CRYENGINE | The complete solution for next generation game development by Crytek https://www.cryengine.com/ The most powerful game development platform for you and your team to create world-class entertainment experiences. en-US Copyright 2021, Crytek GmbH. Fri, 09 Apr 2021 16:03:46 +0200 Tue, 13 Apr 2021 00:43:41 +0200 60 <![CDATA[Master Class: Environment Art with 3DS Max]]> https://www.cryengine.com/news/view/master-class-environment-art-with-3ds-max

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Act One: A Murder of Crows

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

During act one there are no daily Event Point caps.

Act Two: As the Crow Flies

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

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

How to Earn Event Points

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

You can earn Event Points by:

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

And additionally only during act two:

  • Killing the new boss (6 Event Points)

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

How Reliquaries Work

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

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

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

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

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

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

Reliquary gifts can include:

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

Event Hunter and Gear

The Plague Doctor

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

The Shrike

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

Dark Miasma

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

Sweet Briar

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

Scavenger’s Snare

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

The Marrow

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Why did you choose the new City setting?

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

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

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

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

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

Cheers, Matthias!

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

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

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

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https://www.cryengine.com/news/view/the-climb-2-launches-today Thu, 04 Mar 2021 19:03:20 +0100 Crytek
<![CDATA[Master Class: The CRYENGINE Rendering Pipeline]]> https://www.cryengine.com/news/view/master-class-the-cryengine-rendering-pipeline

CRYENGINE is famous for its real-time rendering power, allowing you to quickly and easily produce beautiful and ultra-realistic worlds. In our latest Master Class, Technical Director Theodor Mader opens up the hood to reveal the CRYENGINE rendering pipeline's secrets in an illuminating 90 minute presentation. The Master Class is aimed at C++ programmers who want to understand and customize the rendering pipeline, and it provides a detailed technical profile of rendering in CRYENGINE.

This presentation provides detailed insights into every stage of image processing. Theo discusses APIs, and their associated code modules in detail. He also covers how to write custom shaders, and covers rendering-related console variables, debugging and optimization, and much more. Anyone involved with compiling and modifying CRYENGINE directly from source code will find these insights especially invaluable.

As mentioned, this presentation will be most useful for programmers with experience of game development and using game engines. If you are completely new to CRYENGINE, we recommend you download our beginner's course, which shows you how to make a complete game with our engine, or watch the tutorial on our YouTube channel.

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

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

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

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https://www.cryengine.com/news/view/master-class-the-cryengine-rendering-pipeline Thu, 25 Feb 2021 16:00:31 +0100 Crytek
<![CDATA[Register for the free Call for Change Summit!]]> https://www.cryengine.com/news/view/register-for-the-free-call-for-change-summit

Crytek is a firm believer in the power and benefits of diversity, inclusion, and accessibility in games. That's why we are proud to sponsor the free Call for Change Summit, taking place on 25 and 26 February 2021. The summit will make the business case for diversity and inclusion within the games industry, discuss how to make games more accessible for every player, and look at approaches to make the games industry a more diverse, inclusive, and accessible place to work.   

You can register in advance for free tickets to this event, which features workshops and panel discussions featuring games industry leaders from the biggest names in games to indie innovators.  

Crytek is represented on the board of advisors by our very own CRYENGINE Brand Manager, Gabriel Yakir Ketteler, alongside leaders from Facebook and EA. The schedule includes speakers from Ubisoft, Splash Damage, Square Enix, academics from top universities, indie developers, Paralympian and pro basketball player Matt Scott, journalist Dean Takahashi, and many more. Check out the complete list of speakers here.  

We encourage anyone involved in making games to register for free, a pretty accessible price! Once registered, you can attend sessions hosted on Twitch and Pine, including workshops, roundtables, panel discussions, and fireside chats on diversity, inclusion, accessibility, neurodivergence, allyship, racism, queerness, unconscious biases, inclusive communication, and much more.  

Crytek sees strength in diversity, and we are hiring! 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. 

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

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https://www.cryengine.com/news/view/register-for-the-free-call-for-change-summit Tue, 23 Feb 2021 16:08:00 +0100 Crytek
<![CDATA[Introduction to the Sandbox Editor]]> https://www.cryengine.com/news/view/introduction-to-the-sandbox-editor

The Sandbox Editor is the heart of video game development with CRYENGINE. In our latest CRYENGINE Master Class, Brian Dilg delivers an in-depth introduction to the Sandbox Editor in a video lasting a little over 90 minutes. This Master Class is an essential watch for complete newcomers or those of you with some experience of the engine and game development, and provides a crash course to developing games with CRYENGINE.

In the presentation, Brian showcases each of the Sandbox Editor's core elements, providing you with a comprehensive overview of the interface. The video demonstrates how to create new levels at the very beginning of a new project and shows you how to use the camera, manipulate assets, use entity components, add physics, and much more. You will see how to paint terrain, create water, use the Material and Vegetation Editors, set the graphics quality, monitor performance, and use layers effectively.

Alongside a demonstration of features, Brian advises on organizing and managing your work with the Sandbox Editor so that you can develop an effective workflow, whether you are developing alone or as part of a team.

To follow along with the tutorial, you'll need to download the GameSDK Sample Project from the CRYENGINE Marketplace, which will provide you with all the assets you require.

If you are new to CRYENGINE, you can follow up this presentation with our beginner's course, which covers some of the same ground and shows you how to create an entire game from scratch with our engine. We also recommend the Environment Editor and Physics Constraints tutorials to help you build out your knowledge further.

