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 2023, Crytek GmbH. Thu, 23 Mar 2023 15:58:51 +0100 Fri, 24 Mar 2023 07:40:39 +0100 60 <![CDATA[Crytek needs you!]]> https://www.cryengine.com/news/view/crytek-needs-you-1

Crytek is growing. Whether you are looking for your first role in the industry or want to step up your career, we have a wide range of open positions available. On our careers site, you will find opportunities to work on the legendary Crysis franchise, the award-winning Hunt: Showdown, CRYENGINE, and various other vital roles. 

We take pride in offering studio and remote-first jobs with competitive salaries, great benefits, and a positive work environment. There's never been a better time to join us and contribute to the production of games that push the boundaries of entertainment and technology. 

Today we're taking a look at some of the open positions we have on our CRYENGINE team. Want to help build the future of your favorite engine? Step right this way.

CRYENGINE is the gaming technology behind our own games and many other games around the world. Used by everyone from solo developers to AAA teams to create unique and cutting-edge gaming experiences, CRYENGINE is always evolving, and we are looking for new team members to push things forward. 

Senior Rendering Engineer - Raytracing Specialist

We are looking for an experienced rendering engineer to develop and maintain our cutting-edge ray tracing pipeline. With five years of experience, you will focus on the unique aspects of raytracing in a real-time context and develop effective hybrid solutions between raytracing and rasterization. Take your opportunity to research and implement next-generation rendering features with this hugely exciting position for an experienced and talented candidate who wants to break new ground. Find out more and apply here.

Lead Tools Programmer

Crytek is looking for an experienced and passionate engineer to shape the next generation of content production tools for CRYENGINE. You will oversee the Tools team, providing technical guidance, mentoring, and an environment that fosters innovation.  Work with the Technical Director to define the roadmap for the editor framework technology stack and drive its implementation. You will also work closely with the CRYENGINE product team, assisting in the design of cutting-edge content editing tools and efficient content creator workflows. Find out more here.

Lead AI Programmer

We are looking for an experienced, passionate, and ambitious Lead AI Programmer. You will be in charge of the design and architecture of the AI code and develop it together with your team. Our goal is to provide a comprehensive engine solution with high performance and an accessible, modular design. If you have seven years of experience in AI development for games and excellent C++ programming skills, we'd love to hear from you. Check out the full job description and apply here.

Further Open Positions

In addition to these roles, various other opportunities are available, including positions for technical writers, software trainers, junior programmers, and many more. Find your role on the CRYENGINE team here.

Our team is passionate about what we do, and we are looking for people who are dedicated and driven. If you're ready to take your next, or first, step in game development, we have multiple open positions across Crytek. We value diversity and actively encourage people from all backgrounds to apply for roles, so join us on LinkedIn and check out our careers page for all our open jobs.

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

Should 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
 

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https://www.cryengine.com/news/view/crytek-needs-you-1 Thu, 23 Mar 2023 15:58:51 +0100 Crytek
<![CDATA[Last Kingdom Interview]]> https://www.cryengine.com/news/view/last-kingdom-interview

Last Kingdom is a Medieval strategy game from indie developers Blue Iron Labs that is in development right now. We recently caught up with Blue Iron Labs on our official CRYENGINE Twitch channel, which, if you didn't know already, is home to all kinds of great content. Don't forget to follow us so you don't miss out on future streams, and your chance to interact with the guests live. But if you didn't catch the live show, we're pleased to present you with a recording of the 60-minute plus discussion that takes a deep dive into the game and the development process. It's packed full of indie-game dev insight.

Last Kingdom is an open-world strategy game that's been in development for two years. When you wash ashore on a beach, it's down to you to re-establish a kingdom in a vast open world that's yours to shape as you wish. From establishing a hamlet to building your first castle and creating your own Kingdom, you'll need to source and manage resources and compete or collaborate with other kingdoms as you grow your empire from scratch.

Developer Elisha Bonack from Blue Iron Labs, who many of you will be familiar with from the official CRYENGINE Discord channel, is the star guest in the show hosted by Junior Evangelist Roman Perezogin and Senior Manager for the CRYENGINE Ecosystem Gabriel Yakir Ketteler. Elisha discusses why they chose CRYENGINE for the project, showcases the game, reveals the challenges they have overcome during development so far, and outlines the future of the project. 

You can find out more about Last Kingdom by visiting www.lastkingdomgame.com, where you can also learn how to support the team on Patreon, contribute to the game's development, and receive rewards at different tiers. 

Are you making something cool with CRYENGINE? Want to showcase your project to the community? Let us know in the comments, on the forum, or via Facebook and Twitter. Pick up tips and tricks about our engine, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design. 

If you're looking for your next career mode, we're hiring. 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. Show your love for CRYENGINE with merch over on the official online Crytek Store.

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https://www.cryengine.com/news/view/last-kingdom-interview Tue, 14 Mar 2023 16:28:01 +0100 Crytek
<![CDATA[Game Design Tips & Tricks: Visual Effects]]> https://www.cryengine.com/news/view/game-design-tips-tricks-visual-effects

Creating a game, whether as a one-person indie outfit or as part of a wider team, draws upon a range of technical and creative talents from across many disciplines. Today we’re presenting some top tips on creating visual effects with proven-in-production advice from Viktor Ikkes, Senior VFX Artist for Hunt Showdown and an industry leader in the field.

