Crysis Designer Diary #1 - Breaking New Ground (and Trees) with CryEngine 2

Crytek's Harald Seeley talks about the many cool new technologies that will power Crysis and other games based on the new CryEngine 2 game engine.

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Crysis is one of the most anticipated PC games of 2007 thanks to its state-of-the-art visuals as well as the track record of its developer, Germany's Crytek, the maker of 2004's excellent Far Cry. Now, three years after Far Cry, the company is preparing to deliver Crysis, a first-person shooter that will put you in the shoes of a Special Forces soldier battling an alien invasion on a remote Pacific island. The game's incredible graphics are powered by CryEngine 2, the company's proprietary game engine. Earlier this month, Crytek was at the Game Developers Conference in San Francisco to show off the engine and its tools to other developers. You can watch the HD version of Crytek's GDC video here and then read on to get the thoughts of Crytek's Harald Seeley. Crysis will ship sometime later this year.

Introducing CryEngine 2

By Harald Seeley
Development Director and Licensing Manager, Crytek

We at Crytek always want to think about what's next and how we can continue to improve. We were extremely proud of what we accomplished with Far Cry and the original CryEngine, but as a group we knew we could do much, much more, especially in certain areas of engine technology and game design. CryEngine 2 will push the envelope of those technical features in games, and below are some examples of what we looked at tackling.

In CryEngine 2-based games, the lighting and shadows are created in real time, because the time of day and general lighting conditions can both change while you're playing the game. Therefore, we can't just paint the shadows into the textures ahead of time, nor use precalculated light or shadow maps. That also means we have to account for the fact that the intensity and direction of the ambient fill light (the light from the open sky, for example) could change dynamically. Achieving this has never been done before in a real-time video game engine, to my knowledge.

Since the original game design included both rifle scopes and binoculars, we couldn't take the easy way out when creating the backdrops for long view distances. We had to come up with a way to display those extremely large and open environments in real time, and at decent frame rates, since we would never know when the player would decide to use a scope and zoom in on something. It was only one of many difficult challenges we created for ourselves with our game design, but in the end I think we are very pleased with the outcome.

The character animation system has been in development for about two-and-a-half years, and the facial animation system for about one. But the greatest amount of progress has come in the last few months, when all the work finally started to come together. The goal was to achieve natural-looking animations that crossed the barrier of the "uncanny valley," a term that describes people's reaction to things that are too lifelike to feel stylized, but not real enough to be believable. In our case, had we not put sufficient effort into improving our animation system, our highly detailed character models might have looked stiff and robotic, since you would expect such a lifelike model to have lifelike movements. I think the video sequences show that the time and effort that the team invested in this was ultimately very well spent.

Cinematic effects such as motion blur and depth of field can dramatically enhance the sense of immersion and suspension of disbelief that a player experiences in the game environment, but there is a fine line between immersing players and overwhelming them. We believe the trick is to use the effects lightly and sparingly so that you barely notice them, rather than making them so obvious it feels gimmicky and overdone or hinders gameplay.

When we first started to create the original proof of concept level for our engine, our designers asked for a destructible bridge that did not consist of the usual collection of prebroken pieces that always came apart the same way, but something that broke procedurally using physical modeling. When we eventually saw the pillars of the bridge collapse dynamically with C4 charge explosions, I knew we had something special and innocently asked, "What about the trees?" After a moment of stunned silence, where everyone was collectively thinking about just how many trees there were in our levels, the consensus was that we had to try. Then, when we saw how much the public enjoyed mowing down the trees during the game's public unveiling at E3 last year, we knew we couldn't stop there and had to try to make as much in the game as possible destructible in some fashion.

What you see is what you play. It sounds simple, but the ability to rapidly prototype and test out gameplay ideas, and continuously refine them, is the key to making a great product. The more easily you can try out a new idea, the more likely you are to invest the time to do it. The more often you can iterate on an idea and polish it, the better it becomes. With the high cost of development today, tools that don't allow designers to quickly update their levels and try out alternative approaches will limit the amount of quality, polish, and variety they can achieve in the time available, which is why this feature was absolutely critical for us.

Obviously, the better the hardware and newer the operating system and device driver models you have, the higher the frame rates you can expect and the more features you can enable. But our engineers have a long history of getting the most possible out of any hardware configuration, going all the way back to the first CryEngine used in Far Cry and the many subsequent updates that were released. The last step of any engine development is achieving scalability and optimizing both memory usage and performance. We are now focusing the majority of our efforts onto this task. We think players will be quite pleased by the final outcome.

Of course, there are many other features in CryEngine 2 that we are proud of, and we're looking forward not only to seeing how everyone reacts to Crysis, but to other games that will be built with our engine. I know that in some ways we have only begun to scratch the surface of what is possible with our engine. I'm really looking forward to working with other developers to explore and expand the boundaries of what we've previously thought was achievable in a video game.

We want to help anyone out there who wants to work to push the limits of what the industry can do, anyone who wants their game to really stand out in the marketplace now and in the foreseeable future. We believe we have a very unique and special product, one that can help developers ensure their game not only excels visually but allows them the possibility to create compellingly new and unique game experiences that don't feel to their audience like a repeat of any game they've played before. Crysis will be the first of what we hope are many games built on CryEngine 2 technology to do just that, and we're looking forward to sharing with you over these next months the processes our team is going through to create a new, exciting first-person shooting experience.