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

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

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

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https://www.cryengine.com/news/view/introduction-to-the-sandbox-editor Thu, 18 Feb 2021 16:01:05 +0100 Crytek
<![CDATA[Your CRYENGINE Indie Game of the Year 2020 winner!]]> https://www.cryengine.com/news/view/your-cryengine-indie-game-of-the-year-2020-winner

The nominees for our CRYENGINE Indie Game of the Year 2020 were ColdSide, Racing Glider, and Wolcen: Lords of Mayhem. But in the end, there can only be one champion, and the people have spoken!

The community has chosen Wolcen: Lords of Mayhem as the CRYENGINE Indie Game of the Year 2020. We congratulate all of our nominees, and we will be sending the coveted trophy over to the team at Wolcen Studios. Thanks to everyone who voted in this contest and participated in the healthy debate on the forum thread.  Who knows, maybe your game will be featuring in the competition next year?

Rounding out the awards, we are now live with a celebratory Twitch stream - also drawing the winners of our Crytek merch raffle between all you lovely people who helped us amplify the contest and shine a light on our indie devs. We'll have special guests from the CRYENGINE team discussing what makes each of the nominated games so awesome, and, of course, we'll have an extra focus on our champion too. Head to our Twitch channel so you can join in the conversation, and don't' forget that you can check out our previous streams too. Hit that subscribe button while you're there, so you'll get notified as we roll out more content on the channel, from tutorials and interviews to showcases of some of our favorite games made with CRYENGINE.

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

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

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https://www.cryengine.com/news/view/your-cryengine-indie-game-of-the-year-2020-winner Fri, 12 Feb 2021 18:35:15 +0100 Crytek
<![CDATA[CRYENGINE Indie Game of the Year 2020 Nominee: Wolcen: Lords of Mayhem]]> https://www.cryengine.com/news/view/cryengine-indie-game-of-the-year-2020-nominee-wolcen-lords-of-mayhem

We need your votes to decide the CRYENGINE Indie Game of the Year 2020 winner! The nominees are ColdSide, Racing Glider, and Wolcen: Lords of Mayhem, and by heading to the forum, casting your vote, and leaving a comment about your choice, you’ll also be in with a chance of winning a voucher to spend on merch at the Crytek store. Voting is open until Sunday, February 7, so don’t delay.

The million-plus selling Wolcen: Lords of Mayhem is a stunning, dynamic hack'n'slash RPG with all-action combat where you’ll carve a trail of destruction through beautiful environments. If you haven’t played it already, keep an eye out on our social channels for your chance of winning a key, and join us on Twitch this Friday as we host a playthrough with special guests from your CRYENGINE Team.

Today, we speak to Jessica Milleville, Player Expérience Director, about Bloodtrail, their latest major update to the game. Find out what it brings to the game, how supporting the community is vital, and more in our interview.

Hey Jessica! Wolcen was already awesome. The Bloodtrail update makes it even better. Can you tell us about what it brings to the game?

Bloodtrail is the first Chronicle for Wolcen. It brings a lot of improvements to the original game, such as new talent nodes, new skill modifiers, and pets! It adds a new game mode associated with narrative events, and players will learn a bit more about Wolcen’s universe and discover a new boss.

The narrative events of the Bloodtrail Chronicle are part of a larger story that we want to develop during several updates. It expands the game's main story, and we hope that players will enjoy discovering new sides of Wolcen's universe. We know that players are really excited to find out more about what happened after the events of Act 3, and this is something that we plan to address in future updates as well. Stay tuned!

There are a lot of general game improvements in the update, like expanding customization and balancing. How did your community help you with developing the update?

Our community feedback helped a lot and still helps today. We plan to progressively improve areas they expect to see improved throughout future Chronicles.

We are most proud of the Bloodtrail system. We think the game system works very well, it is fun to play, and we were able to add many new types of events and objectives in the endgame.

Another part that we are really happy with is the build diversity available now. Thanks to the many new skill variants both for active and passive skills, the character building possibilities are now very diverse and enjoyable, with many viable options in the endgame.

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How has the reaction to Bloodtrail been?

Bloodtrail has been a very interesting release, both for the company and the community.

Our fans were delighted that we continued the development of Wolcen with Chronicle I, and more Chronicles are scheduled to enhance the game experience further. While all of the players' feedback couldn't be implemented for Bloodtrail, we keep account of them and prioritize the requests. As with any launch, the community encountered issues, but our teams work very hard to investigate and fix them as fast as possible.

Fixing the game and improving it from stable to user-friendly is now a huge priority for us, and it’s all our team is focused on it at the moment.

On the company side, Bloodtrail has allowed us to grow and improve our processes and pipelines, which will lead us to better releases in the future.

Why did the team choose CRYENGINE to develop the game?

At the time, Daniel Dolui, Wolcen Studio’s CEO, knew that the game he wanted to create would take a long time to be made. CRYENGINE was the best-looking game engine on the market at the time, and it was obvious to him that the engine would still be able to deliver amazing visuals years later.

Engine-wise, the beautiful visuals that a talented team can offer with the engine was really what made the difference to our eyes.

Are you guys already at work on Chronicle II? What lies ahead for Wolcen?

It is too early for us to talk in detail about Chronicle II. For now, we focus on improving the game following the Bloodtrail release.

Thanks, Jessica! 

