CRYENGINE | The complete solution for next generation game development by Crytek https://www.cryengine.com/ The most powerful game development platform for you and your team to create world-class entertainment experiences. en-US Copyright 2020, Crytek GmbH. Fri, 24 Jan 2020 16:00:36 +0100 Fri, 24 Jan 2020 18:31:56 +0100 60 <![CDATA[Meet the Team: Aleksei Vaniushkin, Community Coordinator for CRYENGINE]]> https://www.cryengine.com/news/view/meet-the-team-aleksei-vaniushkin-community-coordinator-for-cryengine

CRYENGINE is the output of a wide and diverse team working to make the engine the best it can be, every single day. Today, we’re talking with our Community Coordinator Aleksei, who we’re sure many of you will be familiar with from our various social channels, to discover what makes him tick, what his working day looks like, and how much he enjoys interacting with CryEngineers around the world.

Hey Aleksei! How did you get into your current role?

I actually came from a different industry, but I have a lifelong passion for videogames and how they are made. In fact, the whole culture of the industry! My previous work experience included organizing groups of people to work on short and medium term projects, which meant communicating with people from all over the world. 

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I joined Crytek and started in the engine QA department, where I learned every corner of the engine visible to the user. I have pushed every button you see in the Sandbox 100 times at least! The editor window feels like home to me, so I figured it would be great to bring all this knowledge to community support. Joining Crytek and getting to play a role in the company that made games that I played in my youth is a wonderful experience, surreal almost. It sounds like a fairytale, but it's just an example of how far a passion can carry you.

What is your main focus at the moment?

My main task is to be there when the community needs me. We are a very lucky team since our community is really dedicated and mature. Our channels are a safe environment for developers and everyone interested in using a 3D engine. And my current task is a very exciting one, mostly related to things that are not yet public. But I can't wait to tell you about it as soon as I can!

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

Helping out so many different users is an inspiring process. Everyone, regardless of their level of experience, is a developer, and everyone has a project that they care about. They all use a tool that we dedicate our days to. And in a sense, we take part in the development process, pointing out answers, resources, and solutions. That is immensely satisfying and every time I answer something or help someone, it feels really good. 

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

Very much like being in an airplane cockpit. I've got many windows and tabs open on my screen, in every possible form of computer communication, as well as constant chats with developers and reading into CRYENGINE documentation. Incredible how much you can learn from devs. It’s absolutely mind-blowing how many different areas there are in which people spend their lives becoming a specialist.

What does it take to do your job well?

In a nutshell, the Community Coordinator is all about communication in different forms. We are all people working on one large project, each contributing in their own way. And outside the company, there are users, developers, companies, and gamers. So it's important for us to open a window into the development process, hear what the community has to say, and help the developers and community to articulate their concerns, interests, and wishes. And the people doing it - it's us! At a glance, it seems like I'm simply sitting in front of a trillion internet tabs on two screens, but in fact, I'm communicating to a dozen people, and a different dozen each day.

Have you got any tips for anyone aspiring to work in role?

Patience and humility. Also, you will read a lot!

What are you most looking forward to seeing come to the engine?

The best update is always the next one! When you spend so much time around people passionately working on implementing cool new things and the results are not always visible to a naked eye, it becomes a very exciting story. I basically root for every developer, each team, hoping that all their features will make it into the next version.

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What are you playing at the moment?

I am a fan of tiny games, a fan of the idea that anyone can put out there their ideas, thoughts, and passions in a small compressed form. It's an a very unique form of sharing. Making a game is usually a big effort, but there are other options these days. So my favorite game would certainly be Bitsy which is a mini game engine geared towards making short story-oriented two bit experiences: https://ledoux.itch.io/bitsy. And the next logical step up would be to make it 3D and with lifelike raytracing using proprietary visual scripting… who knows?!

Thanks, Aleksei!

Say hi to Aleksei if you haven’t already by joining our official CRYENGINE Discord channel. Our team is always collating your feedback on our channels, so if you have suggestions about the engine, do let us know 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.

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

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https://www.cryengine.com/news/view/meet-the-team-aleksei-vaniushkin-community-coordinator-for-cryengine Fri, 24 Jan 2020 16:00:36 +0100 Crytek
<![CDATA[Future Plans for Hunt: Showdown]]> https://www.cryengine.com/news/view/future-plans-for-hunt-showdown

Thursday, January 16, 2020 — Crytek name Koch Media Publisher of their online multi-player bounty hunting game for Xbox One and PS4, announce PS4 release date and upcoming content.

Frankfurt (Germany), January 16, 2020 – Hunt: Showdown is getting a new publisher! Today Crytek announced that Koch Media will act as Hunt: Showdown’s publisher on PlayStation® 4 and Xbox One moving forward. Koch Media is responsible for both the global retail and digital releases of the game on these platforms. The extended partnership follows Koch Media’s successful retail release of Hunt: Showdown for PC in 2019. Crytek will continue to develop Hunt: Showdown, and act as publisher for the PC version on Steam. The two companies will be working together closely to deliver the best possible gaming experience across all platforms.

Alongside this news, Crytek and Koch Media revealed that Hunt: Showdown will be available on PlayStation®4 on February 18 2020.

“With Koch handling the publishing side of things, our development team can put all of their focus on continuing to develop and optimize Hunt across platforms, together with our community,” said Crytek CEO Avni Yerli. “While we focus on development, Koch will apply their immense digital and retail publishing expertise to the title, supporting the game’s continued growth. We can’t wait to see what PlayStation players think of the game, and to continue to bring new content to all our players in the coming year.”

“Hunt: Showdown is a unique game, that all of us here at Koch Media who already supported the PC retail release have a lot of fun playing,” added Koch Media CEO, Dr. Klemens Kundratitz. “The feedback we see from the PC community and the high quality standards of the game underline our confidence in the global release on PS4 and Xbox.”

In the next year, players can expect even more content to be added to Hunt: Showdown via the regular updates that the game has delivered throughout its lifespan. Update 1.2 is slated to bring random teams of three, an advanced tutorial, new Legendary Hunters, and new equipment and weapons across the board. Players can also expect server-side performance improvements, client CPU performance fixes, and a number of other general bug fixes.

Looking beyond Update 1.2, Hunt: Showdown will see even bigger updates arriving, including cross-play between Xbox and PlayStation, a Solo PvE mode, live-events, outfit customization, and a new map.

