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 2020, Crytek GmbH. Thu, 28 May 2020 16:01:46 +0200 Fri, 05 Jun 2020 09:19:02 +0200 60 <![CDATA[Art Asset Pipeline: Creating and Handling LoDs (Blender)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-blender

In our latest tutorial video Alin Alexa, one of our Technical Support Specialists, shows you a step-by-step art asset pipeline using Blender, the free and open source 3D creation suite. The video introduces the concepts of LoDs and their use in game development, detailing how they allow you to optimize assets for various viewing distances, which will improve performance in your scenes. You’ll also be given an overview of the hierarchy and nomenclature of geometry elements, and you will be taken through the process to set up a material. Finally, you will be shown how to import assets into CRYENGINE using the FBX Mesh Importer. 

Using LoDs is an important process when it comes to optimizing assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Blender so that you can apply this workflow to your game. You can also follow along with the written version.

If your preferred workflow uses 3DS Max, check out this tutorial.

To learn a workflow using Maya, watch this tutorial.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-blender Thu, 28 May 2020 16:01:46 +0200 Crytek
<![CDATA[Adding Audio using FMOD Studio Part 2: Audio for Animations]]> https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-2-audio-for-animations

Learn how to add audio to animations in CRYENGINE with our latest tutorial. Hosted by our Learning Manager Brian Dilg, this practical walkthrough builds on part one, which uses a sample level that you can download for free on CRYENGINE Marketplace. The first part of the tutorial shows you how to add ambient sounds, audio triggers, and link sounds to actions like firing a gun. If you’re new to the series, we recommend that you begin there to get the information and assets you need to get up-and-running.

This new video shows you how to add audio events that are triggered by animations to your levels. The tutorial includes the process of adding footsteps and Foley (additional sound effects to create realism) to audio with a first-person character. Brian shows you how to add triggers to animations by using the Character Tool, create and associate an Animevents file to the skeleton of a character, set up animation events, and test the audio. 

To accompany this tutorial, you can also follow along with our step-by-step written documentation. The video uses FMOD audio middleware, which you can download from their website. Alongside FMOD, SDL Mixer and Wwise workflows are also covered in the documentation. 

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-2-audio-for-animations Wed, 20 May 2020 16:00:50 +0200 Crytek
<![CDATA[Art Asset Pipeline: Creating and Handling LoDs (Maya)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-maya

In the third part of our art asset tutorial series, Alin Alexa, one of our Technical Support Specialists, takes you step-by-step through a proven-in-production art asset pipeline using Autodesk Maya. This video includes a practical explanation of LoDs (Level of Detail), showing you how to optimize for various viewing distances, which will help keep the poly count low and the performance high in your scenes. Alin provides a full workflow for the creation and management of LoDs using Autodesk Maya, and you’ll learn the naming system used to mark different geometry elements. You will also be provided with an overview of the settings required to export assets using a CryTools pipeline and an FBX pipeline. 

Using LoDs is an essential step to optimize assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Maya, as well as learning how CRYENGINE behaves and uses LoDs in different contexts.

Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation. This tutorial builds upon part one, which shows you how to create physical collision proxies using Maya. If your preferred workflow includes 3DS Max, be sure to check out our previous tutorial covering the same topic of a LoDs pipeline using 3DS Max.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-maya Wed, 13 May 2020 16:10:26 +0200 Crytek
<![CDATA[Character Animation Pipeline: Reorienting animations in Blender]]> https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-blender

Learn how to reorient animations with Blender step-by-step in the latest installment of our Character Animation Pipeline Master Class, hosted by our very own Roman Perezogin, one of our Junior Technical Designers. The tutorial introduces Blender and shows you the import process for animations, and then focuses on adding a new bone to a character. You’ll then learn how to bake animation onto a reoriented root bone, and shown how to delete forward movement from the animation, or track, as it is called in Blender. The video then reveals how to export multiple animations in one FBX file, which CRYENGINE imports separately. Finally, Roman shows the animation setup within CRYENGINE.

You can follow along with this tutorial by accessing our written documentation.

The tutorial builds on concepts shown in part one of this series, which uses a 3DS Max pipeline, and part two that covers a Maya pipeline.

To get the most out of this tutorial series, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-blender Thu, 07 May 2020 16:01:14 +0200 Crytek
<![CDATA[Master light in CRYENGINE]]> https://www.cryengine.com/news/view/master-light-in-cryengine

Whether you’re starting with game development, or looking for specific topics, our official CRYENGINE YouTube channel is home to a huge range of tutorials which cover a broad spectrum of game design principles and practical techniques. Of course, CRYENGINE is famed for its renderer that powers some of the most beautiful games. Today we present two essential lighting tutorials from our channel, which will help you achieve your vision. Your host for both is our Learning Manager Brian Dilg.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.  

Creative Lighting Basics

Learn CRYENGINE’s lighting systems for gameplay, ambiance, and aesthetics and understand creative and technical lighting concepts in just over 45 minutes.  You will be introduced to the core pillars of CRYENGINE’s lighting system, including dynamic light entities, environment probes, and SVOGI, our voxel-based global illumination solution. The tutorial includes practical steps for lighting an area, a discussion of color theory, and shows you how to place different types of lights, and add volumetric fog. By the end of the course, you will have a fully lit level.

