button by adding new nodes.

You'll also learn how to add mouse cursor capability to the main menu, add components and signals to the Schematyc graph, and get your menu to appear on the screen when the game is reset or if the player dies. The tutorial builds on skills and concepts introduced in the first episode of this series, so we recommend watching part one first if you haven't already. Make sure to check our documentation page for the tutorial as well.

Don't forget to subscribe to our official YouTube channel, home to a wide range of learning videos, to get a notification when the next video in the series drops.

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here.

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.

You can show your love for CRYENGINE by checking out our merch on the official online Crytek Store

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https://www.cryengine.com/news/view/cryengine-5-7-ui-tutorial-series-part-2 Fri, 27 May 2022 16:03:05 +0200 Crytek
<![CDATA[Meet the Team: Jeremy Wade, SDK Product Owner]]> https://www.cryengine.com/news/view/meet-the-team-jeremy-wade-sdk-product-owner

Today we're chatting with Jeremy Wade, CRYENGINE SDK Product owner. Jeremy originally joined Crytek from the CRYENGINE community and has become a vital part of our team. He now has a new role as CRYENGINE SDK Product owner and recently helped ship CRYENGINE 5.7 LTS, the most advanced version of the engine, and the hotfix for it. We spoke to Jeremy to learn more about his future plans, some of the new features coming to CRYENGINE, and the importance of community feedback in the development of our engine.

Hey Jeremy! Can you tell us about your new role as SDK Product Owner?

A product owner essentially drives their product forward by filtering and expanding upon product features to grow and adapt the product to user needs continually. At Crytek, I have a unique position where I can directly talk to everyone in the company without restriction and coordinate the features with the other product owners, management, and developers as needed. This provides great efficiency and the potential to drive the development of new features and content. In particular, the SDK part of the job title, as you may have guessed, focuses on my ownership of the SDK and content portion of the overall product - think of GameSDK, GalaxSys, templates, and other content pieces.

Currently, I have been mainly focusing on CRYENGINE 5.7 LTS. It is developed independently from the main branch of CRYENGINE so that work towards the next major release is unhindered. This allowed us to focus on additions that fixed things. For instance, Scaleform 4 support allows users to create UI. The GamePlatformPlugin additions enable the use of the Steam API (among other platforms) much more quickly with Flow Graph or even Schematyc Experimental. And Schematyc Experimental also received some extensions.

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What are your aims for the long term in this new role?

I aim to bring new practical and technical features to CRYENGINE users, including new content and features like components and other systems to the engine. I hope to provide more tools for developers to create their vision more easily and effectively in a general sense. And we want to provide good examples and reference material that will help show how to use different features and systems. 

The old CRYENGINE GameSDK is being deprecated in favor of a new one. Why?

I think it is no secret now that we should move on from GameSDK. Over the years, it has served us and many others very well, providing a huge framework for users wanting to create first-person shooters or third-person shooters complete with vehicles, weapons, animations, AI, and everything in between. 

However, making something more custom, like a game in a different genre or changing how something works, was always an issue for teams that lacked dedicated programmers. Even with dedicated programmers, it could be a challenge. We want something new. Something more usable and configurable, modular. How that will come to be is not set in stone as of today, but we'd like users to know that we are fully aware of the limitations of the GameSDK, and we will be improving the user experience overall in many ways. 

In general, we aim for the user experience to be more configurable instead of only 'moddable.' This means more control for designers and artists without sacrificing the technical robustness the engine has enjoyed for many years already. There will be new features and content that will make use of all the new goodies in the engine. Unfortunately, we cannot go into too much detail right now as we are heavy in development, but we will show what we can when the time comes.

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What sort of things are in the pipeline? 

We are prototyping several ideas, systems, and content. To make the engine experience more configurable and modular, we will be updating the templates. It's too early to say too much, but the goal is configuration over modification. By that, we mean that instead of having a binary file you need to program to change controller inputs, all that will be configurable, and no binary will exist - at least not one that could block you from changing something. We are also working on new content and samples, a little like GalaxSys - but more so! 