About Hunt: Showdown

Hunt: Showdown is a competitive first-person bounty hunting game that packs the thrill of survival games into a match-based format. Set in Louisiana in 1895, the game boasts a mixture of PvP and PvE elements that creates a uniquely tense experience. It’s not just the creatures who are a threat—it’s every Hunter on the map. In the classic game mode, a match of Hunt pits 12 players—playing solo or in teams of two or teams of three —against each other as they race to take out gruesome beasts for a bounty they must collect and get off of the map, while Hunt’s quickplay mode offers a shorter match for solo players to scavenge for weapons as they compete for a diminishing pool of bounty. The higher the risk, the higher the reward–but a single mistake could cost everything. Hunt is available now on Steam. For more information, visit https://www.huntshowdown.com/.

About Crytek

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

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

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https://www.cryengine.com/news/view/future-plans-for-hunt-showdown Thu, 16 Jan 2020 18:05:16 +0100 Crytek
<![CDATA[Creating Animated Characters using Character Creator 3 & iClone 7]]> https://www.cryengine.com/news/view/creating-animated-characters-using-character-creator-3-iclone-7

In our latest CRYENGINE Master Class, Roman Perezogin, one of our Junior Technical Designers, takes you step-by-step through the process of creating a character and then importing it into CRYENGINE by using Character Creator 3 and iClone 7 from Reallusion and Adobe Photoshop. The video shows you a practical, professional workflow that you follow along with and apply to your own projects.

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

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

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

We hope you find this tutorial useful. If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

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

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https://www.cryengine.com/news/view/creating-animated-characters-using-character-creator-3-iclone-7 Fri, 10 Jan 2020 16:12:22 +0100 Crytek
<![CDATA[Dungeons & Dragons Tabletop Map]]> https://www.cryengine.com/news/view/dungeons-dragons-tabletop-map

At Crytek, we love games of all kinds and count many Dungeons & Dragons players amongst our ranks. However, CRYENGINE Software Engineer Alexander Klinger decided to take things further by combining his love of D&D with his knowledge of CRYENGINE to create a stunning animated D&D map that runs in a custom tabletop display. We spoke to Alex to find out more about the project, his workflow, and how D&D fans can create a similar map with free CRYENGINE assets. 

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Hey Alex, how did this project come about?

Alex: Some friends and I started a new Dungeons & Dragons campaign, and we wanted to up our map game. We usually just play on ugly hand-drawn maps with basic shapes to represent the scenery and move our miniatures on it. We saw that some people play on digital tabletops, usually just a table with a TV in it, which displays 2D maps or girds to play on. It's a pretty cool setup, so we started to build our table, and it turned out pretty nice. The first time we used it, we just played with random 2D maps that we found online, which worked fairly well, but I felt like we missed a certain wow effect. So I thought I would put my engine knowledge to good use and create some maps in CRYENGINE.

Where did you draw inspiration from?

Alex: Most of the inspiration came from other D&D maps I have seen online but a lot of the layout was determined by our Dungeon Master, the game organizer in charge of creating the details and challenges of a given adventure. He sent me some rough layouts of how he imagined the scenery and where he wanted to create encounters and I started to fill it with life. I wanted the maps to feel as realistic as possible so I had a look at Kingdom Come: Deliverance. Not only was this game made in CRYENGINE but it also has one of the most beautiful and accurate medieval maps I have ever seen.

What tools and workflow did you use to create it?

Alex: I started with the GameSDK since it already has a lot of assets like props and particles which I could use for the map. The GameSDK also comes with some pre-built maps like Woodland, which was the perfect starting point for me. My first step was to build a small asset zoo level where I would collect all the assets I liked which would fit into a D&D fantasy environment. After I realized that I would like a larger variety of assets, I also downloaded the free Ryse and Wilderness assets from the CRYENGINE Marketplace and started to assemble the map. I used pretty much all of the level editing tools CRYENGINE offers like the Vegetation Editor, Terrain Editor, Environment Editor, and more. Creating prefabs and groups of level parts was really helpful since I needed to rearrange the assets to fit the grid and the layout from our Dungeon Master. After the level itself was created and I was happy with the layout, I started to polish, adding particle effects and boids so that the scene looks alive and dynamic.

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Did you need to do anything special to get it working on the tabletop display?

Alex: The map is just a looping video with a grid overlay, so I used Trackview's render sequence tool to generate a two-minute-long sequence of pictures. Then I loaded up those pictures in a video editing tool and generated a video out of it. After a post-process pass, changing the color range, adjusting the brightness and overlaying the grid, the video is pretty much done and ready to play. The only tricky part in the process was to get the camera right. To properly play the game from a top down perspective, the map should be relatively flat with as little perspective distortion as possible, otherwise placing a 2D grid on top of it wouldn't really work. In the end the trick was to use a small FOV and place the camera further away. I could also have used an orthographic projection, but I still wanted to have some sort of depth perception. I'm pretty happy with the result.

Has it enhanced your D&D gaming experience?

Alex: Certainly! First of all it just looks much cooler, seeing your minis jumping over animated rivers or a campfire. Casting realistic moving shadows adds a lot to the atmosphere of the gaming experience, especially if you accompany the map with some ambient sounds and music. It also made combat easier and quicker to play. You immediately have an idea of what your surroundings look like, and also where your character can move. And, of course, it’s been a huge amount of fun to create the maps in CRYENGINE!

Thanks, Alex!

If you’re inspired to create your own D&D map based on this project using free assets from the CRYENGINE Marketplace, let us know on the forum, or via Facebook and Twitter. Don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.Are you looking for your next career move? At Crytek, we value diversity. We actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/dungeons-dragons-tabletop-map Mon, 13 Jan 2020 10:22:52 +0100 Crytek
<![CDATA[Get a First Look at Lovecraftian Horror Exploration Game: The Alien Cube]]> https://www.cryengine.com/news/view/get-a-first-look-at-lovecraftian-horror-exploration-game-the-alien-cube

The Alien Cube is a CRYENGINE-powered first-person horror adventure game from Alessandro Guzzo, the developer of The Land of Pain. You can check out The Alien Cube by playing the demo, which is available on Steam today, and we caught up with Alessandro to find out more about the game and his dev process. 

Hey Alessandro! What can players expect in The Alien Cube?