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Join us tomorrow, Friday, February 5th, 2021 at 6 pm GMT+1, right here on our Twitch channel, where our new CRYENGINE Evangelist Roman Perezogin will play the game with some help from some of our other Wolcen fans at Crytek. If you still aren't sure what game to vote for this stream may help you decide. Those tuning in may also get a chance to win some goodies and even the game itself.

Head to the forum to cast your vote for your favorite game from our shortlist, and stay tuned for updates and giveaways on 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. 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.

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/cryengine-indie-game-of-the-year-2020-nominee-wolcen-lords-of-mayhem Thu, 04 Feb 2021 16:12:24 +0100 Crytek
<![CDATA[CRYENGINE Indie Game of the Year 2020 Nominee: Racing Glider]]> https://www.cryengine.com/news/view/cryengine-indie-game-of-the-year-2020-nominee-racing-glider

Our CRYENGINE Indie Game of the Year 2020 awards are open for voting now, which means it’s your chance to pick the winner from our shortlist and win some swag. The nominees are ColdSide, Racing Glider, and Wolcen: Lords of Mayhem, and you can vote by heading to the forum. Leave a comment about your nomination, and you’ll also be in with a chance of winning a voucher to spend on merch at the Crytek store.  If you haven’t played all the games on the shortlist, stay tuned to our social media channels for a chance to win a free game key. 

Today, we’re focusing on Racing Glider, a new take on the racing game classics like Wipeout, where you speed across rally-inspired tracks through a range of gorgeous environments. We spoke to the game’s creator Vivien about their game dev journey so far. Find out why “putting a thousand ideas into a game doesn't make it better” in an interview packed with inspiring tips for any indie developer.

Hey Vivien! Congratulations on your nomination!

Thank you! I am thrilled to be amongst such great company. When I first started using CRYENGINE on my own in my bedroom, I couldn't have imagined it would come to this ten years later. It encourages me to continue to create even better games!

Your first creation, Rolling Sun, is a very different kind of game to Racing Glider. Why did you choose CRYENGINE, and why did you decide to make a puzzle game

Rolling Sun was my first real game creation experience, so I did many things by intuition. At that time, I was using CRYENGINE for fun and discovery. One evening I was having fun rolling a ball in the sandbox. I assigned it classic spin controls, then a jump, and found it fun to control it. It reminded me of some classics like Monkey Ball and others. I began to imagine a universe, a story, an identity. The project went through several stages, and then after a complete overhaul of the universe and the scenario, it became Rolling Sun.

What did you learn during the process of creating Rolling Sun?

A lot! Everything from creating a 3D model designed for video games to understanding how to use most of the CRYENGINE tools. But most of all, I learned that making a video game on your own takes time, work, and organization. It requires designing your game on paper, and I also really refined my notion of what a good game design is. 

What inspired you to change genres from the puzzle play of Rolling Sun to racing?

It’s in my nature to want to try my hand at several genres. I think I wanted to pilot a ship in the style of the old F-zero and Wipeout games. It made me want to create one. Then I said to myself that I could make a game that seemed viable and doable on my own. And I must say that a common thread in my games lies in the environments, the sets, and the universes. Just like Rolling Sun, Racing Glider is a game where the tracks and the surroundings are important. Environments will be even more important in my next game, which I am preparing for now. 

I am ambitious about the quality of my finished games. On the other hand, I am moving towards games that are more focused on precise gameplay. I believe that for a solo developer like myself, having too many ambitions in the game design can be a huge trap. I am very excited to begin my new project. The creation and game design processes seem much clearer to me with experience, and I want to do even better!

Racing Glider has a great soundtrack. Can you tell us a bit about it?

It is an original composition conceived for Racing Glider, created by a friend who was kind enough to work on the music for the game. All the songs were designed by him. I am delighted with the soundtrack, and a lot of people seem to like it. It was easy to integrate into the game. 

What tools helped you to create Racing Glider?

I mostly used the FlowGraph to create and program the physics and handling of my vehicles. In combination with the Vehicle / Character Editor, it is an incredibly powerful nodal programming tool.

There was also a lot of landscape to create. Some are based on heightmaps from other software, but I still used the CRYENGINE Terrain Editor to refine the playing area and make my tracks, amongst other things.

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How do you look back at your development journey so far?

The path is certainly not over, and that's good. But it is already a dream come true. The child inside of me wanted to create games, and the adult did too. Of course, there is still a lot of work to do. I don't think I've made a game that I'm truly proud of yet. I hope it will be the next one!

I learned a lot of things. Primarily, the importance of passion in what you do. It's more important than anything else, I think. Without passion, it's as if the game has no soul. Then, quite frankly, I think I mostly learned a lot from my mistakes. The more time passes, the more I realize that I got too lost on my previous projects. I lacked organization and rigor also. I came to understand the importance of having a well-designed game design focused on basic gameplay action, like shoot, dodge, or jump. Of course, you have to embellish once you have the basics, but I believe that you need to have a simple, precise, and consistent game design on paper when you develop games on your own. Apart from that, I admit that I left a lot of space for my imagination during the project. And while this can be a good thing, it dramatically affects the organization and consistency of the work.

It seems to me that the mistake we often make when we embark on creation is wanting to do too much, adding too many gameplay elements to our game. Putting a thousand ideas into a game doesn't make it better. Finally, my new project will be the most straightforward game design of my creations, and I think it will also be the most effective. If there is one thing that I have learned, it is this: always focus development on the game's essence. Stay as consistent as possible to the basic idea.

What are your plans for the future?

