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Latest comments
by Vilaskis
3 hours ago

Thank you Richard. If I find some more ways to improvise for optimization, then I'll tell you definitely

by janelle
3 hours ago

would love to see the substance graph.

by Richard
5 hours ago

The visual shader system will be great for modular asset pack makers. You see some incredibly high quality modular asset packs on the Unreal store, whilst the ones for Unity are so-so, which I think is down to the ease of creating shaders on Unreal vs Unity. Alternatively you have to make your shaders in something like Uber Shader system which immediately splits your customer base.

Cryengine
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CryENGINE® 3 is a highly advanced development solution that surpasses all expectations for the creation of blockbuster games, movies, high-quality simulations, and interactive applications. The third iteration of Crytek's proprietary engine is the only all-in-one game development solution for the PC, Xbox 360™, and PlayStation®3 that is truly groundbreaking in itself.
  • crysis-80.lv
  • ryse-80.lv
  • arena-of-fate-80.lv
  • civilization-80.lv

Visuals

Benchmark-setting Graphical performance, near-photorealism indoor and wide-open outdoor environments and extra-ordinary real-time special effects are some of the hallmarks of CRYENGINE technology. With CRYENGINE, scalability across multiple platforms is a further evolution to enable great looking games- regardless of the target platform.

Rendering

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Ryse Son of Rome art © Crytek, 2015

In contrast to traditional observational based shading seen in most real-time game engines, CRYENGINE’s brand new Physically Based Shading (PBS) model simulates the interaction between light and materials using real world physics.

Replicating how light behaves in the real world leads to more natural and believable results and ensures that materials look plausible, regardless of the current lighting conditions; ultimately the result is greater consistency. A benefit of applying physically based models is that fewer parameters are required to achieve result, leading to a more streamlined and approachable content creation workflow.

Realistic Vegetation Rendering

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Lush forest created in CryEngine 3 © Crytek, 2015

Ryse: Son of Rome and Crysis 3 both used of a mix of urban and natural environments, demanding more improvements to the already robust vegetation system in CRYENGINE. The improved vegetation system allows for massive amounts of vegetation to accurately reflect physical forces within the world. This feature introduces an immense amount of life to usually static scenes.

This new technique can even simulate down to individual blades of grass, interact with the player, Ai, dynamic objects, explosions and wind. Interactions such as these, between disparate rendering and physics systems, are only possible due to the unique all-in-one nature of CRYENGINE.

Realistic water system

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CryEngine 3 apocalipse © Crytek, 2015

CRYENGINE water and ocean surfaces can be modified according to wind and wave direction, generating soft shoreline effects automatically where the water meets the shore or bank, depending on the shoreline contour and water depth. In the same way, caustics simulation creates the most realistic-looking moving shadows and highlights in underwater environments that are available in real-time 3D.

CRYENGINE’s benchmark- setting water rendering just got better! All water volumes can now use DX11 hardware tessellation. Mesh geometry is dynamically tessellated, varying by the distance from the camera. This allows for a very high amount of geometry detail close to the camera and eliminates geometry aliasing. Shading has also been updated and now supports sub-surface scattering and wave crest foam approximation. CRYENGINE water also offers a more accurate surface normal computation, even allowing shader-based ripples to interact with the CRYENGINE physics system.

Real-time Dynamic Water Caustics

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Abandoned city © Crytek, 2015

CRYENGINE water volumes, rivers and oceans all now support a unified caustics approach. These capture 1:1 caustics from the water surface, which combine with water ripples from objects interacting with the water, to create an astonishingly believable effect.

Real-time local reflections

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Realistic reflections in Ryse © Crytek, 2015

Reflections are one of the biggest challenges to render in real-time, particularly for deferred rendering and lighting engines. CRYENGINE introduces a new method: Real-Time Local Reflections (RLR).

RLR approximates screen space ray-traced HDR reflections local to objects, which allows for any kind of surface in the scene to reflect its nearby surroundings efficiently in real time.