The Alien Cube is a first-person Lovecraftian horror adventure where you play the role of Arthur, a young man whose life is about to change forever. Tormented by dreadful visions, you will explore otherworldly and forbidden places where you will uncover, step-by-step, a terrifying mystery. You will have to survive in dangerous situations across a wide variety of environments as you try to unveil the truth behind a series of strange events.

Where is the game set? 

The game is set in the late 1990s. After discovering a strange object that seems to come from an alien world, you embark on a journey taking in many different locations, such as old crumbling buildings, snowy forests, dark dungeons, and more. Otherworldly and insane environments are waiting to be discovered. You have to be very careful as you will have to face many dangers in these disturbing and unexplored places. 

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What inspired you to make The Alien Cube? 

Lovecraft’s literature was a big source of inspiration. This game, in particular, embraces the fear of the unknown, dark and alien worlds, and terrible hidden realities. Lovecraft’s short story that deals with this concept is From Beyond. Edgar Allan Poe’s literature was also a great source of inspiration, especially some of his short tales like The Pit and the Pendulum. The Alien Cube explores the themes of unexplored universes and alien gods, which I had developed in my previous game, The Land of Pain. Indeed, in The Alien Cube, you will play as Arthur, the nephew of The Land of Pain’s protagonist. 

The Alien Cube is a spiritual sequel to The Land of Pain, as there are aspects in both games that are connected. For example, in The Alien Cube, you will also investigate the history of The Land of Pain’s protagonist, Edgar. However, these are minor connections compared to the main story. The two games are designed to be played separately, as they are focused on two different stories. At the same time, however, there will be interesting connections to discover if you play both.

What is it about Lovecraftian horror that you enjoy so much?

What I enjoy in Lovecraft’s horror is how he can convey a feeling of insignificance that characterizes humanity's place in the universe. I also like his protagonists, usually anti-heroes and solitary individuals. They are often socially detached and tend to be vulnerable. The truth they have to face leads them to insanity, as what the universe hides from humanity should not be seen by anyone. In The Alien Cube, the player can find many of these aspects explored, as well as other themes. 

Is it a solo development, or is there a wider team?

I am the sole developer behind The Alien Cube. However, there are some aspects that I can’t manage by myself, such as translation and voice acting. For those aspects, I’m collaborating with some fantastic people that I want to thank. In particular, I want to thank Francesca, who is helping me with marketing and giving great feedback on the development.

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What did you learn from the development of The Land of Pain, and how has that helped you with this project? 

The Land of Pain was my first game, and my very first experience as a developer. I started from nothing! The Land of Pain allowed me to learn and discover new things, from beginning to end. Even today, I’m learning new things and more efficient methods, essential in this kind of job. The Land of Pain’s development gave me the necessary basis for game development, and now my goal is to make better and more advanced games.

The Land of Pain was my first project with CRYENGINE, and I started its development in late 2014. I chose CRYENGINE because I felt immediately comfortable with creating the environments and the situations I had in mind. As a one-person team, optimizing development time has always been my priority, and with CRYENGINE, I have found this essential feature. 

The high technical quality that you can achieve with CRYENGINE is another important aspect of the engine that has always intrigued me. I’m using all the available features to reach the best quality in every aspect.

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Which CRYENGINE features have helped you with the Alien Cube?

To me, the most useful feature in CRYENGINE is Flowgraph, as it is a very intuitive system to create actions in the game. Also, the material editor is very fast. I’m also using volumetric fog, global illumination, lens flare, and the vegetation editor. All of these features have been very useful in the creation of my projects. The CRYENGINE community was very helpful both in the forums and in Discord. In particular, I want to thank Cry-Flare, who has been very kind and helped me a lot!

The Alien Cube takes advantage of photogrammetry tech. What is your workflow?

Yes, I love this technology as it can bring real objects into the game world with amazing quality. The workflow consists of taking many pictures of an object from different angles, making sure to capture every single detail. The object must have the most uniform light possible, without shadows or direct sunlight. 

When the pictures are ready, they are loaded in a 3D reconstruction program that creates the shape and the texture of the object. At this point, the object is created, but it is not suitable for a game engine, so it will require work to optimize it, for example, by reducing polygons, making a better texture with a normal map, and so on. In The Alien Cube, there will also be objects from Quixel Megascans’ library, which contains many incredibly high-quality models.

Thanks, Alessandro! 

Check out the Alien Cube demo on Steam today. You can also find Alessandro’s first game, The Land of Pain, on Steam. 

 

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

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/get-a-first-look-at-lovecraftian-horror-exploration-game-the-alien-cube Fri, 20 Dec 2019 15:57:34 +0100 Crytek
<![CDATA[Celebrate the holidays with seasonal assets]]> https://www.cryengine.com/news/view/celebrate-the-holidays-with-seasonal-assets

Winter is well and truly here, so we’re casting our eyes over the CRYENGINE Marketplace to pick out some seasonal assets inspired by, or perfect for, the winter period. 

If you’re looking to create a winter wonderland, then you’ll want to check out a range of awesome textures from the aptly named Game Textures. They’ve got you covered with their Windswept Snow, Icy Snowfield, Clumpy Snow, and Snow Swept Cliff Face packs, which are all prepared for physically-based shading, and ideal for a range of effects from a light, holiday season dusting of snow to creating a full icy tundra. 

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Once you’ve created your snowscape, give your players a perfect vantage point with this beautiful, ready-to-go hot air balloon from Qlaud_Yoshima. This asset includes realistic materials, moving cloth, and includes FBX files.

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Of course, you’ll most likely want your players to be able to cross your snow scene on foot too, and the S23 Winter Footsteps Collection from Studio 23 will help you ensure that your level sounds as good as it looks. Featuring 330 high-quality audio Wav files, this pack covers multiple snow and ice footstep types, including 43 loops and sequences. It includes walking, jogging, and running sounds, each with an ambient and clean version, depending on your needs. It’s a highly-flexible and super-organized pack.

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If you want more seasonal sounds, then check out the Christmas Sound Effects Bundle from audiofnx. Including 175 high-quality recordings, this collection includes sleigh bell loops, bells, twinkle sounds, and Christmas ornament sound effects. You can also check out a slimmed-down asset pack featuring 25 of the assets in the bundle in the 25 Christmas Sound Effects Pack.

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We absolutely love the Winter Forest Pack from CGTrader. This collection of gorgeous hand-painted assets includes fences, signs, rocks, and snow-capped trees, ideal for a charming and stylized fantasy winter scene.