The course takes a creative approach to using CRYENGINE’s lighting tools. Where do you place lights in a level? Why would specific light sources be in certain areas? How can you use lighting to guide players through your levels or alert them to threats, goals, and objectives? Demonstrating both how to use the lighting systems and exploring concepts like, for instance, thinking as an architect or interior designer when it comes to placing light sources, the course will leave you able to use CRYENGINE’s real-time lighting system to great effect.

Master lighting components and features that launched in CRYENGINE 5.6

Gain a deeper understanding of CRYENGINE lighting tools, including features from CRYENGINE 5.6. In just under 40 minutes, the tutorial covers a variety of topics, including lighting components, clip volumes, environment probes, projection textures, and more. You will be taken step-by-step through practical examples of how you can use CRYENGINE’s various lighting tools to light your scenes beautifully. The video can be used in conjunction with the CRYENGINE documentation covering Point Light Components and Projector Light Components.

ICYMI, we also have a handy round-up of a range of physics tutorials, hosted by Brian, and a recap of videos which will help you learn character animation in CRYENGINE, presented by Roman Perezogin, one of our Junior Technical Designers.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/master-light-in-cryengine Tue, 05 May 2020 16:01:35 +0200 Crytek
<![CDATA[Character Animation Pipeline: Reorienting Animations in Maya]]> https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-maya

Our latest installment in our Character Animation Pipeline Master Class takes you step-by-step through the process of reorienting animations, this time using Maya. Hosted by our very own Roman Perezogin, one of our Junior Technical Designers, the tutorial introduces Maya, shows the import process for animations, and then focuses on adding a new bone to the character. You’ll then learn how to bake animation onto a reoriented root bone, and export to the animation ready for CRYENGINE. Roman also gives a walkthrough of the process of creating a Python script for you to speed up the procedure. Finally, the video will take you through the steps to import animations into CRYENGINE and set them up for preview. You can follow along with this tutorial by accessing our written documentation

The tutorial expands on the concepts introduced in part one of this series, so get up to speed by watching that tutorial first.

To get the most out of this tutorial series, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-maya Thu, 30 Apr 2020 16:04:31 +0200 Crytek
<![CDATA[Master character animation in CRYENGINE V]]> https://www.cryengine.com/news/view/master-character-animation-in-cryengine-v

The official CRYENGINE YouTube channel is the place to go for tutorials covering all aspects of game design and development with CRYENGINE. Today, we’re highlighting a group of recent CRYENGINE V tutorials, hosted by our very own Roman Perezogin, which will show you proven-in-production techniques that will equip you with practical character animation workflows for our engine.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

CRYENGINE Mini Feature: Ragdoll Components

In just under five minutes, Roman will show you how to set up a character for ragdoll simulations. You’ll also learn how to use the new Ragdoll Component, which was introduced in CRYENGINE 5.6.0, in this bite-sized tutorial.

Creating animated characters using Character Creator 3 and iClone 7

Roman takes you step-by-step through the process of creating a character and then importing it into CRYENGINE by using Character Creator 3 and iClone 7 from Reallusion and Adobe Photoshop.

Character Creator 3 is a powerful tool which you can use to create high-quality, realistic characters and assets, including a rich feature set which allows you to edit almost everything you create, and even add your own textures with Substance. iClone 7 is a highly-intuitive, real-time animation application that allows you to easily create sequences thanks to its timeline and animation set up. You can download trial versions of both applications from https://www.reallusion.com/.

This tutorial uses both applications to create a character and add facial animation to it, then demonstrates how to import the character into a CRYENGINE level and adjust settings with the material editor. It also shows you how to use Adobe Photoshop, the ubiquitous graphics editor available with a free trial from https://www.adobe.com/, to adjust shaders and the parameters of various character materials.

Setting up character attachments

Learn the process of using the attachment system in CRYENGINE’s character tool. Roman demonstrates how the character pipeline uses an attachment system to customize the appearance of a character model in a variety of ways. This allows you to apply different skins and accessories to characters so you can create unique looks.

The tutorial follows on from Roman’s previous tutorial in which he demonstrates how to create a character and import it into CRYENGINE by using Character Creator 3 and iClone. We recommend that you watch that tutorial first.

ICYMI, we also have a handy round-up of a range of physics tutorials hosted by our Learning Manager, Brian Dilg. Learn how to create a trampoline from scratch, giving you an understanding of physics concepts that can be applied across a range of different projects, and master the use of constraints, from the fundamental principles behind the system to creating gears and complex functions like barrel rolls.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/master-character-animation-in-cryengine-v Fri, 24 Apr 2020 16:09:40 +0200 Crytek
<![CDATA[Wilderness Audio Assets]]> https://www.cryengine.com/news/view/wilderness-audio-assets

Even as the weather turns better, it’s important to stay at home rather than exploring the great outdoors right now as we are facing this global pandemic. But it’s a great time to immerse players in a virtual wilderness, and today we’re checking out a range of high-quality, CRYENGINE-ready audio assets that you can download today from the CRYENGINE Marketplace.