Three Tips for Creating Particle Effects in Games

Effects must deliver a message

“All visual effects in your game must deliver a message, so think about that at the start of the process. Some effects may be ambient, for instance, rainfall. They simply need to convey a certain mood, which is an artistic challenge in itself. But gameplay effects need to be readable and represent what is happening from a gameplay perspective, so you need to understand what the requirements are before you start. For instance, if you have a magical effect where a character absorbs a healing essence from another character, you want to really understand the game mechanics and the message that needs to be conveyed to the player. That will play into different considerations. Where does the health come from on the enemy character? Where does it enter the player's character? How fast does it go? Define these elements as your starting point to convey what is happening to the player as you begin to think about the effect.”

Use reference to guide you

“If possible, try to look at real-life references for what you are making. Try to get a “feel” for the effects and find the components that make the effect up. Most visual effects are based on something from real life, even if you are making something magical or abstract. For instance, if you want to create a fire-based effect for a character, you should check out how fire moves, the shapes it makes, how quickly it moves, and so on. Mostly, you’ll want to look at video references. Photos are fine, but motion is important. Ideally, you can check out something in the real world. Let’s say we want to make a water-based visual effect. If you can, observe a river in real life. Look at the wave behavior, color, and motion. Then think about what will make your particle feel like water, even if it’s an abstract effect. Imagine you wanted to make a waterfall. You might want to consider its multiple components – how the water splashes, the mist that appears, how the water flows down, how individual drops behave, and so on. Break your reference down into components and work out the components you need to get the required effect.”

Test and keep it simple

“Once you have your overall picture and components, like timing, shapes, and colors, you’ll want to get all those components together in a particle and place it in a level. This is an excellent time to discover other elements you need, those you don’t, and what is working or not. Taking the example of a waterfall, testing is an excellent time to see how the mist scatters with light. Find out how the refraction works and if you need to make changes. Then consider other elements about the waterfall – does a player need to pass through it, interact with it, or will it be a background asset? If it’s a background asset and a player can’t interact with it, design towards that and don’t over-complicate it. Remember, there are no points for over-engineering, so keep your things as simple as it needs to be. Work quickly and smart, which is good advice for whatever you do in game dev!

“Another thing you may wish to consider is making it easy for others to use. Often, you will want to give other people on your dev team control over elements of the asset. For instance, you might wish to expose color to them. But when you do that, think about only exposing those colors that you feel will be appropriate within the artistic vision. Make variables available and easy to use but not easy to misuse.”           

Big thanks to Viktor for taking the time to compile some of his top tips for visual effect creation. Go further by checking out a couple of episodes from our CRYENGINE Breeze Academy series, where Viktor presents more yet more invaluable practical advice for creating visual effects.

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

If you’re looking for your next career mode, we’re hiring. 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. Show your love for CRYENGINE with merch over on the official online Crytek Store

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https://www.cryengine.com/news/view/game-design-tips-tricks-visual-effects Fri, 10 Mar 2023 16:01:56 +0100 Crytek
<![CDATA[Hunt down your next role in game dev]]> https://www.cryengine.com/news/view/hunt-down-your-next-role-in-game-dev

Are you looking for your next role? At Crytek, we have a wide range of open positions across our game and engine teams. Whether you want to work on the award-winning Hunt: Showdown, the legendary Crysis franchise, or the CRYENGINE technology that powers those games and many others around the world, you’ll find open jobs in different departments available on our careers site

Studio-based jobs AND remote-first opportunities are available, as well as hybrid roles. We take pride in offering a positive work environment, competitive salaries, and excellent benefits. Plus, you’ll get to work on the cutting-edge of video games! 

Today we’re taking a look at a few of the many positions available on our Hunt: Showdown team. 

Celebrating its fifth anniversary this month, Hunt: Showdown continues to go from strength to strength. The award-winning game has enjoyed record-breaking CCUs each year and new content is added regularly, including new maps, bosses, live events, and hundreds of weapons. There are a range of events to mark this landmark anniversary, including a brand new Twitch Drops event where you can earn free in-game rewards for watching Hunt Streams and you can also check out the on-going Hunt: Showdown Bounty Bash, our Hunt-themed gameshow where streamers battle it out in the bayou and in Hunt-themed quiz rounds to win top prizes for their communities. 

Hunt will get bigger and better over the next five years, and there are career defining opportunities available now. Play your part in creating the future of Hunt by joining the team!

Technical Director

Have you got 10 years of experience in software or games and 3 years of experience in a Lead Engineer capacity? Have you shipped at least one AAA game from start to finish as a technical lead? Then apply to the Technical Director position to be the vision holder for technology and set the highest standards for the game. You will take the initiative and push departments to create the best project possible following the game vision, maintain and improve the technical level of Hunt, and stay on top of the latest technical trends and streamline the development roadmap. Find our more and apply here.

Animation Director

Drive Hunt forward towards the highest quality in the field of animation! Use your experience and the collective experience of our excellent team to identify, assess, and solve creative problems quickly. You will be a passionate animator with an eye for detail and have a deep understanding of quality in animation and how to translate that into the gaming sphere.  If you have 10 years of experience in the games or movie industry in a lead capacity, you won’t want to miss out on this key role. Find out more here.

Further Open Positions

In addition to these senior roles, there are artist, animation, UI, lighting, AI, and production jobs at different experience levels available right now. Check out all the open roles on the Hunt team here.