Characters and Animations

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Character models in CryEngine © Crytek, 2015

Character technology
CRYENGINE brings together the most technically advanced, integrated and scalable animation and graphics technology to deliver astonishingly lifelike characters to cross-platform games. Creating believable, lifelike characters requires special effects and advanced shading features including:

  • Screen-space sub-surface scattering for all supported platforms
  • Lifelike iris parallax mapping for a truly realistic eye representation
  • New unified shaders for character shadows and hair

Character animation system with dedicated animation assembly tool

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Facial animation in CryEngine 3 © Crytek, 2015

The new character animation system considerably raises the standard of the art in real-time character animation. A dedicated character editor lets designers preview animations inside CRYENGINE’s Sandbox, while the powerful animation tools allow animators to visually define the states and transitions of a character to ensure realism is achieved in harmony with aesthetic quality.

Character individualization system

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Making distinct models in CryEngine 3 © Crytek, 2015

CRYENGINE uses an innovative attachment system that allows for skinned, animated, and physicalized elements to be attached to the skeleton or mesh of a character. With this system, it’s even possible to replace entire body parts at suntime. An additional variation system based on shaders can be used for dirt and decals for clothes, as well as war-paint, tattoos and camouflage for skin.

Parametric skeletal animation

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Realistic combat © Crytek, 2015

By blending example motions based on user-defined parameters, CRYENGINE delivers responsive and interactive control over game characters, with a focus on believability. Characters in CRYENGINE navigate the environment and react to changes in motion, direction or speed on the fly, blending between animations to create a realistic representation of movement.

Procedural Motion Warping anD High-end IK Solutions

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Modern solider created in CryEngine 3 © Crytek, 2015

Procedural algorithms such as CC D-IK, analytic IK, example-based IK or physical simulations are used to augment pre-authored animations to avoid the typical computer generated look. CRYENGINE’s scalable, cross-platform warping technique preserves the style and the content of the base motion, whilst taking full account of the transformations complying with game-driven constraints.

COMPLEX SIMULATIONS (GEOMETRY CACHE)

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A burning ship © Crytek, 2015

Most game engines can only make use of static or skinned meshes. CRYENGINE now supports the storing and playback of complex simulations and arbitrarily animated geometry using a point cloud technique originally created for movies. Crytek have harnessed and optimized this technique for our developers.

Leveraging the power of today’s new hardware, CRYENGINE computes efficient, cache-based animations to realize the most complex simulations (cloth, explosions, fluid dynamics) normally only possible in offline rendering. This caching approach normally results in data sets of unmanageable size, but with CRYENGINE’s interperation of this technology reduces this to 10% of the original cache size.

The interpreted ‘GeomCache’ renders as efficiently as static geometry with lossy-to lossless compression, instancing support, streaming and buffered playback are all possible. No engine-specific markup is required, allowing developers to iterate faster and focus on the quality of the art, rather than the process of getting the art into their game.

Cryengine Sandbox

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A city from Crysis 3 © Crytek, 2015

CRYENGINE Sandbox gives developers full control over their multi-platform creations in real-time, featuring an array of efficient tools that enable the fastest iteration during development of game worlds for consoles, PC, Linux and mobile devices.

Features of a CRYENGINE game can be produced, edited and played immediately with the “What You See Is What You Play” (WYSIWYP) system. The new CRYENGINE deals with the instant conversion and optimization of assets in real-time, enabling cross-platform changes to all elements of game creation. This increases the speed and quality of development, while significantly reducing risk when creating multi-platform games.

Flow Graph

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CryEngine 3 Flow Graph © Crytek, 2015

CRYENGINE’s simple yet powerful visual scripting system gives users an intuitive interface to create and control events and game logic. This lets them build gameplay systems and complex levels without needing to write a single script. With the added workflow improvements of real-time debugging, breakpoints and modules, the user can focus more on iterating their gameplay systems.

Track View Editor

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Track View Editor © Crytek, 2015

The Track View Editor is an embedded cut-scene editing tool for making interactive movie sequences with time-dependent control over objects and events in CRYENGINE. Creating cinematic or scripted events is possible, allowing the user to sequence objects, animations and sounds in the scene.

Material Editor

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Material editor interface © Crytek, 2015

The Material Editor is used to interact with and modify materials that have been created in a Digital Content Creation (DCC) tool. You can apply textures to various types of objects and terrain. Users can also apply shaders and adjust Material parameters and properties from with the editor

Level of Detail Generator

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Different levels of detail on a model of a head © Crytek, 2015

The new Level of Detail (LOD) tool in CRYENGINE facilitates the generation of geometry LODs, as well as the associated materials and textures. This two-step tool allows the user to create an optimized version of an assets’ mesh and then secondly, the tool bakes down textures for the LODs in-engine, so that each LOD uses a uniquely mapped texture set.

