Case study - simple sidescroller game "Homebound " built in 48 hours
Tutorial info  
Difficulty Intermediate
Updated August 01, 2022
Software
CRYENGINE 5.x
C++
Visual Studio

How four Crytek employees built a game in 48 hours using CRYENGINE 5.5.

This case study of a game built by Crytek employees for Global Game Jam 2019 covers level design, prefabs, Flow Graph scripting including custom nodes, C++ programming, AI, camera setup, Trackview, physics, and even a custom automatic driving system that produced self-driving cars with automatic collision avoidance, whilst remaining fatal to the player.

  • 00:00:00 Introduction
  • 00:00:37 Game walkthrough
  • 00:03:31 Invisible player walls in-game
  • 00:04:41 The dogs in-game
  • 00:05:25 Dodging traffic in-game
  • 00:06:51 Level design - use of fog volumes
  • 00:07:27 camera behavior
  • 00:09:29 Vehicle system
  • 00:11:00 Damage component to kill player - C++
  • 00:15:14 vehicle collision avoidance - C++
  • 00:17:08 Cars max lifetime fail-safe - C++
  • 00:17:40 Area triggers - Flow Graph
  • 00:18:23 Car spawning system
  • 00:22:01 Dog obstacle details & implementation
  • 00:25:43 Level design
  • 00:27:13 The camera system
  • 00:30:01 The swinging streetlamp - Flow Graph script, design
  • 00:36:51 Player code & components - C++
  • 00:40:06 Collision filtering for player C++
  • 00:41:01 Handling player collisions and damage comonent - C++
  • 00:41:38 Player death implementation - Flow Graph
  • 00:42:27 Making player movement relative to camera rotation - C++
  • 00:43:14 Player movement - C++
  • 00:44:59 Player wall custom component - C++
  • 00:46:11 Player walls implementation in-game
  • 00:46:30 Respawning the player - C++
  • 00:46:55 Registering custom flow graph nodes - C++
  • 00:48:50 Q&A
  • 00:49:17 Q: Use of physics ropes with swinging streetlamp
  • 00:50:15 Q: Why weren't physics ropes used for the dogs?
  • 00:51:30 Q: How long to do the blockout, come up with the idea?
  • 00:52:10 Discussion: Concept and level design
  • 00:54:30 The closing music
  • 00:55:10 Q: Is it possible to make any kind of game with CRYENGINE?
  • 00:56:14 Q: If you could use Schematyc 2.0, would you still use Flow Graph so heavily
  • 00:59:26 AI implementation
  • 01:00:17 Q: Given that AIs have a plane constraint (no Z axis movement), do the linked destination entities have to be at the pivot of the AI entity?
  • 01:01:50 The AI ("person") Schematyc component
  • 01:02:20 Q: Can CRYENGINE be used for Enterprises?
  • 01:03:15 Q: Working through Game Jam, did you learn any useful lessons to speed up your workflow?
  • 01:06:10 Q: If you were to build this (game) over more than 48 hours, what would you change?
  • 01:07:45 Q: What specific modeling techniques did you use with CryDesigner?
  • 01:12:40 Q: Who did the dog model?!
  • 01:13:40 A: What would you change? (Level design and tech art aspects and workflow)
  • 01:16:35 Q: Who did the time of day, came up with the mood palette?
Assets required
  • https://www.cryengine.com/marketplace/product/crytek/homebound-project-ggj19

Was this helpful?

YouTube Channel

All video tutorials are available on the CRYENGINE YouTube channel.

Documentation tutorials

Further tutorial content can be found on our Documentation pages.

Discord

Join discussions and provide feedback on a wide range of topics.

Asset database

A wide range of assets, ready to use in your CRYENGINE projects.