Our team is passionate about what we do, and we are looking for people who are dedicated and driven. If you're ready to take your next, or first, step in game development, we have multiple open positions across Crytek. We value diversity and actively encourage people from all backgrounds to apply for roles, so join us on LinkedIn and check out our careers page for all our open jobs.

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

Should 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

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https://www.cryengine.com/news/view/hunt-down-your-next-role-in-game-dev Thu, 23 Feb 2023 16:02:40 +0100 Crytek
<![CDATA[Game Dev Tips - Narrative]]> https://www.cryengine.com/news/view/game-dev-tips-narrative

Creating a game, whether as a one-person indie outfit or as part of a wider team, draws upon a range of technical and creative talents from across many disciplines. Today we’re bringing you some top tips derived from a talk from Crytek’s very own Senior Narrative Designer Bárbara Framil and Narrative Designer Bri Williams, which was given towards the end of last year at the Games Industry Conference in Poland, one of the largest game developer events in Europe. You can check out the full talk below.

Both Bárbara and Bri work on Hunt: Showdown, which is soon to celebrate its landmark fifth anniversary, and other projects, including the Crysis franchise. The wide-ranging talk is called “The Hunter’s Journey: Narrative Design for Live Games” and lasts around an hour. The discussion includes case studies from Hunt: Showdown and gives helpful advice for anybody putting story into their games, whether it’s a live game or not. You can watch the entire talk below, but we've pulled together a few tips inspired by the stream which will be valuable whether you’re starting out with narrative or looking to expand the content once you’ve shipped.

Three Tips for Narrative Design in Games

1.Backstories bring your character to life

Think about your characters, where they come from, what their motivations are, and how that affects their role in your game. This can guide their design and how they act in your world and provides fertile ground for yet more engaging content. Those backstories aren’t always revealed to players, but elements will be. For example, in Hunt, Hunters may have just a two or three-sentence description describing who they are and the weapons they bring to the game, which players can read to give them the minimum of what they need to understand. But beyond that, players can also check out a short two or three paragraphs which describe their story, how they came to the game world, and the reasons behind their weapons. These are still short entries, but they represent a lot of hard work behind the scenes, making them feel more natural within the context of the game and the story. And by offering up more lore for players who want to discover it, you can offer a more engaging experience.

A good way to start is to think about what the characters mean and what they represent to the player. In Hunt, the team wants you to become attached to your Hunters, and feel a sense of loss when you lose them, so they are fleshed out as “real” people with their own desires and events that have shaped them. Inspiration can come from anywhere. For instance, much of the inspiration for Hunt’s Legendary Hunter, Daughter of Decay, came from Celtic culture. But all the details and motivations are grounded in the context of the game’s world. Whether you explain much about your characters in your game to the player or not, establishing backstories for core characters will help define their actions and make them feel more ‘real’ in your game world.

2.Story doesn’t have to be limited to the core plot

Immersing players in your game isn’t just about the action or the main story. Use your game’s setting as a starting point to flesh out a rich world. In Hunt, you can learn more about the game and stories within the world from all kinds of elements, from wanted posters around the Bayou to book entries to transmedia content like blogs and Twitter stories. The core game loop in Hunt keeps players battling through round after round, but the approach in Hunt has been to add all kinds of optional content for players to enjoy, and for those players who do, you can create a more engaging experience. Make your world feel richer and deeper and offer fans more ways to experience the lore of your game by building story elements into game objects and other contact points with your game. This can give further context about the action in your game and your player's experiences in it.

3.Subvert expectations

In Hunt Showdown, you usually play with a specific Hunter each time. For the Serpent Moon live event, a new approach was taken to narrative for the protagonist, Legendary Hunter Viper. The Viper was the first character to evolve through the event, with four different levels of progression. This required a different approach, as in Hunt, you are typically rewarded with a new character for your actions in the game. To add a level of mystery and desire for progression, the usual description of the character was withheld from the start. Instead, as the player progresses through each stage, art and animation was a key to expressing The Viper’s motivation and story arc, with the character developing from a reasonably plain character at the beginning to a very strong, confident, and assured Legendary Hunter by the end.

The mystery at the start of the character’s introduction compared to the usual way characters are introduced, combined with unique visual storytelling(we’ll avoid spoilers here, just in case), provided a brand new experience and a satisfying story arc that proved a hit with players. You can play with your own established norms in your games by setting a particular narrative style and then using different methods for story elements. Just make sure you ground it all within the wider context of your game.

Check out the full talk below for more insights about storytelling in Hunt and pick up further tips that could be applied to approaching your own game’s narrative.

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

If you’re looking for your next career mode, we’re hiring. 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. Show your love for CRYENGINE with merch over on the official online Crytek Store.

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https://www.cryengine.com/news/view/game-dev-tips-narrative Fri, 17 Feb 2023 16:01:07 +0100 Crytek
<![CDATA[Crytek Needs you!]]> https://www.cryengine.com/news/view/crytek-needs-you

At Crytek, we love what we do. Every day, we get to make games and the technology that helps our developers and devs all over the world achieve their visions. As we start to wind down toward the holiday break, it's an excellent time to remind you that we have a wide range of opportunities open right now at Crytek. New year, new career?

If you're ready for a fresh opportunity in the world of games and software development, we are growing and hiring across all departments. Competitive salaries, excellent benefits, and a positive work environment is just the start. Studio-based and remote opportunities are available, as well as hybrid positions. Level up your career, and check out a few of the many roles available today.