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With The Climb out now on Oculus Quest, now’s a great time to download our free asset pack featuring a range of wintry props and more. The collection includes polar bears, arctic foxes, and birds of prey, all with animations, and there is a great range of rock, waterfall, and river assets so you can create a wilderness for them to explore.

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All of these assets and more are available on the CRYENGINE Marketplace. If you pick up an asset that makes a difference for your project, don’t forget to leave a review. And if you’re looking for a specific asset to help you, but somehow can’t find it, let us know on the forum, or via Facebook and Twitter. Don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

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

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https://www.cryengine.com/news/view/celebrate-the-holidays-with-seasonal-assets Wed, 18 Dec 2019 16:03:00 +0100 Crytek
<![CDATA[Improve your scenes with HDR skies]]> https://www.cryengine.com/news/view/improve-your-scenes-with-hdr-skies

Discover how to improve your scenes with HDR skies in our new mini-tutorial hosted by Roman Perezogin, one of our Junior Technical Designers, who takes you step-by-step through his workflow for setting up HDR sky textures in CRYENGINE using Photoshop. The video also demonstrates how to create a material file and set up the skybox in the environment editor. And all in under six minutes! You can follow along with this tutorial by visiting HDRI Skies, a provider of high dynamic range full 360° HDRi skydomes, which you can download in 2K resolution for free.

 

 

The tutorial is aimed at users who are already comfortable with using the sandbox. If you are entirely new to CRYENGINE, we recommend you download our beginner’s course or watch the tutorial on our YouTube channel.

If you enjoyed this tutorial, you may wish to check out Roman’s mini-tutorial demonstrating his workflow for importing assets into the engine with 3DS Max, showing the import process of complex assets and how to configure them using the engine. 

We hope you find this tutorial useful, and don’t forget to subscribe to our YouTube channel so you can watch the next video in this series when it’s released. 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 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/improve-your-scenes-with-hdr-skies Fri, 13 Dec 2019 16:00:39 +0100 Crytek
<![CDATA[CRYENGINE 5.6.5 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-5-6-5-hotfix-available-now

We are pleased to let you know that CRYENGINE 5.6.5 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This is our fifth hotfix since we launched CRYENGINE 5.6 as part of our commitment to improving the engine in response to your feedback. To help us keep making CRYENGINE better for everyone, please continue to let us know your thoughts and comments on the dedicated forum feedback thread.

Highlights in CRYENGINE 5.6.5 include:

  • Fixed: (Volumetric Fog): Fog on light probes - by bringing it's GenerateLightList more in line with its counterpart in TiledLightVolumes.
  • Fixed: Issue with view distance ratios not being refreshed correctly when propagating through attachment hierarchies.
  • Fixed: (Prefab LE): Snapping a hidden prefab to a place will un-hide the brush object inside of it, but keep the UI and helper in the invisible state.

Middleware Updates:

  • Updated to FMOD 2.00.06.
  • Updated to Wwise 2019.1.5.

You can read the full release notes and the known issues for this hotfix here.

CRYENGINE 5.6 was a huge release for us, and when shipping build of this size, inevitably, certain issues and bugs might only appear when the engine is in your hands. This hotfix addresses more issues, but please keep your feedback and suggestions coming on the dedicated forum feedback thread for future updates. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. 

As ever, stay tuned for updates on the forum, or via Facebook and Twitter and don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-5-6-5-hotfix-available-now Thu, 12 Dec 2019 15:27:09 +0100 Crytek
<![CDATA[Part Three of our CRYENGINE Physics Constraints Tutorial Series]]> https://www.cryengine.com/news/view/part-three-of-our-cryengine-physics-constraints-tutorial-series

Master advanced physics constraints, including constraining the movement of an object to a 3d mesh or a spline path, in our latest tutorial hosted by our Learning Manager, Brian Dilg. The video takes you step-by-step through advanced techniques using CRYENGINE’s physics system to create complex animations like barrel roll movements in a practical walkthrough. To get the most out of this tutorial, you should be familiar with the concepts of rigid bodies, the basics of physics constraints, including point, line, and spline constraints, and have a working knowledge of the sandbox editor. To get started with the basics of physics constraints, check out part one of this tutorial series. You can use our physics constraints learning documentation in conjunction with this course. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel. 

We hope you find this tutorial useful. If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. 

Are you looking for your next career move? At Crytek, we value diversity and 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/part-three-of-our-cryengine-physics-constraints-tutorial-series Wed, 11 Dec 2019 16:04:05 +0100 Crytek
<![CDATA[Check out GalaxSys, our new CRYENGINE Sample Project]]> https://www.cryengine.com/news/view/check-out-galaxsys-our-new-cryengine-sample-project

Our new sample project, GalaxSys, is available now on CRYENGINE Marketplace. GalaxSys is a vibrant all-action twin-stick shooter and was developed in a short amount of time by just a few people at CRYENGINE. Give the game a whirl and check out the code for yourself to discover how it was put together, expand on it, or re-imagine it as you wish. 

Credits for GalaxSys:

  • Viktor Ikkes: VFX/3D Artist and Level Designer
  • Alex Klinger: Gameplay Programmer and Gameplay Mechanics Designer
  • Christian Schilling: Audio designer/Producer
  • Jeremy Wade: Gameplay Programmer/UI Designer
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We sat down with Alex and Jeremy, two of the four-person dev team who created GalaxSys, to find out more.

Hey, guys! What was your aim with this project?

Alex: I wanted to create something new and fresh, a game that demonstrates how versatile CRYENGINE is and shows how easy it is to create simple games with just a few code files. Furthermore, we wanted to create something easy to pick up and will allow users to understand how the fundamental systems of the engine, such as the physics or entity systems, can be used to create a game. GalaxSys really shows how you can create something simple but fun with relative ease.

Jeremy: Generally, we wanted to showcase the versatility of the engine for creating games in a short dev cycle. The project was passed to me from Alex and Viktor, who did an amazing job. The game was playable, as much as a prototype can be, and looked great. There were a few things that needed to be addressed, which came down mostly to modularity and polish. Over time the game was modularized to the point that we added several new components that would allow even greater flexibility in expanding upon or re-imagining the sample. We want to provide devs with the toolset to create their games in CRYENGINE, and this project will help them do that.

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Where the idea for GalaxSys come from?