Time of Day Editor

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Dynamic day cycle © Crytek, 2015

The time of day can dynamically change during a game mission to reflect the position of the sun and moon, as well as lighting and atmospheric conditions over any predefined day/night cycle; from a foggy morning sunrise to a fiery sunset or a clear moonlit night. Create visually rich time of day simulation for your game world or its locations and achieve the most realistic or surreal settings.

Articles
Videos
Questions
Still have questions?
Michael Barclay did a very interesting talk about the way he approaches the creation of levels for games.

15 February, 2018

1402 views
In this in-depth tutorial, Crytek shows how to build big interactive scenes with Cryengine.

10 November, 2017

1766 views
3d artist Ted Mebratu showed some techniques he uses to build impressive lighting in Cryengine.

7 November, 2017

2038 views
1 comments
Andrei Ghenoiu has shared a nice video tutorial on generating waves for CryEngine 5.4.

30 October, 2017

1011 views
Bruno Willian Reis talked a little bit about the way he's shaping up those wonderful landscapes.

19 October, 2017

1735 views
2 comments
The team behind the engine has shared a useful webinar that will teach you the basics with the help of Flash.

16 October, 2017

678 views
1 comments
One of the Youtube channels dedicated to working with CryEngine has recently shared a cool new tool.

15 October, 2017

1054 views
Crytek has finally released the next full CryEngine upgrade, bringing tons of new features, including beta Vulkan API support, to the engine.

22 September, 2017

1062 views
Lighting artist Maria Yue shared her ideas on lighting and named a couple of great book for lighting enthusiasts.

29 August, 2017

2665 views
Joe Garth returns with another video tutorial, which shows a quick way to build a cinematic scene in Cryengine.

25 August, 2017

1378 views
1 comments
We've talked with Joe Garth from Crytek about different tweaks and adjustments you can do with Megascans in Cryengine.

24 August, 2017

1263 views
Crytek artist Joe Garth goes through the steps of creating a realistic forest scene using Megascans in CRYENGINE.

21 August, 2017

1206 views
1 comments
3d artist Alireza Khajehali talked his approach to vegetation, photogrammetry and perfect rendering for games.

26 July, 2017

4640 views
1 comments
The release features over 620 improvements, fixes and features.

26 July, 2017

1475 views
Lead Environment Artist Eric Beyhl and Lead Architect Karen Segars discussed the technical aspects of the production of Bethesda’s recent immersion sim.

18 July, 2017

3962 views
1 comments
Prey’s Emmanuel Petit explained Rock, Paper, Shotgun how foliage shader made alien enemies invisible.

28 June, 2017

1464 views
Joe Garth talked about the way he created an amazing 3d environment for the music video of the song he recorded and produced. Nice take on lighting and work with Megascans.

20 June, 2017

2091 views
1 comments
Gustav Engman described in much detail how he approaches the production of natural procedural materials with Substance Designer.

12 June, 2017

4197 views
1 comments
Joe Garth shared some of the amazing workflow details, which helped him to fit scanned assets into the digital landscape.

9 June, 2017

3768 views
2 comments
3d artist Lars Sowig talked about discovering and using new tools for his work.

7 June, 2017

2025 views
Tons of free-to-use textures map sets with no cost involved.

31 May, 2017

5636 views
2 comments
Andrei Ghenoiu shared a video tutorial on some of the C++ programming aspects of animations and collisions.

23 May, 2017

919 views
A deep look into the production process behind the amazing effects of the space epic. Plus a guide to frame blending with motion vectors by Klemen Lozar.

15 May, 2017

2024 views
3d artist Sebastian Schulz talked about some of the important environment production lessons he learned during his first years in the industry.

10 May, 2017

3822 views
Cinematic artist Joe Garth talked about the way he experiences with Megascans in Cryengine environment.

3 April, 2017

3010 views
1 comments
Sergey Korolev discusses some ways Amazon can make Lumberyard a little better.

10 February, 2017

2420 views
6 comments
This massive change casts doubts to the future of Crytek and its technology. Sad news.