Senior Game Designer

Work on Crysis 4 (Working title) as a Senior Game Designer in our Frankfurt studio! This role will involve taking ownership of game features from initial designs to final implementation, running sanity checks on ideas with relevant stakeholders, creating and maintaining designs and game concepts, and working with other departments to ensure that all required resources are scheduled and delivered. Make your mark on an iconic franchise.

Get the full job description and apply here.

UX Designer

Support the Hunt: Showdown team by developing UX strategies and designs, creating clickable prototypes, and conducting user tests. The role will include interaction design and creating information architecture in collaboration with programmers and game designers. You'll also visualize ideas using wireframes, prototypes, visual mock-ups, and flowcharts. The ideal candidate will be passionate and ambitious, willing to expand their horizons. Is it you?

Get the full job description and apply here.

Technical Development Manager

Help shape your favorite engine! We are looking for an experienced Technical Development Manager for the CRYENGINE Toolchain to join our team. This role will involve assisting in shaping and forming the CRYENGINE Toolchain vision and roadmap into concrete deliverables and tasks. You will coordinate the vision and roadmap with Lead Programmers, enable Lead Tools Programmers to reach their full potential, implement new or improved tools for all departments involved in game production and play a key role in the recruiting process for the tools programming team.

Get the full job description and apply here.

If you are just starting out in the games industry, check out our open positions for Junior Animators, Tools Engineers, and Network Programmers. We are always open to new talent when it comes to development.

Our team is passionate about what we do, and we are looking for people who are dedicated and driven. If you're ready to take your next, or first, step in game development, we have open positions at all levels. We value diversity and actively encourage people from all backgrounds to apply for roles, so join us on LinkedIn and check out our careers page for other positions which aren't outlined above. Don't miss this opportunity to join our team, and let us see what we can achieve together!

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

Should 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

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https://www.cryengine.com/news/view/crytek-needs-you Fri, 16 Dec 2022 16:00:42 +0100 Crytek
<![CDATA[CRYENGINE 5.7 C++ Tutorial, Crouching!]]> https://www.cryengine.com/news/view/cryengine-5-7-c-tutorial-crouching

The next installment in our CRYENGINE 5.7 LTS tutorial series shows you how to add a crouch mechanic to a player-controlled character using C++. You'll also learn how to refine the code you've created so far in the series to provide a solid basis for the future, which is good practice for any project. Your host, as ever, is Technical Author and Video Producer Nick Gillin.

The tutorial builds on the previous episodes in the series. The first shows you how to create a player-controlled character from scratch with traditional WASD movement and mouse-look functionality. The second shows you how to add a sprinting mechanic, and the third episode shows you how to add jumping. By completing those tutorials, you will gain a grounding in C++ and produce the file required to complete this new course.

Episode 1 – Create a player character with C++

Episode 2 – Create player walking and sprinting mechanics in C++

Episode 3 – Add a jump mechanic to your player character

In the new episode, Nick begins by refining the existing code established in the previous tutorials. This process will include modifications to make it easier to work with as the project grows in complexity and is best practice for any game project. Once the code is refined, you will be shown how to go over the code to integrate functions and components that will add a crouching input for the player. Once the process of adding a crouch mechanic to the player is completed, you will have a player-controlled character capable of walking, running, jumping, and crouching!

You can also follow along or complete the tutorial using our written documentation.

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-crouching Wed, 30 Nov 2022 15:59:35 +0100 Crytek
<![CDATA[Students go behind the scenes at Crytek]]> https://www.cryengine.com/news/view/students-go-behind-the-scenes-at-crytek

Following the success of last year's visit, we were delighted to welcome over 20 students from the Danish Institute for Studies Abroad to our HQ in Frankfurt am Main for an introduction to the world of game development. The students from around the world learned about the process of game-making and received advice to help them with their student projects and prepare for a future career in the games industry.

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The day included a full studio tour and a practical introduction to the wide-ranging capabilities of CRYENGINE, using Homebound, a game jam project built by Crytek devs in just 48 hours, as a case study. Director of Engineering Bernd Raabe, Senior VFX Artist Viktor Ikkes, CRYENGINE Tools Product Owner Nicole Gransitzki, and Senior Manager for CRYENGINE Ecosystems & Communications, Gabriel Yakir Ketteler each gave presentations and held Q&A sessions with the students. The sessions covered the different and diverse disciplines involved in game creation and gave the group insights into how games are pitched and new technologies are integrated.

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Aleksei Vaniushkin, PR Assistant, said: "This was a fantastic day for the students and the team here at Crytek. We are committed to helping the next generation of developers achieve their vision for their games and careers, so it was great to see the passion and excitement of the students who were able to learn about the different processes in software and game development from seasoned professionals."

If you're an educator who would like to arrange a tour of our HQ in Frankfurt, please get in touch with us at careers@crytek.com with details of the game development or programming course at your institution to begin the process.

If you're ready to take your next step in game development, we have open positions at all levels. We value diversity and actively encourage people from all backgrounds to apply for roles, so join us on LinkedIn and check out our careers page.

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

Should 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.

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https://www.cryengine.com/news/view/students-go-behind-the-scenes-at-crytek Wed, 23 Nov 2022 16:10:17 +0100 Crytek
<![CDATA[Crysis Remastered Trilogy out now on Steam!]]> https://www.cryengine.com/news/view/crysis-remastered-trilogy-out-now-on-steam

Suit up and put your PC hardware to the test as Crysis Remastered Trilogy launches today on Steam! Powered by CRYENGINE, Crysis Remastered Trilogy features the single-player remasters of Crysis, Crysis 2, and Crysis 3. Each legendary game in this all-in-one collection has been optimized and enhanced for today's hardware to play better and faster than ever before.