Alex: In the beginning, I was just thinking about what we could create that would use most of the systems in the engine in a short dev cycle. Since we already had a TwinStickShooter template for the engine I thought that would be a great start for this project, and I am a big fan of Geometry Wars. After showing Viktor some gameplay, there was little convincing left to be done! Geometry Wars uses particles in its visual style intensively, and that gave us an excellent opportunity to show off PFX2 and some more abstract effects compared to the more realistic ones we have in the GameSDK or Hunt Showdown.

Roughly how long did it take to create GalaxSys?

Alex: In total, I don't think it was more than four work hours on my side. Obviously, the project wasn't complete after that, but the game itself was working, and it had a fully playable game loop. Since I am very familiar with the systems and the engine in general, I was able to create this game very quickly. I would say that a standard user of CRYENGINE would be able to achieve the same thing in a short time frame, maybe one or two days.

Jeremy: The initial prototype by Viktor and Alex only took a handful of hours. Then we decided to polish it up and remove as much hard-coded logic as possible for developers and designers, including those who may not be programmers themselves. Then we began to polish and expand upon the sample game, implementing several new generic components and enabling much greater flexibility to allow developers to customize and expand upon the sample as much as they want.

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Which core CRYENGINE systems did you use in this project?

Alex: I used a lot of the default components provided by the engine, like the constraint, mesh, and particle components. Components are a real time-saver, and they also provide a lot of functionality. Another feature worth highlighting is the particle system. Inspired by Geometry Wars, we created a lot of different stylish particles and combined them with the physics system to create the distortion effect in the background particle gird.

What tips do you have for anyone who wants to investigate this project?

Alex: I think the best way to learn from the sample is to start at a high level and then work down to the details of it. First, begin with the level itself have a look at the entities in the scene so you can get an idea of how the game is composed, and then dig deeper into the implementation of the components and entities. In the future, we will provide some general documentation for the project, which will give a good overview as well. You could also use this project as a base and customize it to your needs, and use the principles and systems that you can see in the project to create something similar.

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Jeremy: For users who want to investigate the code itself, you will see when opening the project in Visual Studio that most of the code is housed inside more generic components. There are many comments in the code to help provide a quick understanding of the logic behind it so that you can pick up the concepts faster. I would take a look at the components first and get an idea of how each component functions. Most of the more specific logic will be housed inside the Schematyc Graphs so it can be changed without modifying code. The code has excellent variety, tying into several different systems with differing complexity with each component, so there is a lot you can learn here, even in such a small and straightforward project. For non-coders we advise checking out the entities and seeing which components they use and how the graphs are laid out. Start tinkering with values and then create your own logic, expanding and changing the sample how you wish.

Cheers, guys!

We hope you find GalaxSys fun and useful, and we look forward to your feedback 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 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/check-out-galaxsys-our-new-cryengine-sample-project Thu, 05 Dec 2019 17:41:43 +0100 Crytek
<![CDATA[The Climb Out Now on Oculus Quest]]> https://www.cryengine.com/news/view/the-climb-out-now-on-oculus-quest

Today Crytek are bringing the thrill of extreme free solo rock climbing to Oculus Quest. The adrenaline-packed climbing game allows players to experience the rush of dangerous solo climbs in stunning, hyper-realistic settings from the comfort of just about anywhere with the incredible freedom offered by the completely wireless Oculus Quest. The Climb is available now for 29.99 USD in the Oculus store, and supports Cross-Buy. So players who already own The Climb for Rift will receive a copy for Quest gratis and vice versa.

Experience the ultimate in extreme sports by going beyond the point of no return and scaling deadly cliff faces unaided, with three locations, tutorials, practice wall, and six intense bouldering routes to beat. In Tourist mode, players can explore the expansive settings with simplified game mechanics to discover new routes, show friends and family, or just to enjoy the scenery. Meanwhile, the Climb’s asynchronous multiplayer mode allows climbers to compete against other player’s ascents and send challenges to their friends.  

The Climb’s three settings give climbers a variety of landscapes to explore—Alps, Bay, and Canyon—each painstakingly created based on real-world locations. For example, Canyon takes inspiration from the geography of the Grand Canyon, drawing upon wider natural and cultural cues from across the USA and combining iconic elements to create an immersive blend of sights, sounds, and adrenaline-pumping challenges. By night, fireworks from a music festival accompany the breathtaking ascents, while daylight reveals endless vistas marked by winding rivers, mysterious mine shafts, and jets performing dramatic formation flyovers. The heat will be on as players feel the scale of the environment, the vertigo of the height, and the challenge of the competition to achieve the best times on leaderboards.

“From the very first prototype for The Climb, we knew that climbing and VR were the perfect combination. Virtual reality allows you to try something most people could never experience in real life—and with just as intense an adrenaline rush as the real thing,” said Producer Fatih Özbayram. “Climb is so much fun to play on Oculus Rift, and the Quest offers even more freedom to players. No strings—or cables—attached!”

To complete The Climb’s host of vertical challenges, players will have to master different grip types, balance speed against stamina, and discover routes and shortcuts. More than 100 achievements are up for grabs, as players unlock custom watches, gloves, and wristbands, while amazing visual payoffs reward the completion of every ascent, demonstrating the power of CRYENGINE and VR.   

To find out more about The Climb, visit the official website for the game at www.theclimbgame.com.

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https://www.cryengine.com/news/view/the-climb-out-now-on-oculus-quest Tue, 03 Dec 2019 19:23:35 +0100 Crytek
<![CDATA[CRYENGINE Community Spotlight: Vote for your Favorite CRYENGINE Game in the Steam Awards]]> https://www.cryengine.com/news/view/cryengine-community-spotlight-vote-for-your-favorite-cryengine-game-in-the-steam-awards

The Steam Awards are looking for the best games for a range of awards, and it’s not too late to nominate your favorite CRYENGINE game. You can check out the award categories over on Steam, and we think there’s a few worthy of your consideration across the following suggested categories:

Vanguard: Normandy 1944 – Better With Friends Award

Vanguard: Normandy 1944 features authentic, real-world battlefields that immerse players in the intensity of close-quarters infantry combat, where teamwork and tactics are vital to success. Set during the Allied invasion of Europe, you can choose to storm the Normandy coast as the British Commandos, play as the elite 6th Airborne, or attempt to hold back the assault in the ranks of the German Wehrmacht. Vanguard: Normandy 1944 presents a hardcore infantry combat experience where a single bullet can kill, and a careless mistake can cost both the player and their squad everything. The game has been developed in conjunction with historians to recreate authentic battlefields, weapons, and uniforms. This hardcore tactical shooter is an incredible multiplayer experience that rewards teamplay and is available now on Steam

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Pandemic Express - Most Innovative Gameplay Award

Pandemic Express is a team-based FPS where players must escape from an infected zombie horde. The game takes place in a vast open-world featuring multiple vehicles and weapons and begins with 30 players trapped on the outskirts of a post-Soviet industrial ghost town. One player is randomly infected and must infect all the other players in the match, recruiting them to their side. The other players must escape from the zombies by finding a train. Featuring a beautiful art style and chaotic, tense, and wild gameplay, Pandemic Express delivers a unique take on the zombie game genre. And you can get 50% off the game in the Steam Sale right now. 