Footsteps SFX - Grass

0a46146f5fd104e614b93fdd65ef1caae4bd3e8a9424d2880ae7c2710b9616d5.jpeg

Download 120 individual, meticulously engineered footstep sounds recorded with professional quality equipment in the Footsteps SFX – Grass pack from TimWinandySFX. Including walking, running, sprinting, and crouched states, this pack contains everything you need to create a soundscape for players and NPCs walking across grassy areas.

Spring Waterfalls

5ff5536ac65b443d4ccb27434a7190dcb27e1c7272016d367896a53ea2b71f4c.jpeg

This wonderful asset pack from Soundsower includes 83 minutes of waterfall and river audio recorded in three locations across the Vosges mountain range in France. Recorded in stereo and from several microphone placements at a close, medium, and long-range, you have a large range of options with which to deliver different levels of audio for running water. The pack also includes a hydrophone track, which allows you to modulate the low end and to add more movement to your sound design.

Water Flow

Another brilliant water-themed pack is Water Flow from Sound_Ex_Machinima. This collection includes over 40 minutes of high-quality recordings of streams, rivers, and waterfalls recorded at various locations across Greece. Including both close and long-range recordings of slow flows and turbulent, rushing waters, this pack will allow you to create a calm or dynamic soundscape with the variation that you require for your levels.

Door Sounds Pack

Put the door in outdoors with the Door Sounds Pack from Audio_Alchemist, allowing your players to cross the threshold to the countryside. This collection includes 107 door sound effects, which are perfect for a range of scenarios, including medieval, contemporary, and sci-fi settings. This collection includes both individual sounds and audio loops, all recorded at high quality. From office and car doors to the sounds of a stone door, train doors, sci-fi doors, and even a submarine door, this comprehensive pack provides everything you’ll ever need when it comes to creating sound design for opening and closing doors.

All of these assets and more are available on the CRYENGINE Marketplace. If you pick up an asset that makes a difference for your project, don’t forget to leave a review. And if you’re looking for a specific asset to help you, but somehow can’t find it, let us know on the forum, or via Facebook and Twitter. Don’t forget to join the community and our 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.

Are you looking for your next career move? At Crytek, we value diversity. 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.

]]>
https://www.cryengine.com/news/view/wilderness-audio-assets Wed, 22 Apr 2020 16:08:35 +0200 Crytek
<![CDATA[Crytek announces Crysis Remastered]]> https://www.cryengine.com/news/view/crytek-announces-crysis-remastered

Frankfurt (Germany), April 16, 2020 –The classic first person shooter is back with the action-packed gameplay, sandbox world, and thrilling epic battles players loved the first time around – with remastered graphics and optimizations for a new generation of hardware co-developed on CRYENGINE with Saber Interactive. Starting this summer, Crysis Remastered will be available for PC, Xbox One, PlayStation 4, and for Nintendo Switch.

Crysis Remastered will focus on the original game’s single-player campaigns and is slated to contain high-quality textures and improved art assets, an HD texture pack, temporal anti-aliasing, SSDO, SVOGI, state-of-the-art depth fields, new light settings, motion blur, and parallax occlusion mapping, particle effects will also be added where applicable. Further additions such as volumetric fog and shafts of light, software-based ray tracing, and screen space reflections provide the game with a major visual upgrade.

“We are excited to be working on the Crysis franchise again, and to bring all the Crysis fans a remaster worthy of their passion for the game,” said Crytek CEO Avni Yerli. “It’s an exciting opportunity to be able to bring Crysis back to PCs and current consoles – even Nintendo Switch! – so that a whole new generation of players can experience the thrill of a battle in the Nanosuit.”

In Crysis 1, what begins as a simple rescue mission becomes the battleground of a new war as alien invaders swarm over a North Korean island chain. Armed with a powerful Nanosuit, players can become invisible to stalk enemy patrols, or boost strength to lay waste to vehicles. The Nanosuit’s speed, strength, armor, and cloaking allow creative solutions for every kind of fight, while a huge arsenal of modular weaponry provides unprecedented control over play style. In the ever-changing environment, adapt tactics and gear to dominate your enemies, in an enormous sandbox world.

About Crytek

Crytek is an independent videogame developer, publisher, and technology provider dedicated to pushing the boundaries of gaming with its cutting-edge 3D game development solution CRYENGINE. With headquarters in Frankfurt am Main (Germany) and studios in Kiev (Ukraine), and Istanbul (Turkey), Crytek has created multiple award-winning titles, including the original Far Cry, the Crysis series, Ryse: Son of Rome, Warface, The Climb, Robinson: The Journey and Hunt: Showdown. Crytek delivers fun and innovative gaming experiences for PC, consoles, and VR and continues to grow its reach in the games-as-a-service market. Every Crytek game is created with CRYENGINE, which can be used by anyone to create games.



For more information visit www.crysis.comwww.crytek.com and www.cryengine.com.

]]>
https://www.cryengine.com/news/view/crytek-announces-crysis-remastered Fri, 17 Apr 2020 16:00:40 +0200 Crytek
<![CDATA[The wait is over.]]> https://www.cryengine.com/news/view/the-wait-is-over

At Crytek, we’re always paying attention to your feedback, especially in the comments.

We’ve noticed one request occurs fairly frequently, regardless of what we’re posting.

You’ve been asking. You’ve been waiting. We’ve been listening.

The wait is over.

Crysis Remastered is coming to PC, PlayStation, Xbox, and – for the very first time – Nintendo Switch.