The great value bundle includes ray tracing, high-definition textures for crystal clear images, and visually enhanced weapons, characters, and environments to immerse you completely in the Crysis universes. Improved lighting makes the game look better than ever, and of course, there are substantial performance games. For instance, the original games played at an average of 720p resolution and up to 30 FPS. The remasters for PC play between 1080p and 4K at up to 60 FPS for beautiful, lightning-fast gameplay. You can lock in your frame rate or push your rig to its limits and play on max settings.

Crysis Remastered Trilogy includes:

Crysis Remastered:

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A simple rescue mission turns into an all-out war as alien invaders swarm over the Lingshan Islands. Playing as super-soldier Prophet, you are armed with a powerful Nanosuit equipped with Speed, Strength, Armor, and Cloaking abilities. Use a vast arsenal of modular weaponry and adapt your tactics and gear to dominate enemies in an enormous sandbox world.

Crysis 2 Remastered:

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Aliens have returned to a world ravaged by climate disasters. As the invaders lay waste to New York and begin an assault that threatens the total annihilation of humankind, only you have the technology to lead the fightback. Equipped with the upgraded Nanosuit 2.0, customize your suit and weapons in real-time and unlock powerful abilities in the battle for humanity's survival.

Crysis 3 Remastered:

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New York City has been transformed into a sprawling urban rainforest sheltered by a giant nanodome. Fight through seven distinct districts against human and alien forces, using the Nanosuit's superior technology to deploy brute force or opt for stealth to achieve your goals. Equipped with a deadly Predator Bow, there's no wrong way to save the world.

Crysis 2 Remastered and Crysis 3 Remastered will also be made available for individual purchase on Steam. Crysis Remastered Trilogy and the individual remasters are available now for PlayStation 4 and PlayStation 5 from the PlayStation Store, Xbox One and Xbox Series X|S from the Microsoft Store, and PC from the Epic Games Store. Head to www.crysis.com to find out more.

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https://www.cryengine.com/news/view/crysis-remastered-trilogy-out-now-on-steam Thu, 17 Nov 2022 16:24:37 +0100 Crytek
<![CDATA[Land of Pain Remaster Launches!]]> https://www.cryengine.com/news/view/land-of-pain-remaster-launches

Lovecraftian indie horror game The Land of Pain was released by one-person-development team and member of the CRYENGINE community Alessandro Guzzo in 2017. When something strange and mysterious appears in the woods, you must learn how to survive, fend off a dark and disturbing evil, and unravel a sinister ancient mystery that's befallen the world. The game is on sale on Steam, now remastered for an even better experience. And if you own the game already, dive back in for your free upgrade! We interviewed Alessandro to find out more.

Hey Alessandro! Why did you decide to remaster The Land of Pain?

The Land of Pain has just celebrated the fifth anniversary of its launch. To mark the event, I decided to make some improvements to the game. In the years since it was first released, gaming technologies have taken a big step forward, and I chose to make a gift to the community with an enhanced version. Players can experience improvements in both graphics and gameplay. Those who already own The Land of Pain will get this enhanced version for free! 

Another reason I decided to improve the game is that The Land of Pain will launch on the Epic Games Store by the end of the year! The store page is already live, and you can wishlist the game now. 

What can players expect in the remaster? 

One of the major changes is the enhanced graphics. I worked on the lights and fog and added new natural elements with photogrammetry. This technique allowed me to import objects from reality into the game, resulting in a very atmospheric and immersive world! 

The gameplay has been improved with reworked puzzles and some key changes to the level design. Exploration is even more gratifying now, and I have also added new secret collectibles to reward the most tenacious explorers! The update also includes text visualization improvements for a better reading experience.

How did CRYENGINE help you improve the experience for players?

CRYENGINE is a very dynamic tool, and I easily managed to implement much more complex assets with more polygons and bigger textures. I used global illumination, an awesome technology that allowed me to obtain remarkable results with the game's lighting. Flowgraphs and the Material Editor are powerful features that helped me quickly achieve fantastic results. 

Your last game was Alien Cube. Did any learnings from that game that helped you with The Land of Pain remaster?

While developing The Alien Cube, I learned a lot of new techniques that were useful for this update. For example, I could implement more complex mechanics and other exciting features that allowed The Land of Pain to make a leap forward in quality.

The feedback for Alien Cube is very positive. The game was praised by players and prominent personalities such as David Scott Jaffe, the game director of God of War on PS2, and Shirley Curry, the Skyrim Grandma. I'm really proud of the results, and I feel honored!

Why did you choose CRYENGINE for your projects?

CRYENGINE is an awesome engine for me as a one-person team, as it helped me to optimize my time while developing, which is very important. The first time I used CRYENGINE, I felt immediately comfortable creating the environments I had in mind. It allowed me to achieve high-quality graphics and create vast natural areas with strong performance. 

Another important aspect is the high technical quality that can be reached. I used all the available features in my games to achieve the best possible result.

What are you working on next?

I'm working on my third game, a first-person mysterious horror adventure with connections to The Land of Pain and The Alien Cube. Like in my previous games, the focus will be on the narrative, and the atmosphere will play an essential role with realistic graphics, large natural environments, and powerful sound design. 