The SDK team has both programmers and artists, which gives us a unique opportunity to create the features CRYENGINE needs, and users want. Also, some very talented and enthusiastic artists from our game development team have already been hard at work on new content, especially for the engine, which we are super proud of. We hope to share news about that project sooner than later.

Community is super important to CRYENGINE. What's the best way to give feedback and let your team know what they'd like to see around the SDK

The community is so important. In fact, the community is what motivated us to release 5.7 LTS. We are always looking at what the community is asking for - workflows, stability, certain new features, or replacements for current features. These are things that we work into our planning to find what is feasible and what fits our overall strategy and vision for the future. Generally, the best place to provide feedback is on our official channels - our Community Team does an awesome job collecting the feedback and presenting it to us. Several of our team members are also on Discord, which is a great way to give feedback direct to us. 

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You were a prominent member of the CRYENGINE community before joining Crytek. How has the journey from user to developer been, and what advice would you give other people interested in working in your field? 

It has been a wildly exciting ride here at Crytek. I am super proud to be part of the team here! It may sound cliché, but passion and drive are among the most important aspects here. If you're passionate about what you do, you'll be recognized. My passion was born in the community and has only grown since. I am genuinely always thankful to be in such a flexible and fun workplace filled with so many talented and friendly people. But about the Product Owner role specifically, you need to be able to drive communication between different groups and steer product development from an overall perspective. Show your passion for improving the product, share your ideas, and bring groups together to push your goals closer to realization.

Cheers, Jeremy!

Maybe you'd like to follow in Jeremy's footsteps by moving from the community to joining our team? At Crytek, we value diversity. 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.

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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 process the issue quickly and efficiently. You can find out how to submit feedback on GitHub, and access CRYENGINE source code, here. 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

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https://www.cryengine.com/news/view/meet-the-team-jeremy-wade-sdk-product-owner Mon, 23 May 2022 15:59:50 +0200 Crytek
<![CDATA[Hotfix Today: CRYENGINE 5.7.1 LTS is here]]> https://www.cryengine.com/news/view/hotfix-today-cryengine-5-7-1-lts-is-here

CRYENGINE 5.7 Long Term Support Update, the most advanced version of our engine, receives a hotfix today. We'd like to thank all of you for your feedback and support, enabling us to release this hotfix to improve your experience. The hotfix includes a range of bug fixes reported by the community and our internal teams and some new features. Fixes and improvements are across different areas of the engine, including animation, graphics and rending, tools, and more.

Hoftix Highlights:

Animation

  • New feature: Takes character motion into account when applying wind.

Schematyc

  • New feature: Added ability to set whether elements are compiled for clients, dedicated servers, or both.
  • Fixed: Crash when handling unsupported types in Schematyc traditionally handled via Any type in Flow Graph.

CMake

  • Fixed: Updated download link for automated SDKs download.

Plugins

  • Fixed: Fixed crash with Dedicated Launcher and CryScaleformSchematyc.

You can read the full release notes for the hotfix here.

We appreciate everyone who has reported bugs and issues so far. Please continue to do so. You can report bugs via the private repository on GitHub and the official CRYENGINE forum.

We'd like to remind you that source code is only available for CRYENGINE 5.7 LTS via the private GitHub repository. A new README file on GitHub contains instructions for how to request source code, and you can also follow step-by-step instructions in our docs here .Source code for legacy versions of CRYENGINE are now deprecated. Whether you wish to access source code or not, please register your games with us so we can better support you and help with any problems you might come across when upgrading to CRYENGINE 5.7 LTS. 

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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/hotfix-today-cryengine-5-7-1-lts-is-here Mon, 23 May 2022 09:02:14 +0200 Crytek
<![CDATA[CRYENGINE Learning Live Q&A - Save the Date!]]> https://www.cryengine.com/news/view/cryengine-learning-live-q-a-save-the-date

CRYENGINE 5.7 LTS is now in your hands. We’d like to thank all of you for your feedback and bug reports so far, and we will be releasing our first hotfix for the engine upgrade next week. Stay tuned for details on that. Please keep your feedback coming.  