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Wolcen: Lords of Mayhem – Labor of Love Award

Wolcen: Lords of Mayhem is an ambitious, beautiful action RPG with fast-paced combat based on weapon combos. There are no class restrictions, so you can play your way as you level up. From Wolcen Studio, based in Nice, France, the game allows you to shape-shift into a customized apocalyptic avatar of destruction, and who wouldn’t want to do that? Wolcen: Lords of Mayhem is an excellent example of how the community has shaped the development of an Early Access title, and you can pick the game up with a 30% discount in the Steam Sale right now.

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Sniper Ghost Warrior Contracts - Outstanding Visual Style Award 

Sniper Ghost Warrior Contracts invites you to sign up as an assassin for hire in the brutal wilds of Siberia, Russia. Experience pure sniper gameplay in a brand new contracts-based system that encourages strategic thinking and take down a wide range of targets in hundreds of ways. Featuring the most realistic approach to combat in the series yet and with a focus on sniping, stealth, and tactics, Sniper Ghost Warrior Contracts gives you a range of toys to play with, including the Dynamic Reticle System, which allows you to manage the ballistics and atmospheric conditions as you take your shot. You’ll also be able to use gadgets like scout drones, an augmented reality mask, and specialist bullet types. From the forests to the mountains, you’re provided with vast and beautiful landscapes, powered by CRYENGINE, which provide deadly battlegrounds and the perfect backgrounds for Sniper Ghost Warrior Contracts trademark slow-mo moments of bullet impact. Try it out for yourself on Steam now. 

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Heathen: Sons of the Law - Outstanding Story-Rich Game Award

Heathen – The Sons of the Law is a single-player action and adventure first-person shooter inspired by the novel The Islands of Doctor Moreau by H.G. Wells. Frog Factory is a team of just two people, Manuel Lacoste and Pierre Savel, and Heathen – The Sons of the Law is a remarkable example of what indie developers can achieve with the power of CRYENGINE. In the game you’re transported to an island where a mad scientist has experimented with nature itself to create half-human, half-animal beasts to work as slaves in the early 20th century. Change your form and play-style, from stealth to all-action assault, as you explore a beautiful yet terrifying island on a quest to unravel the dark mystery that lies within it. You can immerse yourself in Heathen’s rich world of story by checking out the game in Early Access on Steam right now. 

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

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-community-spotlight-vote-for-your-favorite-cryengine-game-in-the-steam-awards Mon, 02 Dec 2019 16:24:41 +0100 Crytek
<![CDATA[CRYENGINE Master Class: Part Two of our CRYENGINE Physics Constraints Tutorial Series]]> https://www.cryengine.com/news/view/cryengine-master-class-part-two-of-our-cryengine-physics-constraints-tutorial-series

Find out how you can create gears in part two of our CRYENGINE physics tutorial series, hosted by Learning Manager Brian Dilg. The video demonstrates how you can use CRYENGINE’s physics system to set up gear-like constraints where the movement of one object is synchronized to drive other objects around it. In the video, Brian takes you step-by-step through the process of creating gear mechanisms, from a simple two gear arrangement all the way up to a complex mechanism using slave gears as masters. To benefit from this tutorial, you will need to be familiar with basic concepts in the sandbox editor, including entity components, meshes, and rigid bodies. You should also be familiar with the basics of physics constraints, which are covered in part one of this tutorial series. You can use our physics constraints learning documentation in conjunction with this course. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel. 

We hope you find this tutorial useful. If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. 

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

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https://www.cryengine.com/news/view/cryengine-master-class-part-two-of-our-cryengine-physics-constraints-tutorial-series Fri, 29 Nov 2019 16:45:21 +0100 Crytek
<![CDATA[CRYENGINE Master Class: Import Assets into CRYENGINE with 3DS Max Featuring KitBash 3D]]> https://www.cryengine.com/news/view/cryengine-master-class-import-assets-into-cryengine-with-3ds-max-featuring-kitbash-3d

Learn how to import complex assets into our engine using professional tools and check out recommended, tried-and-trusted CRYENGINE workflows with our latest video. The new tutorial series is hosted by Roman Perezogin, one of our Junior Technical Designers, who takes you step-by-step through his workflow for importing assets into the engine with 3DS Max. The first video demonstrates the import process of complex assets and how to configure them using the engine. The assets are provided by KitBash 3D, who have a wide assortment of assets that can be dropped straight into your projects. If you want to follow along the tutorial we recommend you head to their website and pick up a kit. 

The tutorial is aimed at users who are already comfortable with using the sandbox. If you are entirely new to CRYENGINE, we recommend you download our beginner’s course or watch the tutorial on our YouTube channel.

We hope you find this tutorial useful, and don’t forget to subscribe to our YouTube channel so you can watch the next video in this series when it’s released. 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 actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-master-class-import-assets-into-cryengine-with-3ds-max-featuring-kitbash-3d Thu, 28 Nov 2019 11:19:57 +0100 Crytek
<![CDATA[Sniper Ghost Warrior Contracts - Out Now!]]> https://www.cryengine.com/news/view/sniper-ghost-warrior-contracts-out-now

CI Games has launched Sniper Ghost Warrior Contracts, powered by CRYENGINE, for PC, PS4, and Xbox One. The latest installment in the Sniper Ghost Warrior franchise offers best-in-class sniping and gives you more ways to take down targets than ever before. 

Sniper Ghost Warrior Contracts invites you to sign up as an assassin for hire in the brutal wilds of Siberia, Russia. Experience pure sniper gameplay in a brand new contracts-based system that encourages strategic thinking and take down a wide range of targets in hundreds of ways. 

