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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. Inside includes 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. -Crysis Dev Team
So you can expect lots of interesting sessions with our devs Go to Forums
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