I like building environments of different kinds, so there will be many areas to explore, like dark forests, abandoned buildings, and other mysterious places. The story's protagonist will be a university student with a passion for ancient mysteries who must unravel the truth behind an old legend. I can't reveal more for the moment, but soon I will share news on my socials!

I want to thank the CRYENGINE team for their amazing support for my projects.

The pleasure is all ours! Thanks, Alessandro!

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/land-of-pain-remaster-launches Wed, 26 Oct 2022 15:46:55 +0200 Crytek
<![CDATA[Vote in the Hunt: Showdown Video Awards!]]> https://www.cryengine.com/news/view/vote-in-the-hunt-showdown-video-awards

Last month we invited all of you CryEngineers with cinematic chops to enter the inaugural Hunt: Showdown Video Awards. Prizes up for grabs include an Alienware gaming laptop, a high-end GPU and CPU bundle from AMD, a 32-inch 175hz gaming monitor from MSI, and the grand prize of a one-of-a-kind Hunt-themed NZXT gaming PC! 

Entrants were invited to submit videos that tell stories inspired by the Bayou in four minutes or under in different award categories, including "Action," "Trailer," and "Freestyle." You can check out the entries by searching for #HuntShowdownAwards on Facebook and Twitter – and there was an incredible response. 

But now the time has come. Our judging panel has reviewed all qualifying entrants across each category and has come up with a shortlist. Now it is your votes that will decide the winner for each of our categories. All you have to do is head to our Hunt: Showdown Awards page, check out all of our finalists and make your choices!

There are finalists in the following categories: 

  • Hunt: Showdown Action Category
  • Sponsor: Alienware
  • Grand Prize: Alienware laptop plus peripheral bundle

 

  • Hunt: Showdown Trailer Category
  • Sponsor: AMD
  • Grand Prize:  6800 XT GPU and Ryzen 7 5800X3D CPU bundle

 

  • Best Hunt: Showdown Freestyle
  • Category Sponsor: MSI
  • Grand Prize: 32-inch 175hz MSI gaming monitor worth 900 Euro

 

  • Showdown At Least You Tried Category
  • Sponsor: Hunt: Showdown
  • Grand Prize: A Hunt Showdown Video Awards hoody plus five Hunt DLCs

And your votes will also decide the overall champion who will win that one-of-a-kind Hunt: Showdown-themed NXT gaming PC. 

So head over to the site and get voting! The winners will be revealed on a special Hunt: Showdown Video Awards ceremony live stream, so stay tuned to the Hunt socials and tune in. We want to thank everyone who entered and congratulate everyone who made the shortlists. 

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.

]]>
https://www.cryengine.com/news/view/vote-in-the-hunt-showdown-video-awards Tue, 18 Oct 2022 19:08:14 +0200 Crytek
<![CDATA[CRYENGINE Launcher Update]]> https://www.cryengine.com/news/view/cryengine-launcher-update-213

Today we update the CRYENGINE Launcher with a plenty of fixes and add the new Game Registration Dashboard to our website.

You can read the full list of updates and fixes that arrive in the new Launcher in the official documentation here. Highlights include improvements to UI, validation and update processes. The Launcher has a range of fixes to improve stability and functionality. Full reference documentation for the new launcher is available here.

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We have streamlined the Game Registration process for you. You can now follow the whole process through a dedicated Dashboard, accessible through your user profile icon. Register multiple games, view and manage existing registrations, all in one place.

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-launcher-update-213 Tue, 11 Oct 2022 13:55:24 +0200 Crytek
<![CDATA[Meet the Team: Alexander L'Heureux, QA Tester]]> https://www.cryengine.com/news/view/meet-the-team-alexander-lheureux-qa-tester

There are many different roles in the games industry and many different routes to becoming part of it. Today we're chatting to CRYENGINE QA Tester Alexander L'Heureux about his journey from diagnosing cars to QA testing CRYENGINE. We find out what makes the role so satisfying and his tips for those who want to follow in his footsteps and get into the industry. We have remote and onsite job openings across all disciplines, including CRYENGINE QA, so if you're inspired to make your way in games, read on to find out more and check out our careers page

Hey Alexander! Can you tell us about your background and your journey to CRYENGINE?

I was born in Canada and spent most of my youth in North America. Then, my family found their way to Germany about a decade ago, and I've been here ever since. Most of my hobbies revolve around everything to do with the great outdoors, cars, or video games. Whether camping and finding scenic places in nature, going for a joyride, or burning a weekend with my friends playing video games all night, I became heavily invested in those interests.

I originally pursued a career in the automotive industry, studying mechanics, electronics, and software for your average everyday car. I was fascinated with the diagnostic tools and troubleshooting methods to find, solve and repair issues. So, I come from a bit of a gearhead background but am equally invested in video games.

As time passed, I found my body wasn't all too happy with the labor intensity involved in working on (and under) cars all day. With my family being rooted in the video game industry, I was fortunate to have a lot of insight into what it's like. So, I gave it a shot! I tried to find something that would allow me to pursue my knack for finding issues and came across a QA position at Crytek.

I was surprised to see how much of what I learned from diagnosing software for cars could be carried over to this role. Even so, I had a lot to learn, but the onboarding was amazing. It's great having such supportive colleagues. Everyone is always ready to lend a helping hand, and the team dynamic feels very 'family-like.'

What are the main priorities in your role?