With the launch of CRYENGINE 5.7 LTS, we continue to improve and expand our learning offering. Two weeks ago we launched the first of a planned series of videos about creating UI for CRYENGINE 5.7 LTS hosted by Tutorial Author and Video Producer Nick Gillin. We are also restructuring our YouTube channel to make it easier to find content, and we will add a range of learning materials related to CRYENGINE 5.7 LTS going forward. And as we work to make CRYENGINE easier and more fun to learn for developers of all levels of experience, we’d like to invite you to a live Q&A session on our official Discord channel with Nick and Brian Dilg, our Learning Manager, on May 18th at 5 PM CEST. 

You can submit your questions and requests for tutorial topics on the dedicated AMA Discord Channel. If you can’t make the live Q&A next week, we will be publishing a recording of it later on our YouTube channel

We caught up with Brian to find out more about the CRYENGINE learning experience plans and what he hopes for next week’s Q&A. 

Hey Brian! What are your overall aims for the learning program over the months and years ahead? 

We're in an unusual place with the evolution of the engine. We all expected to have shipped the next major release of the engine by this point. But it will take a bit longer to bring everything together into our most significant release ever, one that we can feel 100% confident will serve the needs of everyone from solo devs to AAA studios like ours. 

It will make CRYENGINE accessible to everyone for the first time, including teams who do not have C++ programmers. Until then, the Learning Team has two main tasks.  One is to help test and be the most fluent users of the next release so that we're fully prepared to teach it not just to our own colleagues (which we've been doing), but to all users. 

Next, to deliver learning content to everyone that helps them through some of the most challenging aspects of finishing a game and teaching tools that are the least likely to be profoundly different in our next release to help you not only use 5.7 LTS but to prepare you for what's coming.

As part of that process, we are thrilled to have added Nick to the team as Tutorial Author and Video Producer, as he brings unique skills to our team. We'll also continue to look for additional people to join the team, especially as we get closer to our next major release. After COVID is safely behind us, we really look forward to getting back out on the road to demonstrate and teach a product that we are confident will knock your socks off and organize ways of bringing CRYENGINE developers together.

What tutorials do you have planned?

Well, of course, we will complete the current UI series. We are also planning tutorials that show you how to build game mechanics, create custom player/camera setups, and customize CRYENGINE using C++. C++ is getting special attention for tutorials, given that CRYENGINE 5 requires some C++ work.

We plan to deliver a comprehensive set of tutorials to add to our existing physics series. We’ll take some deep dives into animation, including using the Character Tool and Mannequin Editor. There will be a new Designer tool series, more on particle effects, more Blender tutorials, and so on. While we do have one eye on the future, CRYENGINE 5.7 LTS is a powerful game development solution, and we want to supply the materials that will help developers of all sizes make amazing games with it. 

What’s planned for the tutorial reorganization on YouTube and CRYENGINE.com?

We're reorganizing our existing tutorials into a greatly expanded list of categories and playlists to make it easier to find content with everything clearly labeled. This will also allow us to better synchronize the tutorial listings between our YouTube channel and our website. We're also adding new tutorial thumbnails consistently throughout the tutorials listed on our website so you can find what you need more easily. 

But there is much more new website functionality planned. We want to help people navigate their way through learning materials according to learning paths that correlate to game development tasks and job types. We’ll provide users with ways to test their knowledge at multiple levels and be rewarded for demonstrating their skills in the community. We'll talk more about this in the Q&A.

What are you hoping to get out of the upcoming Q&A?

We're really looking forward to real-time contact with the community, which is always a great experience and helps us understand their needs. They're sharp, funny, ask all the right questions, and we are eager to do everything we can to help them.

What's the best way to submit requests for tutorials and feedback about CRYENGINE's learning offering?

Reaching out using the contact form on our website is the simplest way. Requests for new tutorials in YouTube comments eventually get to us, but it's much slower, as all of the comments have to be read through, compiled, and forwarded on. However, we always appreciate your feedback in the YouTube comments!

Cheers, Brian!