More news here: https://www.crysis.com/

We look forward to your feedback on Facebook and Twitter, and over on our official CRYENGINE Discord channel. Our forum is also a great place to hang out.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Want to make your contribution to a legendary franchise? 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.

]]>
https://www.cryengine.com/news/view/the-wait-is-over Thu, 16 Apr 2020 19:58:48 +0200 Crytek
<![CDATA[Art Asset Pipeline: Creating and Handling LoDs (3DS Max)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-3ds-max

In this latest addition to our Art Asset Pipeline tutorial series we highlight the importance of using LoD’s (Level of Detail) and provide a workflow using 3DS Max with either the provided CryTools plugin or the FBX Importer. Our Technical Support Specialist, Alin Alexa, details the importance of LoD’s and shows you how to create, setup and import them into CRYENGINE to help optimize assets for various viewing distances to help keep the poly count low and performance up in your scenes.

From the structure of your asset that CRYENGINE expects, to how the engine uses these LoD’s with respect to various quality settings, we’ve got you covered. We also provide some tips and tricks to make it quick and easy to create the various levels of detail for your assets so you can focus more on creating eye catching original content for your projects.

This tutorial is designed as a continuation of the Physical Proxy tutorial so be sure to check that out if you are having trouble keeping along with some of the concepts used in this tutorial.

For more information in written form on the usage of LoD’s in CRYENGINE and how to debug and visualize them be sure to check out our documentation about creating LoD’s.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-3ds-max Tue, 14 Apr 2020 16:01:02 +0200 Crytek
<![CDATA[Let’s shine a light on: Wolcen: Lords of Mayhem]]> https://www.cryengine.com/news/view/lets-shine-a-light-on-wolcen-lords-of-mayhem

The CRYENGINE Team is humbled to be able to work with so many talented studios and indie devs. Most of us have a long history in the gaming industry, coming from all kinds of different fields, and creating a platform, and delivering a service that helps developers achieve their vision is a privilege that we’re really proud of. We work to support a range of games, from Crytek’s own to others developed by teams around the world, and we’re as proud of your achievements as we are of our own.

Of course, we’re also gamers. And we don’t just support the games being developed with CRYENGINE, but we also play them as well. Today, we’re launching a new feature where we add a personal commentary from members of our CRYENGINE team about the games that our community creates. We’ll be featuring the full spectrum of games, including titles from large and established teams to hobbyist titles and everything in between. Without further ado, here’s our first staff pick, achieved with CRYENGINE: Wolcen: Lords of Mayhem.

2cabf2478f726e0860d3280c1072a5e33fef20358d342ad18b37b7f5e5670602.jpeg

Commentary: Umut – Technical Writer for CRYENGINE

“I’ve never been a massive fan of ARPGs in general. But In 2017, when I had the chance to play Wolcen for the first time, and when it was not even close to being finished at all, it caught my attention despite my skepticism for the genre.

“The visuals, the sound effects, and the engaging gameplay mechanics were already on point. It had big potential. There were problems and missing features here and there, of course, but I couldn’t stop playing the game nonetheless. I hoped the developers would fix these issues so that it could be one of the games that I can recommend without hesitation… And now, almost three years later, I can easily say that the developers have surpassed all my expectations.

“I’m glad I was not wrong about this game three years ago. I highly recommend it, even if you’re not a fan of the genre, you should absolutely give it a try.”

15b884bc620e965f085ab9b00e557efecc22e2349fce775184b628a5e1125c91.jpeg

Commentary: Yakir – CRYENGINE Brand Manager

“I first picked up Wolcen in 2016. When I started working with CRYENGINE, I got an insight into the development of the game through my work as a community manager for the engine. I was immediately in love with the rich, very colorful, and entrancing art style, which reminded me of French comics. I love the dessinées – so I bought the game immediately when it was still in alpha.

“The story was different back then, but I could see clearly that the game was coming together at its core. The balancing and learning curve was great. And they still are great! How the game teaches you to approach new enemies with curious caution, introduces new patterns and mechanics, all while telling a story of epic proportions fascinates me. There are Interesting features right left and center, like co-op dungeons, housing, incredibly elaborate character progression, and my favorite: The Apocalyptic Form.

c2ea1526749d462a7c6485ca7135db50dc419d9599536033fa25891c3a8b3d33.jpeg

“While the game has changed a lot since back then, and not all of my favorite memories can be relived, I got more than I could have imagined out of it. It’s one of the best-looking CRYENGINE games out there, expertly using our particle and lighting effects to create a genuinely unique top-down experience. And as an ARPG, it just rocks as a gem of the genre.

“The game got mixed reviews on Steam, probably because Wolcen Studio had trouble supporting their Cloud Gaming Network during launch. The game got so much attention that it was an overwhelming surprise for the studio, I reckon, so they simply had not accounted for the necessary bandwidth. Personally, I had no significant, bothering issues, just some rubber banding and lag, here and there. A friend of mine couldn’t zone a couple of times, but playing in a group, they could just port to our position to work around that bug.

“Wolcen: Lords of Mayhem is a gem that was developed by a small European indie team, competing with a huge AAA title in the same genre with ease. And it will only get better over time. It’s impressive on so many levels.”