Featuring the most realistic approach to combat in the series yet and with a focus on sniping, stealth, and tactics, Sniper Ghost Warriors gives you a range of toys to play with, including the Dynamic Reticle System, which allows you to manage the ballistics and atmospheric conditions as you take your shot. You’ll also be able to use gadgets like scout drones, an augmented reality mask, and specialist bullet types.

The core of the game is the brand new contracts system. Scattered across each region are contracts which challenge you to execute key targets in order to progress to new areas. There are a total of 25 main contracts that comprise the core campaign narrative, but each region acts as a sniping sandbox, with densely-packed with side-objectives to complete. Thanks to the game’s focus on emergent combat encounters, no two deployments play out the same, so you can tackle contracts multiple times and earn funds to upgrade your gear between contracts. 

Featuring an in-depth single-player campaign and a range of multiplayer options, Sniper Ghost Warrior Contracts features a wealth of different ways to play as you fight through beautifully realized snow-covered mountains, lush forests, and secret bases hidden deep in the mountainside. Find out more about Sniper Ghost Warrior Contracts at https://sniperghostwarriorcontracts.com/.

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

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https://www.cryengine.com/news/view/sniper-ghost-warrior-contracts-out-now Fri, 22 Nov 2019 18:36:49 +0100 Crytek
<![CDATA[New CRYENGINE Physics Constraints Tutorial]]> https://www.cryengine.com/news/view/new-cryengine-physics-constraints-tutorial

We have released a new video in which Learning Manager Brian Dilg shows you how to use physics constraints in CRYENGINE. Constraints are used to limit the range of movement of a physicalized entity, and in less than 15 minutes, the tutorial will take you step-by-step through the process of using point constraints, line constraints, and plane constraints. You will learn how to use a range of different constraints, and understand their effects, with this practical video, which uses a shooting range target as an example. However, you can apply the step-by-step instructions in the tutorial to the object of your choice in your scene. 

The tutorial is aimed at users who are already comfortable with using the sandbox. If you are completely new to CRYENGINE, we recommend you download our beginner’s course or watch the tutorial on our YouTube channel.

We hope you find this tutorial useful. If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know 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.

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

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https://www.cryengine.com/news/view/new-cryengine-physics-constraints-tutorial Tue, 19 Nov 2019 22:47:40 +0100 Crytek
<![CDATA[Ray Tracing for Everyone: Neon Noir benchmark tool released]]> https://www.cryengine.com/news/view/ray-tracing-for-everyone-neon-noir-benchmark-tool-released

We are delighted to share the news that we have released ‘Neon Noir,’ a free ray tracing benchmark based on the ray tracing demo of the same name, which was made available as a video during GDC 2019. The benchmark can be downloaded from the CRYENGINE Marketplace, and it will give you a score based on how your system performs rendering scenes produced by CRYENGINE’s upcoming ray tracing feature in real-time. 

The benchmark will give a score on almost any hardware system configuration, with the power of the system reflected in the benchmark’s performance, as with any benchmark software. However, for the smoothest experience, we recommend the following minimum specifications:

Recommended Minimum Specs for the Neon Noir Benchmark:

  • AMD Ryzen 5 2500X CPU/Core i7-8700
  • AMD Vega 56 8 GB VRAM/Nvidia GTX 1070 8 GB VRAM
  • 16 GB System Ram
  • Win 10 x64
  • DX11

We have also added a configuration setting so you can change the quality of the ray tracing in the benchmark from Very High to Ultra, demonstrating how the new technology can be adapted for different levels of performance by the developer or user. When running on the Ultra setting, ray-traced reflections are rendered at the same resolution as the scene. When running on the Very High setting, we adjust a value called LowSpecMode to reduce the resolution of those reflections for rigs with lower performance, saving rendering costs, while still delivering a beautiful scene.

In the benchmark example, the LowSpecMode value is 0 for the Ultra setting, and the LowSpecMode value is 1 for the Very High setting. A scene rendered at 1920p x 1080px with a LowSpecMode value of 1 will result in ray-traced reflections rendered at a resolution of approximately 1357 x 763px. When the feature ships in CRYENGINE, developers will be able to adjust this value to achieve the level of performance they desire for specific scenes, and/or give control over the performance of ray tracing to users as part of the graphics settings. 

CREYNGINE’s ray tracing technology is both hardware and API agnostic and will run on most mainstream contemporary AMD and NVIDIA GPUs, whereas other ray tracing methods are typically bound to GPU solutions with dedicated RT cores. The feature will ship in CRYENGINE in 2020, optimized to take advantage of performance enhancements delivered by the latest generation of graphics cards from all manufacturers and supported APIs like Vulkan and DX12. 

Check out our Road to Ray Tracing developer diary to find out more about how we created this new technology. The video features key members of the team involved in pioneering this feature and reveals the artistic ambition behind Neon Noir and how artists and developers can achieve amazing results by deploying ray tracing on contemporary hardware. 

Neon Noir also comes with a full Razer Chroma RGB integration and will pair nicely with Razer Chroma enabled hardware and peripherals. This Razer Chroma integration will be made available to CRYENGINE developers to add Chroma RGB effects to their games easily in the future.

We look forward to hearing your feedback in the comments, on the forum, and via Facebook and Twitter - we also setup a special forum thread so you can share your benchmark score with others. Don’t forget that you can join the community and our CRYENGINE development team over on our official 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 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/ray-tracing-for-everyone-neon-noir-benchmark-tool-released Wed, 13 Nov 2019 15:33:50 +0100 Crytek
<![CDATA[Time Squared in Early Access on Steam]]> https://www.cryengine.com/news/view/time-squared-in-early-access-on-steam

Time Squared is a CRYENGINE-powered indie game set during the Cold War at a time when tensions are mounting, and a terrorist threat could trigger an all-out war between the USA and the USSR. Find out more in our interview with Thomas Marot Magné from FUSIS Games.

Hey Thomas! Can you tell us what players can expect in Time Squared?

Time Squared is a focused first-person shooter that we hope is pleasing to play! Players can expect a big world to explore and fight through, from beaches to snowy mountains. Time Squared is an open-world game, so players will be able to follow the story or just take their time and explore.