We look forward to welcoming you to the live Q&A next week and don’t forget to submit any questions you have on Discord

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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/cryengine-learning-live-q-a-save-the-date Thu, 12 May 2022 17:59:55 +0200 Crytek
<![CDATA[CRYENGINE Legacy Versions Deprecated]]> https://www.cryengine.com/news/view/cryengine-legacy-versions-deprecated

As previously communicated in our blog and via email to all registered users, we have now ended the distribution of legacy versions of CRYENGINE following the launch of the CRYENGINE 5.7 Long Term Support Update. CRYENGINE 5.7 LTS is the most advanced version of the engine that we will support from now on. It is designed for backward compatibility, but we recommend that you back up your projects before upgrading to it regardless.

New users will not be able to download legacy versions of CRYENGINE from the website and the CRYENGINE Launcher. Source code for CRYENGINE 5.0 through to CRYENGINE 5.6.7 will be removed from GitHub on Wednesday. If you are using a legacy version of CRYENGINE, please back up your projects as the ability to repair and update your builds for engine versions older than CRYENGINE 5.7 LTS will cease at the end of the month. 

CRYENGINE 5.7 LTS will receive its first Hotfix on Wednesday [Update: The update has been pushed to CW20]. We'd like to thank you all for your feedback on the latest version of the engine so far, and please keep it coming. You can submit your feedback on our new private repository on GitHub, where you can also access CRYENGINE 5.7. LTS source code. Whether you need source code or not,  please register for access, and register your projects with us. This will help us collate your feedback and bug fix requests and better support you as your progress with your projects. 

You can follow step-by-step instructions on how to request access source code here.

Please note that we have disabled forking of the private repository. However, you can still clone the repository to your local development environments as normal. Existing forks of the public repository will continue. One of the earlier forks will be selected as the new root parent from which all forks are derived – this is how GitHub works, and we do not have control over this process.

You can find out more about CRYENGINE 5.7 LTS in our full release notes, and check out some of the highlights in our blog

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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/cryengine-legacy-versions-deprecated Mon, 16 May 2022 11:50:11 +0200 Crytek
<![CDATA[Meet the Team: Nick Gillin, Video Producer]]> https://www.cryengine.com/news/view/meet-the-team-nick-gillin-video-producer

Today we're delighted to introduce Nick Gillin, our new CRYENGINE Video Producer and Tutorial Author. You may have already met Nick in our latest learning video, the first in a new series about creating UI in CRYENGINE 5.7, and you'll be seeing a lot more content from him on our YouTube channel. We spoke to Nick about his background in video production, making game trailers, and more.

Hey Nick! Welcome to CRYENGINE! Can you tell us about your background and your journey to Crytek?

I was born in New York and grew up on Long Island. After High School, I moved to San Francisco to attend SFAI, and two years later to Los Angeles, where I lived for seven years and graduated from Art Center College of Design with a BFA in Film Production. After graduating, I stayed in Los Angeles. Most people think of Los Angeles as a tropical city with warm weather, beaches, and electric cars. But the best California nights were the ones where I made a fire somewhere between "who knows" and "nowhere" in some corner of the Mojave desert along some dirt road and freight train lines and watched these 4km double-stack freight trains roll by at 100kph. It was an absolute mood. To me, that’s heaven, the real California. 

I started my own company making trailers for video games and created and ran a Youtube Channel. But after a while, especially with the world seemingly closing itself for the last two years, I was itching to get out and meet people again. I wanted to go somewhere new, meet more people in person, learn new skills from them, and teach them my own skills. CRYENGINE was a great fit for both my personal interests and business skills. Not only is the work rewarding, but the people I work at Crytek with are just fantastic. 

How did you get into video production? 

The Machinima-era was peaking as I was growing up. Those short films made in games always inspired me, and I thought, "I want to make THAT." So I did. I went to the Art Center College of California for film production. Despite many fellow students working in studio lots and on sound stages for their projects, I found myself spending more time filming within video games and game engines, retexturing models, and making video game trailers. I experimented with traditional animation styles and applied a lot of what I learned at a traditional film school to making videos in the virtual world of video games. 

What attracted you to your role here?