Elmer –Technical Writer for CRYENGINE

“I played the beta for two weeks before Wolcen’s release, and then I started playing a few days after its release, and I’ve been having an absolute blast. And I think I’m in love with Gunslinger’s Brand! I think the atmosphere is excellent and the graphics are amazing. The first time I saw the palace and the levels with the spinning floors, I just had to stop and admire them for a little while. The skills look better and are more customizable than some other famous games in the genre. And whoever did the armor and weapon design deserves a raise!

c5a9d2bb3e5bc5da17ed306ac643baf515d0669f7bbca648ca20cf8551b577c4.jpeg

“The story is good, and the second half of the second chapter is just... wow. You just don’t see that coming! The boss fights are great, and you really get the feeling they’re boss fights. They’re supposed to be hard, and they are.

“Maybe playing with others online is not perfect at the moment because of the server problems, but things like that are just a matter of time before they’re fixed. The game has only been out for nearly two months, and I realize the team is small, so they have to prioritize. Even huge companies can’t fix everything at the same time. Right now, I’m focusing on enjoying the endgame (I’m level 68 at the moment), and all I want to say to the devs is: don’t get discouraged by all the people complaining about every tiny thing. The current game is keeping me hooked already, and there are two more chapters to be added and leagues to start too. I can’t wait to see what’s next!”

Have you been playing Wolcen: Lords of Mayhem? Let us know your thoughts on the forum, or via Facebook and Twitter. And if you’re working on your masterpiece, don’t forget to join 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.

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.

]]>
https://www.cryengine.com/news/view/lets-shine-a-light-on-wolcen-lords-of-mayhem Thu, 09 Apr 2020 17:20:54 +0200 Crytek
<![CDATA[Environment Editor Tutorial Part Three]]> https://www.cryengine.com/news/view/environment-editor-tutorial-part-three

In the third installment of our comprehensive series covering the environment editor, Learning Manager Brian Dilg explains the global illumination system in CRYENGINE. The practical tutorial provides a step-by-step guide to simplifying the system’s many settings down to the essential parameters that you need to fine-tune ambient lighting for both interiors and exteriors. By the end of the tutorial you will be able to implement lighting that behaves very similar to how it does in real life. In the video, Brian recommends best practices which are proven in production, and discuss how the Crytek development team met complex lighting challenges in Hunt: Showdown.

You’ll also be recommended values that provide a balance between visible improvements and performance, and there is a discussion of the multi-tiered approach Crytek’s lighting artists use to solve common lighting issues in production.

You can access our written documentation, which covers the topics discussed in even more depth.

If you are new to this series, we recommend that you start at the beginning. In part one, Brian gives you an overview of the editor’s features, showing how to use lighting to deliver atmosphere and ambiance in your levels, whether you wish to achieve a realistic or a more stylized aesthetic.

In part two, Brian walks you through the use of volumetric fog, from its theoretical underpinnings and relationship to real-world atmosphere to fine-tuning voxelization through console variables.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/environment-editor-tutorial-part-three Wed, 08 Apr 2020 16:07:37 +0200 Crytek
<![CDATA[Master Physics in CRYENGINE V]]> https://www.cryengine.com/news/view/master-physics-in-cryengine-v

Our YouTube channel plays host to a range of tutorials covering all aspects of game design and development. It has something for everyone, whether you’re new to game development entirely, switching from a different engine, or an experienced CryEngineer looking to brush up on different aspects of the development. Today, we’re presenting a series of tutorials on the channel all about the physics systems in CRYENGINE, hosted by our Learning Manager Brian Dilg.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

CRYENGINE Dynamic Physics Tutorial

Hit new heights with a 25-minute tutorial, which takes you step-by-step through the process of creating a trampoline from scratch, giving you an understanding of physics concepts that can be applied across a range of different projects. Learn how to use springs, add a ball entity, test and fine-tune the trampoline’s behavior, adjust the mass of the components, and much more. The tutorial also shows you how to create, position, and control a camera, and looks at ways of exploring game mechanics by adding multiple trampolines and adding force to the ball.

CRYENGINE Physics Constraints Tutorial Series – Part 1: Basics.

Constraints are used to limit the range of movement of a physicalized entity. The first tutorial in the series introduces the basics of physics constraints, including the process of using point constraints, line constraints, and plane constraints. You will be shown how to use a range of different constraints, and understand their effects, using a shooting range target as an example. However, you can apply the step-by-step instructions in the tutorial to the object of your choice in your scenes.  Access written documentation for this topic here.

CRYENGINE Physics Constraints Tutorial Series – Part 2: Gear-like Constraints

Learn how to create gears in part two of this physics tutorial series. You’ll learn how to use CRYENGINE’s physics system to set up gear-like constraints where the movement of one object is synchronized to drive other objects around it. Brian takes you step-by-step through the process of creating gear mechanisms, from a simple two gear arrangement all the way up to a complex mechanism using slave gears as masters. You can access written documentation for this topic here.