Well, I have a new project which I believe in and which fascinates me. I won't say too much for now, but I can talk about it a little bit. It is a game of constant flight where the sensations of freedom and contemplation will be omnipresent. The gameplay is incredibly simple to learn and can be demanding, depending on your play style. If you like flying in an open world with a magical and original setting, you will find happiness in this game. I will reveal more in a few months!

Thank you, Vivien! We look forward to hearing about your new project in the coming months!

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If you want to check out the game, but aren't ready to buy, yet, you can tune in tomorrow, Friday, January 27th, 2021 at 6 pm GMT+1, right here on our Twitch channel, where our new CRYENGINE Evangelist Roman Perezogin is going to race trough the beautiful environments of Racing Glider, with a special guest! Not sure what game to vote for? Tune in and get an idea of the game that will make your decision easier! And if you tune in you even have a chance to win the game on Steam.

Head to the forum to cast your vote for your favorite game from our shortlist, and stay tuned for updates and giveaways on 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. 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.

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-indie-game-of-the-year-2020-nominee-racing-glider Wed, 27 Jan 2021 16:01:45 +0100 Crytek
<![CDATA[CRYENGINE Indie Game of the Year 2020 Nominee: ColdSide]]> https://www.cryengine.com/news/view/cryengine-indie-game-of-the-year-2020-nominee-coldside

Our CRYENGINE Indie Game of the Year 2020 contest is underway, and out of our worthy nominees on the shortlist, ColdSide, Racing Glider, and Wolcen: Lords of Mayhem, it’s your votes that will decide who gets the gong. To vote, head to the forum. Leave a comment explaining which game is your favorite, and you’ll also be in with a chance of winning a voucher to spend on merch at the Crytek store. Stay tuned to our social media channels too, where we’ll be running giveaways to win a free game key for each of the nominees.

Today, we’re looking at ColdSide. Developed by CRYENGINE community member Andrey under the studio name AdroVGames, ColdSide is an outstanding example of what can be created by a one-person team. Previously, Andrey has released the excellent Investigator and ShadowSide, and ColdSide is yet another fantastic entry in his unique line of twisted but beautiful games.

ColdSide is a psychological horror, first-person game that takes place in an abandoned underground laboratory that was used to study the unusual and the supernatural. You’ll play as Chris, an adventurer who decides to investigate this dark and mysterious place to discover what secrets lay within it. The game is loosely inspired by the SCP Foundation, a fictional secret organization that studies anomalous individuals, objects, and phenomena that, left uncontained, pose a direct threat to human life and humanity’s perception of reality.

ColdSide looks incredible, is dripping with atmosphere, and has a superb soundtrack and soundscape provided by Andrey’s collaborators Mikko Tarmia and Nikolay Semenov. Featuring chilling scares, mysteries to unravel, and a terrifying ambiance, you’ll need to hold your nerve and keep hold of your senses as you venture underground. The decisions you make about what you find will decide your fate… if you survive. A worthy nominee for the CRYENGINE Indie Game of the Year 2020, but will it get your vote? Head to the forum to cast your vote for your favorite game, and stay tuned for updates and giveaways on Facebook and Twitter.

If you want to check out the game, but aren't ready to buy, yet, you can tune in tomorrow, Sunday, January 24th, 2021 at 6 pm GMT+1, right here on our Twitch channel, where our new CRYENGINE Evangelist Roman Perezogin is going to immerse himself in ColdSide. Not sure what game to vote for? Tune in and get an idea of the game that will make your decision easier! And if you tune in you even have a chance to win the game on Steam.

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. 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.

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/cryengine-indie-game-of-the-year-2020-nominee-coldside Fri, 22 Jan 2021 16:09:25 +0100 Crytek
<![CDATA[Meet the Team: Roman Perezogin, Junior Evangelist]]> https://www.cryengine.com/news/view/meet-the-team-roman-perezogin-junior-evangelist

Roman has been a vital member of the team here at Crytek for some time, and his background and insights as an indie developer before joining us has been invaluable. He's already brought his experience as a solo game maker to our program of tutorials. In his new role as an evangelist for CRYENGINE, Roman will be further expanding his presence on channels like Discord, Twitch, and when it's safe to do so again, at events. Find out more as we catch up with Roman.

Hey Roman! For those who don't know your background, how long have you been working at Crytek and with CRYENGINE?

Oh, it feels like forever, but in a hugely positive way! Why? Well, as maybe some of you already know, I was working on a little CRYENGINE game on my own for a few years. The people working here supported me back then, so I kinda knew a few folk before I even started to work here at Crytek. You can check out the game I was developing, Darkness Anomaly, on YouTube. I've been at Crytek now for about two and a half years! It's been an amazing ride.

How did your role as an evangelist come about?

In a way, I've been doing it for a long time anyway, even during my previous role as a technical designer. I've created tutorials for the community, and I've hosted events on our Twitch channel. When we used to be able to attend real events, I loved talking to our community members in person! It's just awesome, and now I can focus even more on doing exactly these kinds of things.

Honestly, to say it's a lot of fun is an understatement. During my time as a technical designer, I had a lot of really cool and fun tasks to do, but I missed the interaction with our community. I love finding out what's new. What are people working on? What cool projects are they developing? So, I really wanted to get into that area. For instance, I feel so inspired every time I see a great showcase on our official Discord channel. By the way, if you haven't signed up already, our Discord channel is the best place to show your stuff and connect with people talking about your favorite engine.

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^One of Roman's recent works with CRYENGINE.

What will be your main focus now?