There are several factors at play here. Of course, the obvious one is that I like video games! I also like videos. My older brother is a school teacher in Utah, and I always admired his skill of being able to put together lessons and explain things in ways that interest the students and keep them from feeling like it's "just another class." He is the kind of teacher that I remember everyone loved in High School, the 'cool' teacher. But his way of being able to be relatable but also concise with his lessons is something I have always wanted to emulate. 

What does a regular day look like for you? 

I ride my bike for 20 minutes to work, and a lovely ride it is. I cross a bridge, pass a farm, and go through a classic German neighborhood. It's like something right out of Sim City. When I show up at the office, I get a coffee, wave to Christina at the front desk, and get comfortable at my desk.  If I am already making a tutorial, it depends on what stage of production I am at. Sometimes I will spend an entire day recording audio, sometimes organizing my notes for a script. Some days are just recording screen captures or meeting with others to discuss what topic to cover next. Every day is a bit different! 

Have you got any tips for people aspiring to work in your field? 

Don't box yourself into one role. One thing I learned from film school is that they make you try everything. You take an audio editing class, a directing class, an acting class, a screenwriting class, a storyboard class, a film history class – and don't think that means you have to find one that you really like and fall into line. It's ok to like and follow as many of those things as you want. I loved audio editing, game production, cinematography, screenwriting, and drawing storyboards - and now I am using pretty much all of these skills for one job. Jack of all trades, master of none. This has helped me adapt and be flexible. 

What are you playing at the moment? 

Currently, I am playing Microsoft Flight Simulator! While some think of it as slow and boring, it's that idea of it being 'boring' and letting your guard down that can get you into trouble. Flight Simulator can really be a horror game. I remember trying to land this one flight at night, with no moon, overcast skies, and steep mountains surrounding the approach. Watching your altimeter needle drop below the max terrain height in the area, knowing you're somewhere in a valley and the idea that I could hit a mountain at any moment and not even know or see it was terrifying. Constantly referring to my instruments and the map and charts to fly the approach and weave through the valley down to safety was a sweat-inducing thrill.  

Cheers, Nick!

Have you got a request for a tutorial? 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 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. 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/meet-the-team-nick-gillin-video-producer Thu, 05 May 2022 15:29:51 +0200 Crytek
<![CDATA[CRYENGINE 5.7 UI Tutorial Series]]> https://www.cryengine.com/news/view/cryengine-5-7-ui-tutorial-series

Learn how to master UI with our new tutorial series. Hosted by CRYENGINE Video Producer and Tutorial Author Nicholas Gillin, the series will give you broad and deep practical knowledge about how UI functions are implemented in CRYENGINE 5.7 LTS and an understanding of what has changed since previous versions of the engine.

In the first episode of this new series, Nicholas takes you step-by-step through how to implement one of the staples of shooting games – the crosshair! The first part of the tutorial shows you how to create static UI assets in Adobe Animate and export .swf files to the engine. The UI file and folder structure are explained, and you'll be shown how to convert your .swf files to .gfx files using the Scaleform 4 GFx Exporter Tool. Nicholas also shows you how to use Flow Graph to implement the crosshair in CRYENGINE 5.7 LTS, so your completed crosshair will be available in the project. 

The second half of the tutorial shows you how to create an animated UI element with Adobe Animate, including using Action Script 3.0. You’ll learn how to make the required .xml file and implement the animated crosshair using Flow Graph via the ActionMap 'shoot' action from the CRYENGINE project template. 

This is the first tutorial in the series, so don't forget to subscribe to our official YouTube channel, home to a wide range of learning videos, to get a notification when the next one drops. 

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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/cryengine-5-7-ui-tutorial-series Fri, 29 Apr 2022 15:45:43 +0200 Crytek
<![CDATA[CRYENGINE 5 Legacy Deprecation Update]]> https://www.cryengine.com/news/view/cryengine-5-legacy-deprecation-update

Following the launch of the CRYENGINE 5.7 Long Term Support Update, the most advanced version of the engine which will be supported going forward, we will be ending the distribution of legacy versions of CRYENGINE. CRYENGINE versions 5.0 to 5.6.7 will be removed from GitHub and the CRYENGINE Launcher at the end of April. We recommend upgrading to CRYENGINE 5.7 LTS, but whether you are upgrading or need to use older versions of the engine, please back up your projects now.