411 Comments

  • plm3d_basic

    Posted Jun 14, 2008 11:14 am PT

    This is what real game developers do which is create games. Unlike someone like Greg Broussard whose only accomplishment is Duke Nukem 3-D and is now milking it and fooling fanboys every year with BS and somehow they continue to swoon at his feet, right WG. That's right I'm talking to you! Ha ha. You still tracking my messages and whining away on a blog nobody is going to read. Next time just count to ten if you can. LOL. I love it! I mean I'm flattered that you are obsessed with me but sorry to say this but I'm straight and married. LMAO.

  • Crack-21

    Posted Sep 10, 2007 12:20 am PT

    Crysis's graphic tecnology is very good but i still got some wories about gameplay.

  • rickykemp

    Posted Jul 7, 2007 2:02 pm PT

    if you guys did your research, you'd find out that this is a game which supports DX9 as well as DX10.

  • fissure000

    Posted Jun 27, 2007 9:03 am PT

    Crysis is one of the only games I've been excited about just by looking at one or 2 screenshots, and if it's anything like far cry, the gameplay will be killer. Since they added all the nanosuit settings, destructability, weapon custimization, it's most definitely going to surpass any other fps's to my knowledge in not only graphics, but gameplay as well.

  • Iceclimber64

    Posted Jun 25, 2007 4:13 pm PT

    An 8800GTS? Don't get your hopes up; i doubt two 8800GTXs in SLI could max the settings at a decent frame rate.

  • AC_Dragonfire

    Posted May 24, 2007 5:33 pm PT

    Destructible objects are the best that will happen to gaming. This game will look a lot better than HALO3 but HALO3 is so popular that it well sell about 120,000,000 copies in the first week. PC gaming is where it's at. PS2 sucks. The games are ok but I like shooter so PS2 sucks at that.

    I'm pretty sure the 8600GTS will max this game out hopefully.

  • Bauer_24

    Posted May 11, 2007 2:02 am PT

    This is not a game...... this is a revolution of technologically advanced simulations.... and when this is released history will be made and there's no turning back.... ;-)

  • ReaperXxxx

    Posted May 3, 2007 1:41 pm PT

    Here's hoping that the OC'd 8600 GTS that I just bought will run this game at decent specs.

  • Firozecool

    Posted Apr 23, 2007 11:48 pm PT

    Awesome lloking game!

  • frasierfreak666

    Posted Apr 14, 2007 3:52 pm PT

    I still play Far Cry to this day and this graphics are better than some games on the market now. If Crytek can keep this up Crysis will look incredible for the next few years atleast

  • champmanfan

    Posted Apr 13, 2007 5:14 pm PT

    I agree with PhilRiker, Crysis will set the next gfx level like DOOM3 but at least there was alot of that could still play it even on an average GPU - but even on lower detail settings it looked great. Crytek people did the same with FarCry so I'm hopeful.

    I hope it plays at more than 1280x1024 on my 8800GTS otherwise people will have scale it down to DX9 in desperation, I hate jaggies.

    Crysis & Bioshock graphics will be amazing

  • mskittykat

    Posted Apr 13, 2007 2:11 pm PT

    All I want to know is their Engine going to be open source like Unreal? That's a new toy I'd LOVE to get my hands on!

  • PhilRiker

    Posted Apr 10, 2007 10:48 pm PT

    This game is one of the main reasons I bought a Conroe dual core 64 and Nvidia 8800 gts with 2 gb of Ram. I think this game will be the next thing like Doom 3 was for gfx. It will become a new benchmark in video game gfx. I know that the Unreal engine 3 is really outstanding in games like GoW and UT3 especially, but I have never seen anything like that video thats posted here of a firing machine gun cutting down foilage, ferns and trees! THATS TRULY NEXT GEN! GOOD JOB CRYTEK you magnificient bastardZ!

  • GuMMie_101

    Posted Apr 10, 2007 5:25 pm PT

    Like they said, it scales back 2 years and forward 1.5 years! So yes there is lots of eye candy and yes you will be able to use them with a good card! Im not sure about AA and AF but 1280x1024 @ ultra high must run on a 8800 4 sure!

  • jordanbijl

    Posted Apr 10, 2007 8:29 am PT

    It doesn't REQUIRE dx10 it can run on direct x9 as they have stated in other interviews... It shouldn't need incredibly high specs to run either because crytek has always been good for optimizing...

    jeese, I ran farcry on high with my crappy radeon 9250 and people didn't believe me until they tried it... everyone is overestimating the requirements...

  • stu_godd

    Posted Apr 9, 2007 4:43 pm PT

    i want this game but i cant aford to upgrade as i want a nu console an i never hav much money arrrgggggggg an it does work on dx9 an dx10

  • ldavidtw2000

    Posted Apr 9, 2007 2:07 pm PT

    It REQUIRES DX10, that means all of your cards except 8800 for now can't run it like its shown.
    save more money

  • shalashaska88

    Posted Apr 9, 2007 9:08 am PT

    GEARS is an fps? since when?

  • tommyxx516

    Posted Apr 9, 2007 8:09 am PT

    I remember the huge excitement surrounding Doom 3. It was a huge hype that lasted a year b4 the game actually came out. After the game was released, everyone realized the game sucked. Half Life 2 was the same except you pay the full price for an incomplete game.

  • Somini

    Posted Apr 9, 2007 6:57 am PT

    I can't find the words for how much I'm looking forward to this game. Just too bad that it makes me wanna upgrade my PC... still, I would have to do that sooner or later anyway.

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