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Crysis is an epic masterpiece combining the best of Science Fiction and First Person Shooters. It's the game everyones talking about, why you may ask, well, read on and you'll find out.

Crysis is the follow up to Crytek's first game and blockbuster, FarCry. Crytek has learned a lot since they made FarCry, they've learnt what was good about FarCry aswell as what was bad about FarCry.

So, what happens when you take the good, change the bad and then mix it up in to one big pot. You guessed it, you get Crysis.

Crysis will revolutionize gaming in more ways than one. It will give the gamer a whole new level of realism (thanks to the graphics) and will change what people call "immersive gameplay" (thanks to the gameplay and dynamics). Here is a summery from EA of what they say are "Key Features" of Crysis...

Key Features

  • An immersive story that puts you the player in the pivotal role to repel an alien invasion and save mankind.
  • A unique three-act structure that forces the player to use real-time armor and weapons customization to adapt to an ever changing dynamic world.
  • Encounter a compelling, frightening alien species that uses its senses intelligently and works in combination with each other to present players with the most challenging opponents yet in an FPS.
  • Enemy and ally AI utilise real-world military tactics.
  • Take control of a wide variety of land, sea and air vehicles including trucks, tanks, boats and helicopters.
  • Explore a living, dynamic world where earthquakes, breaking ice, landslides, and tornados which pose a real and an ever-present danger.

  • 32-player Multiplayer with real-time armour and weapons customization and an all new mode that combines player modification and tactical objectives.
  • Emergent gameplay; actions taken in the game affect future outcomes giving each player a unique experience.
  • Highly robust and easy to use mod toolset allow players to create their own expansive levels with game modes for both multiplayer and single player.
  • The most realistic environments, spectacular special effects, physics, game engine, lighting system and enemy AI through CryENGINE,
    Plenty more information about crysis can be found on this site, feel free to browse the other sections of Crysis-Online to learn more about Crysis.
  • Crytek attending GDC 2008 (1 viewing) (1) Guest
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    TOPIC: Crytek attending GDC 2008
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    XxR3zD3ViLxX (Visitor)
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    Crytek attending GDC 2008 4 Years, 4 Months ago Karma: 7  
    Its has come to light that Crytek are appareantly attending this year's Game Developers Conference in San Franciscowhich, which will take place from February 18th to the 22nd. As Crytek has stated that they will attend the 5 day event with 5 of their employees from different departments. Below is a list with the speeches and sessions that their developers will be holding.





    Cevat Yerli (CEO) - Crysis in the Making

    This session will offer a look into key areas of CRYSIS development that markedly depart from Crytek's first project, FAR CRY. Main topics include Nanosuit design and gameplay, creating a rich, destructible/non-linear world, and peopling it with dynamic, believable AI enemies that challenge and entertain the player.


    Christopher Evans (Technical Art Lead) - Technical Art Techniques: State of the Industry


    As graphics hardware evolves exponentially, so does the general complexity of game assets, programming, and the problems encountered with both. The technical artist is quickly becoming the 'swiss army knife' in the Next-Gen game developer toolbox. Not only aiding in the construction of pipelines, characters, tools, or shaders, but also troubleshooting these when they inevitably break down. In the end, the technical artist is required to wear many hats that not only involve good technical problem solving, but the communication skills required to get many different people working together to solve the problem. Technical artists from Naughty Dog, SCEA, LucasArts, and Crytek, come together to discuss a wide array of topics from facial animation and rigging, to cloth, physics, and deformation. Halfway through the session, the floor will be opened to a free-rolling-yet-moderated audience participation in the discussion, where they can comment on the previous hour, or steer the discussion to new topics.


    Hanno Hagedorn (Character Artist) - One Man Army: The Characters of CRYSIS

    An in-depth look/post mortem of the CryEngine2 character variation system that was used on the game CRYSIS. Over 350 variations were created from a single character using Next-Gen shader techniques and many interchangeable parts. This session will also function as a character pipeline 'upskirt' of sorts; main topics include facial modeling, boosting the pipeline, topology, memory friendly character variation, and advanced shading.


    Tiago Sousa (Effects/Graphics Programmer) - CRYSIS Next-Gen Effects

    Graphics hardware has evolved considerably this last decade and has finally reached a point where cinematic-quality effects and shading can be computed in real-time. In this lecture we'll describe some of the techniques used to push the visual quality bar in Crytek's latest game, CRYSIS. The lecture will touch upon several technologies researched and developed specifically for CRYSIS, including a brief description of the CryEngine2 shading pipeline. Two case studies from CRYSIS will also be presented. First, the frozen surfaces: initial approaches, problems, and final implementation. Second, water and underwater rendering: where we explore the processes used to render believable and efficient water. In closing, the CryEngine2 post-processing pipeline Mantra will be shown along with some examples of it's use in CRYSIS: cinematic color grading, motion blur, and screen space sun-shafts.


    Tomas Neumann (Senior Audio Programmer) - The CRYSIS of Audio

    Developing Next-Gen audio features for a graphical superstar like CRYSIS holds many challenges. Naturally, the audio team strives for the same acknowledgement but must stay true to its task of supporting game experience. New features need to offer real benefit providing dramatic and immersive impact while at the same time being nimble enough to utilize their resource budget.

    In the process of adding sound, music and dialog to CRYSIS the speakers often had to struggle to meet the demands of a moving design target, work with evolving tech and yet still remain recognizable. These often conflicting goals are discussed while covering topics like: design focus, open gameplay audio support, cut-scene audio, asset workflow, limited man power, music integration, and more.


    So you can expect lots of interesting sessions with our devs.

    -Crysis Dev Team
     
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    Crytek attending GDC 2008
    XxR3zD3ViLxX 2008/01/07 14:24
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