We have contacted representatives of all registered game projects via email about this change and to offer any assistance that may be required. If you are using an older version of the engine, please check your email. If you need to continue using a legacy version of CRYENGINE, want support, and are not registered already, please register now. Only games registered with us by April 30 will be considered for legacy support going forwards, and we will address requests on a case-by-case basis. Get in touch via the contact form.

We recommend upgrading as CRYENGINE 5.7 LTS will be the only publicly supported engine version. It has been designed for backward compatibility, so you shouldn’t have too much trouble migrating your projects.

We are now distributing source code and receiving bug reports via our new private repository on GitHub. As part of this process, we have disabled forking of the private repository, however, you can still clone the repository to your local development environments as usual. Existing forks of the public repository will continue to exist. One of the earlier forks will be selected as the new root parent from which all forks are derived – this is how GitHub works and we do not have control over this process. Whether you need source code or not, we kindly request that you register for access to CRYENGINE 5.7 LTS on GitHub as it is the prime spot to gather all bug reports and feedback. You can follow step-by-step instructions on how to request access here.

If you have any questions or queries about the update, tune in to our live Q&A with Jeremy Wade, SDK Product Owner, on our official Discord channel on April 25th, 5 pm CEST. There's still time to submit your questions on the dedicated AMA Discord Channel.  If you can't make it to the Q&A session next Monday, we will publish it later on our YouTube channel. Take your chance to ask us anything about the update! 

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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/cryengine-5-legacy-deprecation-update Fri, 22 Apr 2022 15:59:58 +0200 Crytek
<![CDATA[CRYENGINE 5.7 LTS Live Q&A - Save the Date!]]> https://www.cryengine.com/news/view/cryengine-5-7-lts-live-q-a-save-the-date

The CRYENGINE 5.7 Long Term Support Update launched last week. Upgrades include enabling workflows with Adobe Animate and the latest versions of Visual Studio, integrated support for Scaleform 4, and more. You can read the full notes for the release here and watch a tour of the engine update with Jeremy Wade, SDK Product Owner, and CRYENGINE Junior Evangelist Roman Perezogin here. And we’re pleased to let you know that we’re inviting you to submit your questions about the update for a live Q&A session on Discord next week.  

The release of CRYENGINE 5.7 LTS also marked our transition to distributing CRYENGINE source code via a private repository, following industry standards. Over 60 developers have been given access so far, and you can read full step-by-step instructions on how to get access in our documentation.  

Our new area on GitHub is also where you can submit feedback and bug reports. Even if you don't necessarily need source code access for your projects, requesting access to the repository will help us fix issues as we support CRYENGINE 5.7 LTS going forward. If you have any problems accessing GitHub, reach out to us via our contact form, and we'll be happy to assist.  

We'd like to remind you to sign up for an official CRYENGINE account and register your games with us. This will help us offer you the best level of support and assist with any issues you might have when transitioning your projects to CRYENGINE 5.7 LTS.  

If you have any questions or queries about the update, we're pleased to announce that we'll be holding a live Q&A with Jeremy Wade, SDK Product Owner, on our official Discord channel on April 25th, 5 pm CEST. Please suggest any questions or observations you have about the update on the dedicated AMA Discord Channel ahead of the session so we can answer as many questions as possible. If you can't make it to the Q&A session next Monday, we will publish a recording of it on our YouTube channel. This is your chance to ask us anything about the update, so don’t miss out! 

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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/cryengine-5-7-lts-live-q-a-save-the-date Wed, 20 Apr 2022 15:59:16 +0200 Crytek
<![CDATA[Achieved with CRYENGINE: The Drained Goddess Release]]> https://www.cryengine.com/news/view/achieved-with-cryengine-the-drained-goddess-release

Following its successful Early Access period, The Drained Goddess from solo developer Zhen Wang has launched in full on Steam. The Drained Goddess is a tense indie horror adventure where you’ll combat nightmarish supernatural enemies and unravel sinister mysteries where your choices and decisions determine the ending. 

The Drained Goddess is an amazing example of what a one-person dev team can achieve with CRYENGINE, and we were delighted to catch up with Zhen to find out more about the game and the development journey he has been on. 