25 December, 2016

2455 views
3 comments
Alireza Khajehali talked about the way WorldMachine and Megascans help him to build huge realistic looking digital worlds.

25 November, 2016

9298 views
5 comments
Scott Warren talked about the function of light in video games, shared some tips, discussed his workflow and the GI-revolution.

17 November, 2016

4752 views
Stefan Oprisan did a little talk on his 3d-scanning projects and shared some tips on presenting them in Marmoset 3.

16 November, 2016

3671 views
Here's an amazing website that shares detailed PBR materials, which you can freely use in your games.

21 October, 2016

4338 views
The creative mind behind 'The Lord Inquisitor' Erasmus Brosdau talked about the way he managed to produce amazing CGI-animation with such a lean team.

13 September, 2016

2163 views

26 August, 2016

1660 views
Take a look at the release notes for the next major CRYENGINE update: CE 5.2.

26 August, 2016

1736 views
During the keynote id Software and Bethesda showed a lot of screens and video from the upcoming games. Check the footage for reference below!

5 August, 2016

1584 views
Philip Howlett from Cloud Imperium Games talked about the way he created the materials, built the lighting and other little details in his incredible scene, inspired by Ben Procter's work.

5 July, 2016

2604 views
Self-taught 3d artist Henrik Larsen talked about his newest project Scrounger and explained how he managed to build this 3d short in Cryengine.

28 June, 2016

1673 views

25 June, 2016

3494 views
Crytek is looking for an eloquent and talented person, who can explain the world why CRYENGINE is a good choice for your game.

24 June, 2016

686 views

25 May, 2016

907 views
1 comments
Emiel Sleegers compared lighting production in Unreal Engine 4 and CRYENGINE. Plus he gave some tips on building lighting in video games.

16 May, 2016

3233 views
Environment artist Joakim Stigsson talked about the production of tilable materials, props, vegetation and lighting in his newest Moroccan Courtyard scene.

12 May, 2016

2904 views
1 comments

4 May, 2016

3896 views

27 April, 2016

837 views
Environment artist Patrick Gladys talked about the creation of environments for videogames and VR.

26 April, 2016

1987 views
1 comments
Former Rockstar Games technical content artist Ashley Thundercliffe talked about his way to approach high-quality environment creation. He talked about his approach to composition, production of unique assets and optimisation.

25 April, 2016

1812 views

15 April, 2016

818 views
Crytek's Damian Stempniewski (The Climb and Robinson: The Journey) did a couple of amazing lighting exercises in the newest version of Cryengine.

14 April, 2016

3006 views
1 comments
During the GDC16 80.lv was fortunate enough to meet with Liminal Games. It's a small indie studio, which is currently working on The Memory of Eldurim - an epic fantasy action RPG powered by Cryengine.

29 March, 2016

1229 views

28 March, 2016

3340 views
Creative director at Cryengine Frank Vitz talks about building a powerful free engine for the game development community.

28 March, 2016

1551 views
Crytek finally made its massive game engine officially free for anybody.

15 March, 2016

885 views
Former Crysis 3 artist talks about the work on the new Unity 5 project and the way you can make better visuals with this engine.

29 February, 2016

4006 views
Environment artist Baiquni Abdillah described the way he approaches lighting production in Unreal Engine 4.

18 February, 2016

3767 views

5 February, 2016

793 views
Star Citized senior environment and vehicle artist Matthew Johns talked about the way you should approach production of high-quality game assets and environments.

28 January, 2016

3060 views
Jake Oliver walks us through the production of beautiful winter game environments. This work was created for the game SNOW from Poppermost Productions.

25 January, 2016

1173 views
Being a part of Crytek’s Virtual First Program, Bahçeşehir University (BAU) invites VR developers and entrepreneurs with innovative ideas.

21 January, 2016

808 views
Have a look at the amazing natural environments Tom Deerberg creates for Warface, Crysis 3 & Warface.

6 January, 2016

2743 views
Game developer Dusan Maljkovic gave a great breakdown of his most recent environment, created with the help of Unreal Engine 4.

4 January, 2016

2427 views
Crytek is talking CRYENGINE to build a new VR-experience The Climb.

15 December, 2015

665 views
Awesome virtual reality demo "Back to Dinosaur Island" from Crytek is available for download through Steam. It's absolutely free and you can check it if you have Oculus Rift DK 2.

