Creative lighting basics
Tutorial info  
Difficulty Beginner
Updated July 15, 2022
cryengine 5.x

This tutorial is aimed at users who are already comfortable with using the sandbox but are getting started with lighting, covering core lighting concepts. It is based on CRYENGINE 5.5.2 and uses assets from the free CRYENGINE GameSDK Sample Project on the CRYENGINE Marketplace. However, you can use your own buildings, furniture, or props as you follow the course if you have already started building a level. Topics covered:

  • 01:36 Creating a work light
  • 02:01 Falloff implementation in CRYENGINE
  • 04:17 Using attentuation bulb size
  • 05:24 Understanding the shadow spec setting
  • 08:28 Lighting the hangar - general practical lights
  • 10:35 Using projector lights
  • 12:19 Assigning textures to projector lights
  • 13:27 Considering color temperature
  • 14:55 Basic color theory and attracting the eye
  • 15:41 Using SVOGI
  • 18:28 Using environment probes
  • 21:19 Lighting the hangar from an architectural perspective
  • 22:10 Building fluorescent light fixtures
  • 23:29 Building a multi-material for a fluorescent light
  • 25:45 Adding a light component to the fluorescent light
  • 28:30 Converting the fluorescent light into a prefab
  • 31:21 Adding lights to lead the player's eye
  • 32:12 Adding lights to clarify NPC roles
  • 33:48 Attaching a light component to an AI character
  • 36:05 Attaching a headlamp to the player using Flow Graph
  • 39:56 Using volumetric fog
  • 41:30 Looking at a fully lit level
  • 43:55 Final creative lighting touches: alarms, tracking searchlights
  • 44:47 Summary

Recorded with CRYENGINE 5.6

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