Case study - simple sidescroller game "Homebound " built in 48 hours
Tutorial info  
Difficulty Intermediate
Updated April 09, 2020
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?

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