18 November, 2015

1094 views
Cloud Imperium Games environment artist Robert Stephens talked about using Cryengine for building better Fallout and discussed the disadvantages of Creation Engine.

9 November, 2015

4672 views
5 comments
Crytek is collaborating with Sony Computer Entertainment to create an amazing immersive VR experience.

28 October, 2015

674 views
Mojo Games Studio talks about the production of an ambitious role-playing game, created with the help of modern game engines.

26 October, 2015

1375 views
A recent interview with set decorator Ellen Brill (American Horror Story) shows how much TV and movie set designers have in common with game environment artists.

6 October, 2015

794 views
Having worked in CD Project RED, Crytek and Ubisoft, technical artist Martin Thorzen summarized some of his thoughts on game development tools for 80.lv

16 September, 2015

2017 views
1 comments
CRYENGINE 3.8.3 has released and although there aren't a lot of features, there are plenty of fixes and optimizations.

9 September, 2015

622 views
Light artist and Umbra developer Simon Majar discussed the way SVOTI can make your CRYENGINE look incredibly realistic.

2 September, 2015

2505 views
CG-artist Simon Majar shared some assets for an exclusive photogrammetry demo for CRYENGINE. A great opportunity to have a look at how this 3D scanning technology works.

17 August, 2015

1682 views
1 comments
Andreas Strømberg talks about the best tools to build high quality 3d models for games. He also recommends some of the best tools for artists and modellers.

11 August, 2015

1945 views
Morrissey Alexander talks about using all the famous tools of the modern game developer.

27 July, 2015

2935 views
Daniel Vávra was kind enough to give 80 level an interview at E3. He is the Creative Director of Kingdom Come: Deliverance, Co-founder of Warhorse Studios, and is armed with one of the most powerful beards ever owned by a man. He gives us an inside look into their new game that is in development.

7 July, 2015

923 views
Indie game developerAndrei Ghenoiu describes the production process of his new game On Your Own with CryENGINE 3 and Blender.

10 June, 2015

1824 views
Finnish 3D artist Kimmo Kaunela talked about porting his Zero Gravity scene into Unity 5 and highlighted the biggest advantages of the engine for PBR-scenes.

27 May, 2015

4332 views
7 comments
Allegorithmic’s CEO Sébastien Deguy talked about the current middleware market for game development and the new Substance Live distribution model.

20 May, 2015

1451 views
1 comments

18 May, 2015

1672 views
1 comments
Have a look at some of the coolest scenes from the development community, created with the help of some of the most popular game engines.

17 May, 2015

1621 views
A new action/RPG game Umbra recently launched on Kickstarter. The project is being created with CryEngine and it looks fantastic. We've talked to the developers and discussed how did they manage to make such a beautiful project.

15 May, 2015

1008 views
1 comments
3D artists Kirill Kravchenko & Daniil Copytsko talks about their Throne Room challenge entry Deus Praetorium and the ways they built it with Unreal Engine 4.

11 May, 2015

1750 views
2 comments
Designer Ainas from Lithuania creates fantastic scenes of utter destruction that look like images out of a very sad fairy tale.

27 April, 2015

905 views
An indie studio behind fantasy RPG The Traveller's Notes describes the advantages and features of CryEngine. Seems like a very nice tool for indie developers.

21 April, 2015

1525 views
Crytek signed a huge licensing deal with the tech giant Amazon. Information was not confirmed officially.

6 April, 2015

718 views

26 September, 2017

1030 views
Bethesda Softworks announced a female version of Prey’s Morgan Yu in a new trailer.

11 October, 2016

1339 views
Crytek devs talked about the importance of detail in creation of Robinson: The Journey’s world.

14 September, 2016

677 views

5 August, 2016

1071 views

8 June, 2016

1177 views

3 May, 2016

549 views

16 April, 2016

547 views

30 March, 2016

494 views

25 March, 2016

507 views

17 March, 2016

518 views

17 March, 2016

608 views

13 March, 2016

527 views

23 April, 2015

541 views

23 April, 2015

534 views

22 April, 2015

570 views

22 April, 2015

644 views

22 April, 2015

529 views

21 April, 2015

539 views

21 April, 2015

581 views

21 April, 2015

506 views

6 April, 2015

577 views