I want to expand our relationship with our users and all of the new members who join us in the amazing world of CRYENGINE. It's all about getting even closer to our community, understanding their needs, and expanding my knowledge about almost everything! I want to use my experience as an indie developer and as a developer at Crytek to help serve the community and look at new possibilities. I'm super excited about hosting more live streams on Twitch, introducing new features in the engine, having guests on, and talking about the things that you guys are interested in.  I love Twitch as it's so much fun to interact with the community.

What are you most excited about working on in the next few months?

The specific thing I am most excited about, I cannot tell you about it! Yet. You'll have to stay tuned. But generally, I'm just super excited to be interacting more with everyone using CRYENGINE. I'm ready to evangelize our engine super hard! In fact, dear community, I'm ready to take it to the next step and take an arrow in the knee. Are you?!

Cheers, Roman! If you want to survey our new Junior Evangelist in his natural habitat, you can tune in tomorrow, Sunday, January 24th, 2021 at 6 pm GMT+1, right here on our Twitch channel, where he's going to immerse himself in the CRYENGINE Indie Game of the Year nominated game, ColdSide. Not sure what game to vote for? Tune in and get an idea of the game that will make your decision easier!

As ever, we look forward to your feedback in the comments, on the forum, or via Facebook and Twitter. Join Roman, pick up tips and tricks, ask questions, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don't forget to subscribe to our YouTube channel, where we host a range of content, including tutorials covering all aspects of the engine and game design.

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/meet-the-team-roman-perezogin-junior-evangelist Fri, 22 Jan 2021 15:18:57 +0100 Crytek
<![CDATA[CRYENGINE Game Awards 2020 - Vote for your favorite!]]> https://www.cryengine.com/news/view/cryengine-game-awards-2020-vote-for-your-favorite

We’re hugely proud of the independent developers and licensees who choose to use CRYENGINE to achieve their vision. Today, we launch our CRYENGINE Indie Game of the Year 2020 contest, and we’re inviting you to cast your vote. As usual, we are doing our GotY voting in early January as we know from experience that great games are sometimes released until the very last days of a year.

We’ve picked a shortlist of qualifying titles from independent developers who released their game during the 2020 calendar year, choosen by our team at Crytek, but it’s down to you to select our champion. Check out the nominees and then head to the forum to vote for which game you think should win. Leave a comment explaining which game is your favorite, and you’ll also be in with a chance of winning a voucher to spend on merch at the Crytek store. If you haven’t played all of the games on our list, stay tuned to our social channels to find out how you can win a free game key, as we’ll be running giveaways for each of these special games during the voting period.

Voting closes on February 5, and the winning game will be announced on February 8. Our CRYENGINE IGotY showcase page hosts information about each game, and a link to Steam where you can check it out. Voting takes place on the CRYENGINE.com forums and that's also where you will find those all-important terms and conditions. Without further ado, we reveal our nominees below:

 

ColdSide

ColdSide is a tense psychological horror game created by AdroVGames, run by CRYENGINE community member Andrey, a one-man-development team. Face down fear and hold your nerve on a chilling adventure dripping with atmosphere.

 

Racing Glider

Racing Glider reinvents the futuristic racing game classics by delivering rally-inspired tracks set in beautiful environments. Developed by solo developer and CRYENGINE community member Merhunes, conquer over 50 tracks as you race anti-gravity vehicles at breakneck speeds.

 

Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem is an ambitious action RPG with fast-paced combat based on weapon combos. Uncover ancient truths, hidden secrets, and pick up loot as you become a shape-shifting avatar of destruction.

 

Head to the forum to cast your vote, and stayed tuned for updates on 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. 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.

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-game-awards-2020-vote-for-your-favorite Tue, 19 Jan 2021 19:54:17 +0100 Crytek
<![CDATA[New CRYENGINE merch available now!]]> https://www.cryengine.com/news/view/new-cryengine-merch-available-now

Check out our new collection of CRYENGINE merchandise, available for purchase online at the Crytek Shop. The range includes high-quality, stylish t-shirts and cozy hoodies; some of them with front and back prints. Whether you’re looking to show your passion for our engine or gift a CryEngineer in your life, we’ve got you covered. All items are print-on-demand, and your freshly made merch ships direct to you from one of our fulfillment centers in the Americas or Europe. And you get FREE DELIVERY on everything! The online store also hosts game merch, with gear from your favorite Crytek titles like Crysis, Hunt: Showdown, and The Climb. But there are no games without your favorite engine, so let’s shine the spotlight on a few of our highlights from the new CRYENGINE designs.

Cloth Simulation T-Shirt

This t-shirt is almost as realistic as CREYNGINE’s cloth simulation tech! We’re big fans…

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Real-time reflection T-Shirt

Iconic tech proudly adorned with the CRYENGINE logo on a t-shirt.

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Replace Me Pillow Case

A physical representation of the iconic reminder to replace those placeholder assets!

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Triangles Hoodie

All points lead to CRYENGINE with this new twist on our logo.

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Tessellated T-shirt

Inspired by our powerful tessellation tech, this t-shirt is only for those in the know.

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T-shirts and hoodies are available in various colors and sizes, so head over to the Crytek Shop and browse the full range. We hope you love the new designs as much as we do. And if you have an idea for a design, let us know in the comments and on the forum. We’d love to see you showing off your new gear, so share your snaps with us on Facebook and Twitter.

Don’t forget that 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. 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.