Congratulation on the full release! What inspired you to make The Drained Goddess? 

The story is inspired by a historical event from over two thousand years ago. The first emperor of the Qin dynasty dreamed of immortality. He sent a general with a large force to find a celestial island out at sea that could fulfill his wishes. But they never returned. The Drained Goddess imagines what happened on the island.

The game focuses on combat and exploration. Most enemies are optional and hidden by default, and players may not even realize their existence. But when they solve clues to find them, they will also learn the side story or conspiracy behind each enemy before launching into a dramatic fight scene. 

How has the game developed during the Early Access period?

Thanks to feedback from players, the game has really come on with plenty of improvements and additions in the past year. Many new features have been introduced, including unique enemies, NPCs, equipment, and stories. The user experience has significantly improved with the new mission system, detailed journals, game maps, tutorials, and more. Finally, and most importantly, the final chapter and all story endings are available now.

How has the development process been?

As a solo indie developer, I really appreciate all support I received from Crytek. I want to give special thanks to Gabriel for making the cooperation and communication with the Crytek team so efficient and smooth. Also, thanks to all the engineers on the CRYENGINE Discord channel for answering my questions and solving issues.

I learned a lot during the development of this long-term game project. I started from zero and went to 70k+ lines of C++ code, mainly relying on the detailed technical references from the CRYENGINE documentation. I also navigated through the engine's source code to understand how it works to help me fix minor bugs. The process gave me a great overall understanding of game development and the industry.

Which CRYENGINE features made the difference for you?

CRYENGINE is great for nature scenes. The first challenge when this project first started three years ago was how to handle vivid nature scenes. I tried the main available game engines for several months, and only CRYENGINE could handle dense vegetation in a performance-friendly way. This is important for The Drained Goddess because its main story takes place in an old village surrounded by mountains, and vegetation is everywhere.

CRYENGINE is a real-time saver too. As a solo indie game developer, I can't handle too many details on a limited time schedule. When choosing a game engine, the most important thing for me was how much time it would save. CRYENGINE's subsystems work efficiently with each other and, importantly, work out of the box. For instance, the audio system is very easy to use. For example, all I need to do is prepare audio in FOMD Studio (as this was my choice for this project), then drag and play them in CRYENGINE. The simplicity of systems like this means I can spend more time focusing on actual game content creation. 

Then, of course, the lighting is gorgeous. The night scenes look fantastic with the SVOGI system working with volumetric fog. Game object visibility and story immersion are perfectly balanced. There are moments in the game when you walk through a forest at night, and it feels like real life. But players can also see clues and props clearly when they are supposed to. I didn't need to bake lighting maps for hours to see the actual results, which saved a lot of time.

The animation systems are also powerful. The unique fighting scenes are some of the most exciting moments in The Drained Goddess. CRYENGINE’s reliable, flexible animation control system is very important. Thanks to the Mannequin system, I implemented my design for the combat system easily.

Looking back over the development, what advice would you give to other indie developers?

There are so many game engines and technologies available to indies nowadays. And we have many ideas that we’d love to see in our games! However, from my experience, there are two significant questions that we indie developers need to ask ourselves. What do we really need for our projects? And what resources do we have? For example, what skills do we have already, and how much would it cost to learn the required skills that we don’t have? Once the central concept for your game is clear, focus on that and cut unnecessary desires. Save those secondary ideas for other projects in the future. Also, indie developers should schedule the project properly before starting work. Otherwise, development time will never be enough, and the release date will be postponed again and again!

What’s next for you?

The journey of my game development career has just begun, and I am looking forward to developing more exciting projects with CRYENGINE in the future.

There are two choices. The first one is that the audience may be interested in the following story of this game. So, The Drained Goddess 2 is a possibility. At the same time, I have had an idea about creating a science fiction game for a long time. I am open to new themes, so I am still evaluating what happens next! 

We can’t wait to see what’s next! Thanks, Zhen!

Experience The Drained Goddess on Steam right now. 