CRYENGINE Physics Constraints Tutorial Series – Part 3: Advanced Constraints

Learn how to use advanced physics constraints, including constraining the movement of an object to a 3d mesh or a spline path, in the final part of this tutorial series. The video takes you step-by-step through advanced techniques using CRYENGINE’s physics system to create complex animations like barrel roll movements, which will give you a range of skills to apply to your own projects. Written documentation for this topic can be found here.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/master-physics-in-cryengine-v Tue, 07 Apr 2020 16:00:40 +0200 Crytek
<![CDATA[Character Pipeline: Reorienting Animations (3DS Max)]]> https://www.cryengine.com/news/view/character-pipeline-reorienting-animations-3ds-max

In our new Master Class series, Roman Perezogin, one of our Junior Technical Designers, takes you step-by-step through a Character Animation pipeline using 3DS Max. In the tutorial, you’ll be shown how to use a large library of animations and make them CRYENGINE-ready and usable on a playable character by reorienting them. The practical workflow is straightforward, and the video also reveals all the theory behind the process. You can follow along with this tutorial by accessing our written documentation.

The tutorial uses Mixamo, which provides an extensive library of motion-captured animations and an automatic rigging service. The rigging service applies machine learning to understand where the limbs of a 3D model are, and inserts a skeleton into the model as well as calculating skinning weights for you. Mixamo is available free for everyone with an Adobe account and does not require a subscription. You can use the animations in your project commercially.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, 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.

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.

]]>
https://www.cryengine.com/news/view/character-pipeline-reorienting-animations-3ds-max Fri, 08 May 2020 10:43:48 +0200 Crytek
<![CDATA[Stay home & keep developing]]> https://www.cryengine.com/news/view/stay-home-keep-developing

Countries around the world are implementing procedures designed to limit the spread of COVID-19. At Crytek, we are prioritizing the health and safety of our employees and the entire Frankfurt studio will be able to work remotely going forward to ensure that we do our part to stop the spread of the virus.

Many people are going to be spending more down time at home too, and game development is a fun and challenging activity to keep yourself occupied and be creative. For some of us it's our bread-and-butter, too, so we have even more reason to stay home, stay safe, and keep developing right now. Whether you’re a newbie to CRYENGINE and interested in learning about what you can do with our engine, or an experienced dev, we’ve rounded up a few resources for all of our community members. 

First up, our social channels. We’re super-proud of our friendly community, so stay connected with other devs using CRYENGINE and our team on our official CRYENGINE Discord channel, and our forum is also a great place to ask questions and interact with members of the community. Naturally, our social channels, like Facebook and Twitter, will also continue to be active. 

Are you getting started with CRYENGINE?

If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

ICYMI check out our latest sample level

GalaxSys is a sample project that we released on CRYENGINE Marketplace towards the end of last year. It’s a high-energy, all-action twin-stick shooter developed in a small amount of time by just a few people at Crytek. You can play it yourself and check out the code to see how it was created, expand on it, or re-imagine the project as you wish. You can also check out an interview with the people in our team who made it and get their advice and insight here.

60 free asset packs from Crytek to explore on the CRYENGINE Marketplace

Head to the CRYENGINE Marketplace, and you can find a whole host of free and paid assets, from audio to props and more, to get a project up and running quickly.

We’ve also collected a range of our own provided asset packs, which you can access here.

The selection includes Crysis Animation assets, props that feature in our VR games The Climb and Robinson: The Journey, scenes like our Chinese Garden, our Homebound Project for Global Game Jam, our Audio Showcase Level and much more. There is a vast range of content to browse and explore at your leisure, so head over there, stock up, and find some inspiration.

ICYMI brush up your skills with our latest tutorials

Our YouTube channel is host to all of our tutorials, and tutorials will continue to be added. Covering a full range of game design disciplines, you’ll find beginner friendly videos that will show you how to create full games, to in-depth exploration of advanced techniques and topics for established game developers.

If you’ve picked up a few art assets from our selection above, why not check out our Art Pipeline tutorial series covering physical collision proxies, hosted by Technical Support Specialist Alin Alexa.

Art Pipeline Tutorial Series

Part 1 - Demonstrates how to create physical collision proxies for your assets in 3DS Max and then get them into the engine using the CryExporter tools, in this case focusing on the CryMax plugin. The same process is also shown using an FBX pipeline so you can pick your favored workflow.

Part 2: This video demonstrates how to set up the CryMaya tools and how to create physical collision proxies in Autodesk Maya using a CryTools pipeline, in addition to an FBX pipeline. The tutorial also includes a basic explanation of Maya’s material and shader functionality, with regards to Maya’s Hypershade function, in comparison to CRYENGINE’s material system.

Part 3: Shows you the recommended way to set up and import Collision Proxies using the FBX pipeline in CRYENGINE using Blender. In this tutorial, we explain a brief overview of the Collision Proxies used and give some detail surrounding the material and object hierarchy in Blender itself necessary to successfully import these assets into the engine using the FBX Importer.

Hunt: Showdown

Ok, staying in all the time ain’t all that fun. So take out some frustration by hunting down monsters, and rival bounty hunters, in our very own Hunt: Showdown. Available now on Steam for PC, PS4, and Xbox One, sending a few demons back to hell is a perfect way to spend some enforced time at home. And once you’ve headed into the swamps, maybe it’s not so scary indoors after all...

And last but not least...

If you want make your next career move, we’re still looking for new colleagues.  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.