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

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https://www.cryengine.com/news/view/new-cryengine-merch-available-now Wed, 13 Jan 2021 16:08:31 +0100 Crytek
<![CDATA[YouTube Grandma’s passion for CRYENGINE-powered horror game]]> https://www.cryengine.com/news/view/youtube-grandmas-passion-for-cryengine-powered-horror-game

Shirley Curry, an 84-year-old Grandma, living in Ohio, USA, has over 900,000 subscribers to her channel, where she records playthroughs of her favorite games and reads excerpts from books to her online fan base of “grandkids.” The “Grandma of YouTube” is a fan of Alessandro Guzzo’s CRYENGINE-powered Lovecraftian horror adventure The Land of Pain, and she is also excited for the early 2021 release of his next game, The Alien Cube.

Check out part one of Shirley’s playthrough of the Alien Cube demo below:

With The Alien Cube releasing soon, we caught up with Shirley to find out her thoughts about the game, learn about her passion for gaming, and find out how she became a wholesome internet sensation!

Hey Grandma Shirley! Thanks for joining us. When did you start gaming?

I started gaming in the mid-l990's with a top-down game called Civilization II. I played through all the Civ games until 2014 when my son introduced me to Skyrim, and that has been my main passion ever since, even though I have tried lots of other games over the years. People kept asking me to record my playthroughs. I was kind of shy to try, but my son helped me set it up and showed me how to record and upload videos, and so on. I never edit the videos because I want them to be natural. My shows are never scripted, and I use my own name and face because I want people to know me. It took off like a rocket with the first video. One of the viewers put it on Reddit, and it went viral! What everyone likes is that I'm older, I play slower, and I don't rush from one quest to another, or scream and yell or cuss. They enjoy the way I tell stories.

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What did you enjoy about The Land of Pain?

Let me say this first; most horror games aren't spooky and don't have an atmosphere to make you feel scared or fearful. All they do is use jump scares. Now on to Alessandro!! He knows how to make me feel fear and be afraid! I have gotten so tired of the developers of “so-called” horror games who wouldn’t seem to know “horror” if it bit them! I love Mr. Guzzo's use of atmosphere, music, and tonal sounds to make me feel the fear and anticipation. He doesn't throw silly scares at my face, which have nothing to do with the story and have no reason for being, except to make me jump, which isn't horror. Alessandro is a great game developer, and I hope he makes many more games for me and everyone to enjoy! I love his games! I found the Land of Pain on Steam. That is the only place I buy and download games to go into my Library. I am constantly searching! I loved it from the beginning because it provided me with all the feelings of horror and spookiness that I look for and never find.

What were your favorite moments in the game?

The atmosphere and ambiance is everything to me. If you can make everything feel spooky with just music, tones, and creepiness, I'm happy to keep playing. I like tunnels, I like following paths in the dark, I liked it in the woods when a ghostly black thing would be after me, and I didn't quite know where to run. I also loved the transition from the beautiful trek to the cabin, with the mood slowly changing and the fear beginning.

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The Alien Cube is coming soon. How did you enjoy the demo?

I found it to my liking, the same as the first game. It begins with a beautiful walk in the world, then the transition, driven by mood, not by stupid zombies that other games just keep copying and copying! I’m looking forward to the release of the game. I want to find the papers and journals that you’re told to get rid of, so I can look at them, read them, and hopefully find out what is going on. I want to know if my character wrote some of those notes, in the past or the future, or if someone else was writing them, and so on. There certainly seems to be more than one person involved!

We’ll find out soon! Thanks, Grandma Shirley! 

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We wholeheartedly recommend subscribing to Shirley’s YouTube channel for all of her brilliant content, and so you too can become part of her “grandkids” community. Like Shirley, you’ll be able to discover the mysteries that lie within The Alien Cube when it releases early next year, so play the demo on Steam if you haven’t already and add the game to your wishlist. 

As ever, we look forward to your feedback on all things CRYENGINE in the comments, 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. 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.

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/youtube-grandmas-passion-for-cryengine-powered-horror-game Thu, 17 Dec 2020 16:00:21 +0100 Crytek
<![CDATA[Meet the Team: Fabian Kober, Junior Gameplay Programmer]]> https://www.cryengine.com/news/view/meet-the-team-fabian-kober-junior-gameplay-programmer

Back when social distancing wasn’t a thing in 2019, Fabian Kober was part of a student team from Darmstadt University of Applied Sciences presenting their VR game In The Beginning Was The Word. The game was created in just five weeks, and you can read about their experience at Crytek’s HQ in our blog. We’re proud to say that Fabian has since joined our games team as a Junior Gameplay Programmer. Today, we’re chatting to him to find out about his journey from student to pro game developer, his experiences at Crytek so far, and to learn his advice for those who wish to follow in his footsteps.

Hey Fabian! Let’s start at the beginning. How did you get into gaming?

The first games I played were Mario Kart 64, Diddy Kong Racing, and Super Mario 64 on a friend’s N64 back when I was about five or six. The first console I owned was a Nintendo DS, which I got a few years later, and I was really into Pokémon Diamond. In my teens, I only really played party games like Super Smash Bros Brawl, but I got back into gaming properly when a friend introduced me to Pokémon X and Y.

I always thought I would study Chemistry or Biology. However, I had an interest in technology, programming, and 3D animation. To be honest, I attended a job and studies fair, and that was the first time I realized that making digital content like games could be a career.