Are you making something cool with CRYENGINE? Let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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-the-drained-goddess-release Thu, 14 Apr 2022 15:59:31 +0200 Crytek
<![CDATA[CRYENGINE 5.7 Long Term Support is here!]]> https://www.cryengine.com/news/view/cryengine-5-7-long-term-support-is-here

The CRYENGINE 5.7 Long Term Support Update launches today via the CRYENGINE Launcher. The engine upgrade brings a range of updates, including support for workflows with Visual Studio and Adobe Animate, integrated support for Scaleform 4, and general bug fixes reported by our internal teams and the community. The update has been designed for compatibility with CRYENGINE 5.6 for a seamless upgrade. But please make sure to back-up your existing projects before you proceed! 

From 17:00 today on CRYENGINE’s official Twitch Channel, Jeremy Wade, SDK Product Owner, will join CRYENGINE Junior Evangelist Roman Perezogin to demonstrate some of the features live in a game scene. They will also take a deep dive into the overall context and aims of the release, so don’t miss out!  

Full release notes can be found here.

CRYENGINE 5.7 Long Term Support Update Highlights:

  • Scaleform 4 The Scaleform 4 integration features customized rendering for higher performance on all platforms. It is backward compatible with ActionScript 2.0, providing you with performance benefits without having to remake your Flash projects in ActionScript 3.0. It also supports ActionScript 3.0, which enables the use of Adobe Animate. Scaleform 3 remains available if the upgrade to Scaleform 4 causes unforeseen bugs for your projects.
  • Scaleform Schematyc The Scaleform Schematyc plugin emulates the necessary functions that Flow Graph provides for the UI system. UI elements are available as components, while functions and events corresponding to these elements can be defined in an Element XML file. It supports both Scaleform 3 and 4.
  • GamePlatform Plugin The GamePlatform plugin is an update to the plugin that shipped with CRYENGINE 5.6. Expanded features include support for Steam, PlayStation, and Xbox. It also includes an optional new plugin that provides visual scripting nodes for Flow Graph and Schematyc. The deprecated Discord Rich Presence SDK has also been updated to the Discord Game SDK. New documentation for the GamePlatform Plugin can be found here.
  • Visual Studio 2017 - 2022 Support Engine code and CMake has been updated to support Visual Studio versions 2017, 2019, and 2022. Visual Studio 2015 support has been deprecated. Along with this upgrade, support for the C++17 standard implementation has been added, while Windows SDK has been updated to 10.0.20348.0.

As with any release, we appreciate your support in discovering bugs so that we can fix them. Please report any issues on GitHub or the dedicated thread on the official CRYENGINE Forum. We will endeavor to resolve issues as soon as possible, including releasing hotfixes if required. 

Alongside the CRYENGINE 5.7 Long Term Support Update launch, we will now distribute source code via a private repository for registered developers, in line with standard industry practice. You will need to create a CRYENGINE.com account and request access via the CRYENGINE contact form to access source code. In addition to accessing source code on this new private repository, you will also be able to report bugs and send feedback. You can check out our docs page to learn step-by-step how to get CRYENGINE 5.7 LTS source code here

The CRYENGINE 5.7 Long Term Support Update will be the only version of CRYENGINE 5 supported going forward. As such, we strongly recommend you upgrade to this version of the engine. We will continue to fix blockers and significant bugs as we go forward for CRYENGINE 5.7 LTS, and we’d appreciate you helping us identify issues so we can fix problems. If you haven’t already, please sign up for an official CRYENGINE account and register your games with us so we can better support you and learn about any issues you might be having when switching to CRYENGINE 5.7 LTS.

In addition to supporting CRYENGINE 5.7 LTS for your projects going forward, we are working on the next full version of the engine. You can read more about our overall plans in a recent interview with CRYENGINE General Manager Arto Ruotsalainen and watch this AMA with community questions, including a discussion about the forthcoming CRYENGINE Beta program and much more.  

If you have questions or feedback about CRYENGINE, let us know in the comments, on the forum, or via Facebook and Twitter. You can pick up tips and tricks about our game development, 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/cryengine-5-7-long-term-support-is-here Tue, 05 Apr 2022 18:50:04 +0200 Crytek