]]>
https://www.cryengine.com/news/view/stay-home-keep-developing Tue, 31 Mar 2020 16:00:19 +0200 Crytek
<![CDATA[Never stop Achieving - CRYENGINE Showcase 2020: Games of the Decade]]> https://www.cryengine.com/news/view/never-stop-achieving-cryengine-showcase-2020-games-of-the-decade

Our CRYENGINE 2020 Showcase video demonstrates how the engine has evolved over the years, celebrates landmark releases from indie and AAA developers, and features teams using our engine’s power to make some of the most interesting, engaging, and beautiful contemporary games. We’re proud to work with and support developers in teams of all sizes who use our game development platform to create amazing experiences, and also that so many teams don’t just choose CRYENGINE once, but continue with it on their game development journey too.  Check out the video which features ten years of games created with CRYENGINE, and if something you’ve worked on isn’t here yet, maybe it will be in next year’s showcase… 

Starring in the CRYENGINE Showcase 2020:

AdroV Games:

2016 – Investigator

2018 – ShadowSide

2020 – ColdSide

Arkane Studios:

2017 – Prey

Baseline Games:

2017 – Deceit

Campfire Games:

2020 - War of Rights

CI Games:

2013 – Sniper: Ghost Warrior 2

2017 – Sniper: Ghost Warrior 3

2019 – Sniper: Ghost Warrior Contracts

Crytek:

2011 – Crysis 2

2013 – Crysis 3

2013 – Ryse: Son of Rome

2013 – Warface

2016 – The Climb (VR)

2016 – Robinson: The Journey (VR)

2019 – HUNT: Showdown

Deep Silver Dambuster Studios:

2016 – Homefront: The Revolution

Bil Deerbuch:

2020 – Ramiwo

Entrada Interactive:

2020 – Miscreated

Frog Factory:

2018 – Heathen – The Sons of the Law

Alessandro Guzzo:

2017 – The Land of Pain

2020 – The Alien Cube

Investigate North:

2017 – Aporia: Beyond the Valley

Mystik Art:

2020 - Racing Glider

Pathfinder Games:

2018 – Vanguard Normandy – 1944

tinyBuild Games:

2019 – Pandemic Express

Turtle Rock Studios:

2015 – Evolve

War Horse Studios:

2018 – Kingdom Come: Deliverance

Wolcen Studios:

2020 - Wolcen: Lords of Mayhem

We’d like to thank everyone whose work appears in this showcase and all the developers who use CRYENGINE to make unique, diverse, and brilliant entertainment.

Are you making something great with CRYENGINE? Let us know in the comments, on the forum, or via Facebook and Twitter.  Don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Want to work on CRYENGINE? At Crytek, we value diversity and 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.

]]>
https://www.cryengine.com/news/view/never-stop-achieving-cryengine-showcase-2020-games-of-the-decade Tue, 24 Mar 2020 16:08:13 +0100 Crytek
<![CDATA[CRYENGINE Android Beta Program]]> https://www.cryengine.com/news/view/cryengine-android-beta-program

Crytek is pleased to announce that developers everywhere are invited to experience the power of CRYENGINE on mobile first by registering for a beta program at cryengine.com/beta. The beta program will launch later this year. CRYENGINE is the cutting-edge 3D game development platform famed for its industry-leading renderer, real-time lighting, and optimized VR support, and Crytek has partnered with Google to bring the engine to the Android ecosystem.

The technology behind CRYENGINE is platform-agnostic by design. Starting with the Android pipeline, the mobile beta program is the first step in bringing the engine that powers some of the most ambitious and beautiful games on console and PC to more mobile platforms, following the Oculus Quest launch of Crytek’s award-winning free solo rock climbing game, The Climb.

Theodor Mader, Technical Director for CRYENGINE, said: “The CRYENGINE team is dedicated to helping game makers achieve their vision by putting the most powerful tools in the industry at their fingertips. We’re proud that teams of all sizes, all around the world, choose our game development platform, and by participating in the beta program, developers will get to experience what CRYENGINE can achieve on mobile chipsets, as well as participate in the development of the new Android pipeline.”

CRYENGINE gives developers full control over their multi-platform creations in real-time. The engine’s WYSIWYG (What You See Is What You Get) suite of tools enables real-time creation, editing, and an in-game preview of every aspect and feature of a game, empowering developers to focus on delivering great experiences thanks to a fast iterative process. In addition to the beta program’s role in bringing the engine to new platforms, CRYENGINE’s learning offering continues to evolve and expand, making it even easier for people new to game development, or experienced game makers transitioning from different engines, to learn how to use CRYENGINE to create great games quickly.

Developers everywhere can harness the power of CRYENGINE today, and register their interest in the mobile beta program, by visiting www.cryengine.com/beta.

]]>
https://www.cryengine.com/news/view/cryengine-android-beta-program Mon, 23 Mar 2020 17:19:25 +0100 Crytek
<![CDATA[Racing Glider]]> https://www.cryengine.com/news/view/racing-glider

Racing Glider reinvents the futuristic racing game classics by delivering rally-inspired tracks set in beautiful environments. The game has received its full release after a successful early access period and it is the second game from Merhunes following the platformer Rolling Sun. Racing Glider is yet another brilliant example of what a solo developer can achieve with our engine, and we spoke to Merhunes to find out more about the game, the development experience, and discover tips for other one-man-band outfits.

Thanks for joining us and congratulations on the release of Racing Glider! What can players expect in Racing Glider now it has launched?