The Animation & Game course at the University of Applied Sciences Darmstadt seemed to be the perfect synergy between tech and creativity. I only had a year of bare-bones Blender experience and a very basic understanding of Java, but I took a chance, and I was accepted onto the course. I could start learning how to make games! Initially, I wanted to become a tech artist and animator, but I discovered how much I enjoyed programming, so I concentrated on that and became a programmer.

Can you tell us about your studies and your experience when you came to Crytek to present your VR project?

Our studies were very hands-on, and each semester we had a project that would run in small groups of three to five people. Each of these projects was a small game or animation of some sort. Each team member had a main role, but because the teams were so small, everyone had to do many other tasks. As I enjoyed the creative parts of game development, I usually did things like VFX, lighting, and custom shaders for our projects in addition to programming.

In the Beginning Was The Word was the first significant VR project I worked on, and I had limited C++ experience at the time. I convinced my team to go with CRYENGINE instead of Unity or Unreal, which we were used too. Some of our professors tried to push us to Unity, rather than use an engine that none of us had ever used before. But we all learned a lot working with CRYENGINE, especially by using the CRYENGINE Discord server. I improved my C++, and in the end, we all were very excited about what our game had become.

It was an awesome experience to gain the attention of Crytek. For example, Gabriel, CRYENGINE Brand Manager, checked out a version of our game when he was at the campus during an event, and of course, we got to take the project to Crytek’s office, and we were covered on the website!

How did you find using CRYENGINE compared to other engines?

Compared to Unity, which I was experienced with, I must admit that the learning curve of CRYENGINE was steeper. I used the CRYENGINE Discord Server to communicate with Crytekkers, which really helped. On the other hand, we were really blown away by what we could achieve in the engine graphically. The vegetation, which was really important to my vision, looked awesome.

Using CRYENGINE as a student felt very different from how I use it now. Partly this is because I did not know the best way to use it, and used it in a Unity-like fashion. Partly this is because here at Crytek, we have many custom tools and systems, like the Schematyc from Hunt and the Descriptor database, that are crucial to the work I do now.

How did you end up joining Crytek?

My plan towards the end of my studies was to apply for a job at Crytek, but I wanted to take a vacation once I had graduated. Unexpectedly, in the week between finishing my course and going on vacation, Valentin Klink, a Gameplay Programmer for Hunt, whom I knew from my studies, forwarded an open job position and suggested that I should apply for it. I applied before going on vacation, and when I came back, I had the coding test, some Interviews, and before I knew it, I was here!

What is your main focus at the moment?

Working in a relatively small team, I do a bit of everything! I recently worked on some in-game development tools, but I have also designed and implemented a few HUD systems and improved some existing game mechanics.

What CRYENGINE features have you found most useful in your game dev journey so far?

What really saved me some time on the coding side during “In the Beginning Was The Word” was the audio middleware implementation of CRYENGINE. It was effortless to trigger audio set up in Wwise. As one of our Audio Designers, Lucca Riitano, had worked on Hunt before, I could just expose audio-related data to Sandbox, which could be implemented and tweaked by him. I used to do VFX for my games as well, and the pfx2 Particle Editor was an awesome tool to work with. It was straightforward to create cool, multi-staged effects with it.

During my Crytek time so far, the most useful tools for me are Schematyc and the Descriptor Database, which we got from Hunt. These tools combine to create an awesome interface between me as a programmer and our designers, allowing me to develop data-driven systems with ease.

What’s been your most satisfying moment working at Crytek?

I haven’t experienced anything like a game release yet, but it is always immensely satisfying to see something that was my idea in the game. I can’t go into detail about the project. However, some of the mechanics I designed and implemented were quite well received by the rest of the team, which always feels pretty good!

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

So far, I have only worked from home due to Corona. I start by logging into my workstation and checking messages. Then I work on tasks until our daily team standup. Depending on what was said in the standup, I return to the task I worked on before or put it on hold if there are urgent bugs to fix, features to implement, or things like playtests to prepare for. In the afternoon, at least once a week, we have a team playtest where we play our game and gather feedback afterwards. If that is not the case, I have the whole afternoon to work on my tasks.

What does it take to do your job well?

The typical traits of a good programmer, really. Patience, the drive to solve problems that can seem unsolvable at first glance, and the creativity to come up with system designs. As a gameplay programmer specifically, it is helpful to have some game design experience and have fun with game design. It is also really important to communicate with the people who will use the systems I am creating. I need to make sure that they know how to use them, but I must also make sure that the system can do precisely what they need it to do. It is always easier to design something with a specific function in mind from the beginning, rather than adding it later onto an existing system.

What advice would you give to aspiring students or devs looking to join the industry?

You can look at all the books in the world, but in my experience, the most important thing when learning to program is to actually do it. Sit down, write a simple game. Do it in Java, Javascript, C++, C#, use CRYENGINE, Unity, Unreal, Godot, or whatever you like. Then write another one. It does not have to be complicated in the beginning. Just try to recreate Snake or Asteroids. Don’t be afraid of using new tools and learning new languages. If you can program in one language, you can do it in another language as well. Sure, the syntax might be different, and you might have to design your systems a little differently, but the base skill you need is the same in all languages. It’s the same with engines. It is different, creating a game in Unity compared to CRYENGINE, but if you can do it in one, you can learn it in the other.

Most importantly, never give up! If you don’t know how to solve something, you will find someone on Stack Overflow who has solved that problem already. If your question is so advanced that you don’t see anyone with a solution for it, you know that you have become a good programmer!

What are you playing at the moment? Do you have an all-time favorite game?