As a QA tester for CRYENGINE, I perform routine checks to determine whether the software works as it should. Whether it's updates, new implementations, or simply tweaks to the tools in the engine, we give it a couple of rounds in the ring and beat out anything we can find to make sure it's running smoothly. As a team, we work closely with the developers, tracking and ticketing issues encountered on our mission to constantly improve CRYENGINE. There's always something new on the horizon we can look forward to.

Some days, we simply go through a long checklist. On other days we get creative and try different approaches to squeeze out any bugs. It's far more varied work than people might assume a QA position to be. We have times where, for example, when releasing an update, we'll have to bunker down and hold the fort, pushing every button and slider to ensure it all works before giving the green light. Other times we have more breathing room and can work on projects and new feature implementations.

It's satisfying when you finish testing something, see the results working as it should, and the list of issues you found being marked as "Fixed." And I also enjoy it when I find something that's completely broken. There's a sense of pride when pointing out to the others in CRYENGINE QA, "Look how badly I broke this!"

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

It starts with getting the newest build of the engine. We keep up to date on tracked issues, work on our checklists, and test the latest changes. We either work on a task together as a team or have our individual responsibilities. We must be flexible and ready to jump on the next thing at a moment's notice depending on what needs to be prioritized. Despite sounding a bit back-and-forth at times, there is a lot of clear communication from the developers we work alongside in the CRYENGINE team. No issues are left unclear, and everything works out at the end of the day with a simple tap on the shoulder or ping for a question. We reach out to our developer colleagues as regularly as they reach out to us.

What does it take to do your job well? 

The motivation to continue learning the software and strong pattern recognition are key traits to succeed in this job. Having a solid techy background definitely helps. Sometimes you have to "open your eyes" and look again at issues because the details matter. You could have missed the smallest detail, like a text not showing correctly or a minor rendering issue that might go under the radar, so staying focused makes the difference.

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

Download CRYENGINE! It's right there on the website, and the internet is packed with tutorials from our hard-working documentation team, our YouTube channel, and the community. Having a bit of coding knowledge is always a plus, and understanding what's going on in a line of code goes a long way when trying to help identify an issue. Other than that, having in-depth experience with any software helps ease the learning curve when picking up CRYENGINE. You could be a Photoshop expert, for instance, and I guarantee some of those skills would carry over somehow!

What are you playing at the moment?

These days I am getting my butt kicked by a bunch of kids on Splatoon 3, but I am enjoying the game regardless. I've always had a love for shooter games. I was raised on Halo and couldn't tell you the number of nights I have spent playing with my friends. Couch co-op and party games are always a blast. I've played every Crysis as well. The Nanosuit's voice is still the most badass way to know I just turned invisible. I love racing games too, and I really need to play NFS Underground 2 again... The mods for it nowadays are amazing!

Thanks, Alexander!

Want to get into the games industry in QA? 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-alexander-lheureux-qa-tester Wed, 21 Sep 2022 18:22:45 +0200 Crytek
<![CDATA[CRYENGINE 5.7 C++ Tutorial, Jumping!]]> https://www.cryengine.com/news/view/cryengine-5-7-c-tutorial-jumping

The next installment in our CRYENGINE 5.7 LTS tutorial series shows you how to add a jumping mechanic to a player-controlled character using C++ in just ten minutes. Your host, as ever, is Technical Author and Video Producer, Nick Gillin.

The tutorial builds on the previous episodes in the series. The first shows you how to create a player-controlled character from scratch with traditional WASD movement and mouse-look functionality. The second shows you how to add a sprinting mechanic. By completing those tutorials, you will gain a grounding in C++ and produce the file required to complete this new course. 

Episode 1 – Create a player character with C++   

Episode 2 – Create player walking and sprinting mechanics in C++

In the new episode, you will be shown how to take a leap forward for your player-controlled character by adding a jumping ability. As Nick goes through the process of adding the jump mechanic, he will explore and discuss the "if-statement" that makes jumping possible. Nick will then show you how to modify the jumping value in your CRYENGINE project directly in the engine. The tutorial also teaches you how to work with a previously unused part of the Character Controller, the "Air-Control-Ratio" value, that can be modified so the player can move in the air. 

By following the tutorial and using the .cpp and .h file you created during the first episode, you will finish with a player-controlled character that jumps and moves through the air!

You can also follow along or complete the tutorial using our written documentation.

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-jumping Wed, 14 Sep 2022 16:00:06 +0200 Crytek
<![CDATA[New drop of CRYENGINE content on YouTube!]]> https://www.cryengine.com/news/view/new-drop-of-cryengine-content-on-youtube

The official CRYENGINE Twitch channel is our home to our live broadcasts. If you haven’t given it a follow already, now’s a great time to do so, and you can join in the fun during our next live show. Of course, we appreciate that not everyone can always join us live. So today, we’re pleased to let you know that we’re bringing a wide range of broadcasts, from tutorials to deep dives into CRYENGINE-developed games, to our YouTube channel

We have added a range of tutorial content featuring CRYENGINE experts. For instance, learn how to create particle effects with Senior FX Artist Viktor Ikkes or develop a night scene with our Learning Manager, Brian Dilg. This is the first drop of Twitch content we’re bringing to YouTube. We’ll add more as we go along, including recordings of future broadcasts so you can rewatch or catch up with the best of our Twitch CRYENGINE content. 