Now that Racing Glider has launched, it includes 52 circuits on which the player will be able to race on to obtain medals. Medals are essential to progress in the game and unlock new circuits. There are two very different types of vehicles in Racing Glider and each has its own gameplay and, therefore, different circuits. The heart of the game is the mastery of inertia, driving, and vehicle physics.

My favorite aspect of the game is the mix between the rally and the Wipeout style of gameplay. I really like the idea of racing at full speed across different terrain and paths. I think it’s what sets Racing Glider apart from other games in the racing genre.

What are the main improvements you have made from early access to launch?

The most important improvement is the addition of the second vehicle, the Mantis Glider. It is a vehicle capable of racing across many different types of terrain. Also, 15 circuits were added to the game. As well as a number of options, I also added the ultimate challenge with a diamond medal on offer, and the menu has been revised. And of course, there was a lot of work done on optimization, stability, physics, and the simulation of the vehicles.

Racing Glider is your second solo game, and you’ve been involved in the community for a long time. What’s your history with CRYENGINE and Crytek?

My story with CRYENGINE started over ten years ago with Sandbox 2 from the game Crysis. I began by making simple maps, some of which were popular like Hunter's Life. This is what made me want to go further. I worked on several game projects and mods like Recon Arcade, Crash Bandicoot Returns, and Butterfly that you may have seen on the CRYENGINE forums a long time ago. Then I started to understand that the engine combined with the skills I had acquired meant that I could create a game on my own. So I developed Rolling Sun, and I would say that this is where things really started to happen. Crytek noticed me and my work, and they really helped me.

Some people at Crytek gave their time to help me and advised me about the release of Rolling Sun. I think in particular of Erla, but, obviously, many others too. Even some members of the voluntary community like Lavizh have supported me a lot. I always appreciate the help and the welcome that I received from the Crytek team, whether for technical aspects or for advice. It's great to feel that a company is looking at your work and supporting you as a solo developer.

How did the community help you during the development of Racing Glider?

The community really played a role in development. I received a lot of constructive advice, and it allowed me to change things and even discover issues that I had not seen from the same perspective as a player. The community reacted rather well to the launch, and I am happy and encouraged. I have received some touching comments from people who have been following Racing Glider since the start of early access. When you work alone, it really gives you a boost.

What were the main CRYENGINE features that made a difference for you?

There were many! I would say in this case that CRYENGINE’s vehicle editor and physics were essential to the development of Racing Glider. The vehicle editor is straightforward to use and allows you to modify the parameters and reactions of a vehicle in great detail. I am also obliged to cite Flowgraph, as well as the Time of Day system. Flowgraph is great for simplified programming, and the Time of Day system makes lighting and rendering a real pleasure.

What tips would you give to solo developers?

I think if there is one essential thing to do when you want to embark upon a solo development, it's to think again and again about game design on paper before you get into the project. It is necessary to reduce your game concept to the essential principles of game design. Define the basic foundation of the gameplay, such as "breaking things," "avoiding things,” "jumping," and so on. It is important to make your game fun to play with just the basics of the gameplay. That means you can add things on top of a solid base. If your game needs a lot of elements to become fun, it means that its foundation may need improving. I think it's about keeping the power of your imagination and dreams while balancing it with the realities of production.

Now Racing Glider has launched, what do you plan to move on to next?

This is the big question I ask myself! I have several possibilities. I like the idea of getting into a new game. I think that is really what I would like to do because I already have a few ideas in mind.

However, continuing to improve Racing Glider further also appeals to me. I think it will depend a lot on the success of the game and the support of the community. Either way, I hope to be able to present new exciting things later this year!

Cheers, Merhunes!

You can check out Racing Glider’s unique fusion of Wipeout-style gameplay on rally-inspired tracks by buying the game on Steam right now.

Are you making something unique with CRYENGINE? Let us know in the comments, on the forum, or via Facebook and Twitter.  Don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. 

Want to work on CRYENGINE? At Crytek, we value diversity and 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.

]]>
https://www.cryengine.com/news/view/racing-glider Wed, 18 Mar 2020 16:01:20 +0100 Crytek
<![CDATA[A message to the CRYENGINE community in the wake of COVID-19]]> https://www.cryengine.com/news/view/a-message-to-the-cryengine-community-in-the-wake-of-covid-19

Today we want to inform you about our response in regards to the situation surrounding COVID-19.

As a studio, we prioritize the health and safety of our team. As such, the entire studio will be working remotely to ensure that we do our part to stop the spread of the virus and reduce the risk to the health of our team.

Our goal is to continue the development of CRYENGINE without interruption or delay and to ensure everyone using CRYENGINE receives continued service and support.

As always, we appreciate your support. And remember to wash your hands, and look after yourselves, each other, and vulnerable members of your community.

Our services will continue, so stay tuned for new updates about the engine on Facebook and Twitter, and join the community and the CRYENGINE development team over on our official CRYENGINE Discord channel. Our forum is also a great place to hang out. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

And, of course, we’re still looking for new colleagues. 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.

]]>
https://www.cryengine.com/news/view/a-message-to-the-cryengine-community-in-the-wake-of-covid-19 Wed, 18 Mar 2020 14:36:09 +0100 Crytek