At the moment, I am playing Super Mario Galaxy on the Switch and Horizon Zero Dawn on PC. Choosing just one favorite game is really difficult, but I think I’d have to say Breath of the Wild. It is an absolute

masterpiece. But Pokémon Diamond is pretty high on the list, as well as Skyrim, Hellblade: Senuas Sacrifice, Super Mario 64, Subnautica, Hollowknight…. I could go on and on!

 

Cheers, Fabian! As ever, we look forward to your feedback in the comments, 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. 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.

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/meet-the-team-fabian-kober-junior-gameplay-programmer Fri, 04 Dec 2020 16:02:18 +0100 Crytek
<![CDATA[Nominate CRYENGINE games in the Steam Awards!]]> https://www.cryengine.com/news/view/nominate-cryengine-games-in-the-steam-awards

The Steam Awards give you the chance to nominate the games you love and admire for a range of awards from the past year. Check out the full list of categories on Steam and make your selections by December 1st. You can then vote on the finalists in December, and the winners will be announced in the New Year. You can nominate games by visiting their Steam page, and to get you in the mood, we’ve picked out a few of our favorite games developed on CRYENGINE for your consideration.     

Wolcen: Lords of Mayhem: Game of the Year Award 

Wolcen: Lords of Mayhem invites you to become a shape-shifting avatar of destruction in an apocalyptic world. Created by Wolcen Studios, based in Nice, France, this beautiful action RPG featuring AAA visuals serves up fast-paced combat based on weapon combos. Dive into its corrupted and shattered world to uncover ancient secrets and hidden truths. Keep your eyes on Wolcen, as a new free content update called Chronicle I: Bloodtrail is set for release soon. 

Hunt: Showdown: Labor of Love Award 

Our very own Hunt: Showdown has added updates and expansions throughout 2020 as our amazing community of hunters continues to grow, including, most recently, the game’s first ever live event. In Hunt, savage, nightmarish monsters roam the Louisiana swamps, and you are part of a group of rugged bounty hunters bound to rid the world of their ghastly presence. Banish these creatures from our world, and you will be paid generously—and given the chance to buy more gruesome and powerful weapons. Fail, and death will strip you of both character and gear. Your experience, however, remains in your pool of hunters—called your Bloodline—always. 

Racing Glider: Outstanding Visual Style 

Racing Glider is a remarkable example of what a one-person development team can create with CRYENGINE. This stunning, stylized futuristic racing game that lets you roar at breakneck speed through rally-inspired tracks is a real achievement. Master the inertia, momentum, and physics of each anti-grav vehicle and win medals as you shoot for the best times across 50 levels. It looks great, it plays great, and the electro-soundtrack is note-perfect for racing through a range of environments, from beautiful forests and to cities of the future.  

ColdSide: Outstanding Story Rich Game Award 

Released in November, ColdSide is a deep psychological horror first-person game with a gripping story, atmospheric visuals, and tension from start to finish. Created by AdroVGames, another one-person development team, the game takes place in an abandoned paranormal research laboratory. You’ll head underground to uncover mysteries inspired by the SCP Foundation, a fictional organization that researches and controls various supernatural phenomena. Find out more about the game in our interview with Andrey from AdroVGames and hit up the Steam page to nominate the game. 

RAMIWO - Sit Back and Relax Award. 

Take a trip in this chill walking simulator puzzle game RAMIWO. This first-person exploration game invites you to navigate between surreal worlds where part of the puzzle is learning how to actually play the game itself.  Created as a side project by Crytek Environment Artist Tom Deerberg, immerse yourself in an atmospheric, relaxing adventure, where getting lost is all part of the fun. You can learn more about how this game was created and pick up some great tips and tricks to apply to your own projects by reading our interview with Tom.    

Which CRYENGINE games will you nominate? Let us know in the comments, 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. 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. 

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/nominate-cryengine-games-in-the-steam-awards Fri, 27 Nov 2020 16:03:12 +0100 Crytek
<![CDATA[Character Animation Pipeline Tutorial: The Mannequin Editor]]> https://www.cryengine.com/news/view/character-animation-pipeline-tutorial-the-mannequin-editor

If you’re looking for an introduction to the Mannequin editor, then this is it! Roman Perezogin, one of our Junior Technical Designers, is your host for the final video in our Character Animation Pipeline tutorial series. The video shows you how to use the Mannequin editor to set up a character with basic locomotion. This practical walkthrough takes you through every step to import and set up a character in the Mannequin editor. You’ll learn how to use fragments, the connection between the code in the engine and your game in the editor, to map new animations to existing logic in the code. By the end of the tutorial, you will have applied an idle animation to your character and, building upon the previous tutorial, used blendspaces to create movement. 

To follow along with the tutorial you can check out the written documentation here:

https://docs.cryengine.com/display/CEMANUAL/Tutorial+-+Character+Pipeline+-+Mannequin+Setup

If you are new to the series, you can get up to speed with the following links:  

Part 1: Use 3DS Max to reorient animations for use in CRYENGINE 

Part 2: Use Maya to reorient animations for use in CRYENGINE 

Part 3: Use Blender to reorient animations for use in CRYENGINE 

Part 4: Export and Import geometry and animation assets with 3DS Max, Maya, and Blender 

Part 5: Making a playable character 

Part 6: Blendspaces and how to use them 

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 series 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. 

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https://www.cryengine.com/news/view/character-animation-pipeline-tutorial-the-mannequin-editor Thu, 19 Nov 2020 16:12:24 +0100 Crytek