In our next drop you will be able to catch up on our Game of The Year Awards, featuring Vertical Slice shows produced in partnership with devcom, for The Alien Cube, Uninvited Guest, Sniper Ghost Warrior Contracts 2, and the all-important award ceremony itself. These shows take a deep dive into each of the games, and hosts include Astrid Gooding, Head of Events at devcom, André Bernhardt, Managing Director at Indie Advisor, Gabriel Yakir Ketteler, Senior Manager CRYENGINE Ecosystem & Communications Gabriel Yakir Ketteler, and CRYENGINE Junior Technical Evangelist Roman Perezogin. Don’t forget to subscribe on YouTube too, so you get a notification when the next show or tutorial drops.

And to get you started, we’ve embedded a couple of our favorite tutorial broadcasts below:

Create laser effects with Viktor Ikkes:

Create a world with Brian Dilg:

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 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.

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/new-drop-of-cryengine-content-on-youtube Fri, 09 Sep 2022 16:51:47 +0200 Crytek
<![CDATA[Enter the Hunt: Showdown Video Awards!]]> https://www.cryengine.com/news/view/enter-the-hunt-showdown-video-awards

Got cinematic chops? An eye for a cutscene? Or a passion for storytelling? We see so much creativity in the projects developed by the CRYENGINE community. And the Hunt: Showdown Video Awards offer you a new chance to show your stuff and pick up some awesome prizes, using Hunt and the bayou as your inspiration.

We're looking for videos that tell unique stories in four minutes or under in different award categories, including "Action," "Trailer," and "Freestyle." Winners of each category will win prizes from our hardware partners, including an Alienware gaming laptop, a high-end GPU and CPU bundle from AMD, and a 32-inch 175hz gaming monitor from MSI.

The winner of the "Community Choice" award, chosen from the winners of each category, will also pick up a one-of-a-kind Hunt: Showdown-themed NZXT gaming PC. In addition to the prizes on offer, all entries shortlisted as finalists for each category by our judging panel will receive two Hunt DLCs of their choice, bespoke Hunt: Showdown Video Awards merch, and merch from the Hunt store.

And for those of you who have an idea but maybe not the video editing skills, we also have the "At Least You Tried" category with prizes on offer too.

Your submission for the Hunt Showdown: Video Awards could be a killer cut of a cool stream, a video montage of in-game scenes, funny dubbed dialogue over action, a report on your encounters in the bayou, or something new entirely!

To submit your videos for entry to the awards, create your film and share it on Facebook or Twitter with the hashtag #HuntShowdownAwards and the hashtag for the category you wish to enter, which you'll find in the category descriptions below.

We recommend you upload your entry to YouTube, our preferred platform, but we will also accept Vimeo links. Entries without the associated hashtags or uploaded to different platforms will not qualify for entry.

Now, onto the categories and what we're looking for…

Best Hunt: Showdown Action Category

Sponsor: Alienware

Grand Prize: Alienware laptop plus peripheral bundle

Hashtags to enter: #HuntShowdownVideoAwards #HuntAction

Bring the fight to film in an action-packed Hunt: Showdown mini-movie! Experienced any incredible PvP battles? Or perhaps a boss banishing gone wrong? Unleash your inner Michael Bay, turn up the SFX, and bring the booms to the bayou to make your mark in this category!  

Best Hunt: Showdown Trailer Category

Sponsor: AMD

Grand Prize:  6800 XT GPU and Ryzen 7 5800X3D CPU bundle

Hashtags to enter: #HuntShowdownVideoAwards #HuntTrailer

This is your chance to show how you would make a Hunt trailer! Give us highlights, guide users through the core gameplay loop, or show off your favorite character walking through the beautiful nightmare that is the bayou as you show us your trailer-making skills.

Best Hunt: Showdown Freestyle Category

Sponsor: MSI

Grand Prize: 32-inch 175hz MSI gaming monitor worth 900 Euro

Hashtags to enter: #HuntShowdownVideoAwards #HuntFreestyle

Here the choice really is yours. Dazzle us with a montage, jam out with a Hunt music video (no copyrighted music – Port Sulphur, CC0, or your own original music, please), or animate the world – from a kid's show theme to violent anime or both! Why not try to make a live-action short? This is the category to let out all your ideas.

Best Hunt: Showdown At Least You Tried Category 

Sponsor: Hunt: Showdown

Grand Prize: A Hunt Showdown Video Awards hoody plus five Hunt DLCs of your choice

Hashtags to enter: #HuntShowdownVideoAwards #HuntTried

This category is for those who just want to have fun messing about on camera or love making memes! We know not everyone is a video editing wizard. But who needs wide-angle shots and crazy narrative work when you've got a cracking idea and a camera phone? Get creative, let loose, and don't worry about perfection by submitting content to this category. It's all about ideas and entertainment. 

Submission for entries closes on September 20. The Hunt: Showdown Team will pick a shortlist of nominees for each category from all qualifying entries. A public vote will be held for the finalists, so the community gets to decide all of our winners, and the winners will be revealed during a special Hunt: Showdown Video Awards ceremony planned for October 14 live on Twitch. 

Helpful Tips

Turn your Hunter into a camera using the Steam Launch option commands +hud_hide 1 and +r_nodrawnear 1 to hide your HUD, hands, and weapons, respectively. Unfortunately, these launch options are unavailable on console. 

Our very own Roman Perezogin will also stream himself creating a video for the contest on our Twitch page today, tomorrow and on Friday.
Don't forget to tune in to get some ideas and a few videography tips!

We can't wait to see what you come up with. 

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/enter-the-hunt-showdown-video-awards Wed, 17 Aug 2022 17:03:13 +0200 Crytek
<![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