You play as an elite soldier, and you’ll almost always be guided by Sermo, your mission operator, by radio. She’ll follow you everywhere thanks to a device implanted in your brain. She’ll see what you see and hear what you hear. To get about in the large open world, you’ll have access to an armored 4x4 called the FENEC-081, which allows you to head off the beaten track. 

We’ve implemented a large selection of weapons, including handguns, rifles, shotguns, snipers, and grenades, that you can find powered-up with different equipment. For example, the Herton Quarter, the main rifle used by the enemy Bonis Mundi forces, has a magazine of 60 bullets and a very high fire rate, perfect for close and medium range. It has a basic version without any equipment, but you can find it with an extended magazine of 120 bullets, aiming equipment, a suppressor, or even all three of them!

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Can you tell us more about the game’s setting?

The game is set in 1984 during the Cold War. There is so much mystery about the Cold War! I’m always curious about all the events that happened but were buried in secret. The main area of the game world is situated on an old abandoned military island. The other areas… I can’t say too much because of spoilers! There are around nine different environments in Time Squared, including beaches, forests, jungles, urban environments, mountains, and so on. 

What inspired you to make this game?

Let’s just say that I’m a huge fan of the early Halo games, and the Metal Gear Solid and Half-Life franchises. So a lot of unconscious inspiration probably comes from these games.

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What’s the history behind the development of Time Squared?

I’ve been working on Time Squared for four years, and two years ago my co-developer Nicolas contacted me saying that he was interested in working on the game. Nicolas is more on the art side, and I’m more on the programming side.

Why did you choose CRYENGINE for this project?

CRYENGINE always seemed so beautiful and powerful. I had to try it, and it was a nice challenge. I think Flowgraph is the best feature in the engine. I really love creating scripts using a visual tool like this. It’s very fast, clear, and perfect for debugging.

 Has the CRYENGINE community helped you with this project?

CRYENGINE has a very helpful forum where you can ask questions, or sometimes you just find what you need because someone has already found a solution to your problem.

Cheers Thomas!

Time Squared is available as an Early Access title right now, so head over to Steam and check it out.

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

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/time-squared-in-early-access-on-steam Mon, 11 Nov 2019 17:26:21 +0100 Crytek
<![CDATA[CRYENGINE 5.6.4 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-5-6-4-hotfix-available-now

CRYENGINE 5.6.4 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This release is our fourth hotfix since we launched CRYENGINE 5.6 and has been created in response to your feedback and as part of our commitment to continually improve the engine. Please keep your feedback coming on the dedicated forum feedback thread to help us make CRYENGINE better. 

Key improvements in CRYENGINE 5.6.4 include:

  • Tweaked: Updated to SDL2_mixer-2.0.4 and with that added support for a myriad of additional formats.
  • Fixed: External project generation with engine source downloads SDKs.
  • Fixed: Crash that was being caused when changing an objects layer when this object had one or multiple child link objects.
  • Fixed: Unable to import 8k textures.

Middleware updates:

  • Tweaked: Updated to FMOD Studio 2.00.05.
  • Tweaked: Updated to Oculus spatializer 1.41.0.

You can read the full release notes and the known issues for this hotfix here.

Inevitably, shipping a build the size of CRYENGINE 5.6 means that some issues, errors, and bugs only appear once the engine is in your hands. This update fixes more bugs, but please keep your feedback and suggestions coming on the dedicated forum feedback thread so that we can address them in due course. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. 

As ever, stay tuned for updates on the forum, or via Facebook and Twitter. Don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-5-6-4-hotfix-available-now Thu, 07 Nov 2019 15:31:20 +0100 Crytek
<![CDATA[Achieved with CRYENGINE: Stunning Victorian Room Art Project]]> https://www.cryengine.com/news/view/achieved-with-cryengine-stunning-victorian-room-art-project

Caspar Helling and Verena Gruse are two artists who have collaborated on a project to create a beautiful Victorian Room scene with CRYENGINE, which you can check out on ArtStation. The assets were created in 3ds Max, Marmoset Toolbag and Substance Painter, and rendered in CRYENGINE. The scene is dripping in atmosphere, packed with beautiful, detailed props, and makes excellent use of lighting to evoke the grand beauty and opulence of a Victorian-era dining room and snug. 

You can check out an in-depth interview with Caspar and Verena on 80 Level, in which they discuss how they approached the project, including preparation, asset production, texturing, setting up the lighting, their experience using CRYENGINE, and more. 

In the interview, they reveal why thy they chose CRYENGINE for the project: “Our main goal was to create a room that invites the viewers, draws their attention to all the little details and therefore encourages their desire to explore further. It was clear then that the lighting would play a big role in reaching that goal. As CRYENGINE offers some great tools for lighting with which you can achieve some stunning results, it was our first choice for the Victorian Room.”

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The interview also reveals how they used the CRYENGINE Marketplace to source props, and they describe their workflow for creating assets in different programs alongside a detailed description of how they set up the lighting in CRYENGINE. 

Caspar and Verna also discussed what features and tools in CRYENGINE made the difference for them: “What we like most about CRYENGINE is the outstanding photo-realism and its way of handling lighting. Since we wanted to do a highly detailed, realistic, and cinematic scene, CRYENGINE was the perfect fit. The usage of all the visual features is very straightforward and gives instant comparable results. The easy-to-use environment editor with settings for the time of day gives great results in a short amount of time. Another nice thing about CRYENGINE is a very easy and self-explanatory material editor and interface in general. There is mostly no need for complex and time-consuming material setups, so as an artist you can really focus on creating art. You can basically say that “what you see is what you get.”

“The most interesting thing about using CRYENGINE is lighting. Its Global Illumination approach (SVOTI) is great for artists and lets you create quick and cinematic results. You can choose between a lot of different settings, which have a big impact on the lighting quality and workflow. Another great thing is that the lighting is rendered in real-time without any need of pre-baked lightmaps. So, there is no need for a second UV channel for any lightmaps. Another interesting thing is the heavy use of console commands - the cvars. You can adjust nearly every setting by typing these commands into the console.” 

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Read the excellent article over on 80 Level for the full lowdown on this fantastic scene and get a host of practical tips that will help anyone interested in using lighting in CRYENGINE. You can also check out their topic on the Victorian Room project the CRYENGINE forum and start a discussion!

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

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/achieved-with-cryengine-stunning-victorian-room-art-project Fri, 08 Nov 2019 10:27:36 +0100 Crytek