the power to achieve your vision

Transcription

the power to achieve your vision
THE POWER TO ACHIEVE YOUR VISION
NEXT
GEN
ready
“CryENGINE is, for my money, the best looking and most full-featured engine currently available.
Its photorealistic rendering style is perfect for Star Citizen, and the ease of use and real-time tools
mean we can build something as ambitious as Star Citizen a lot quicker than if we built everything
from the ground up. This way we can focus our resources on features, content and effects that
will make Star Citizen truly unique, rather than spending a lot of time and resources duplicating
functionality. The fact that CryENGINE’s roots are PC is an added bonus as the technology is built for
our target platform and scales incredibly well to what is coming down the pipe over the next
few years. I think people are going to be blown away by what CryENGINE is letting us achieve.”
CryENGINE® 3
- Chris Roberts, CEO, Cloud Imperium Games
THE COMPLETE
GAME DEVELOPMENT SOLUTION
READY FOR THE NEXT GENERATION
CryENGINE® 3 is the first PC, PlayStation®3,
and Xbox 360™ all-in-one game development
solution that is next-gen ready with scalable
computation and graphics technologies.
Using CryENGINE® 3, you can start the
development of your next generation games
today.
CryENGINE® 3 is the only game engine that
provides multi-award winning graphics,
state-of-the-art lighting, realistic physics,
intuitive visual scripting, high fidelity audio,
designer friendly AI and much more straight
out of the box. The famous CryENGINE®
3 Sandbox™ editor is a production proven,
third-generation real-time tool suite
designed and built by AAA developers.
CryENGINE® ’s powerful real-time renderer is
now even better! DirectX 11 (DX11) support
significantly enhances the capabilities of the
renderer within CryENGINE® 3, allowing for
some of the best visuals ever seen.
CryENGINE® 3
HDR FILMIC TONE MAPPING
TESSELLATION
The latest version of our tone mapper
introduces a user-controlled HDR curve with
many properties set per time of day to better
mimic the behavior of filmic tone reproduction.
These new settings allow lighting artists
to precisely adjust the slope at the tip and
base of the curve, adjusting bright and dark
values. It also allows for the adjustment of
the linearity of the curve, which modifies the
grey values. It even allows for a variable white
point, which will be mapped as pure white
in the final tone mapped image. Contrast,
saturation and color balance can be set. The
addition of this feature allows for a wider tonal
range, with the ability to improve definition on
the dark tones, light tones and mid tones in
a straightforward way. It also provides better
control for the lighting artist on the exposure
of the scene.
CryENGINE® 3 now supports DX11 hardware
accelerated tessellation on all meshes,
including animated characters. Artists can
now easily enable tessellation in real-time!
CryENGINE® 3 supports three different types
of tessellation, the first two tessellation
methods are designed for mesh refinement,
taking a coarse low-poly model and using
tessellation to create a higher-fidelity
and much smoother, realistic looking
mesh. The third and most obvious type of
tessellation is displacement mapping. With
displacement mapping CryENGINE® 3 can
now represent silhouettes and complex
geometric shapes, previously impossible
with current generation bump mapping. All
of these methods are editable in real-time
in CryENGINE® 3 SandboxTM, which means
artists can easily decide which assets
should use such features, finding an ideal
compromise between visual fidelity and
performance.
PIXEL ACCURATE DISPLACEMENT MAPPING (PADM)
A new and unique method for
displacement mapping has been
specifically engineered for Crysis® 3
and CryENGINE® 3. This novel technique
known as Pixel Accurate Displacement
Mapping gives CryENGINE® 3 the ability
to render massively detailed geometry
with no visible polygon edges on the
silhouette of the displacement – without
NEXT GENERATION GRAPHICS
the need for tessellation. This feature can be
applied to any asset and has been designed
to be accessible to the artists who simply
need to set a displacement texture. It is a
flexible system as users can adjust the effects
parameters on a per material basis and in
real-time – parameters such as the step size,
number of steps, displacement height and
even self-shadowing.
Displacement ON
Displacement OFF
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NEXT GENERATION GRAPHICS
Area Lights ON
AREA LIGHTS
CHARACTER TECHNOLOGY
CryENGINE ® 3 unites the most
scalable, technically-advanced
animation and rendering systems
to deliver astonishingly realistic
characters for games in real-time.
Creating believable, lifelike characters
requires special effects and advanced
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shading features, including screen-space
sub-surface scattering for all supported
platforms, lifelike iris parallax mapping for
truly realistic eye representation and new
unified shaders for character shadows
and hair.
Area lights use physically-based lighting
techniques. Light sources in videogames are
usually simulated analytically via an infinitely
small point light source or directional light
source. For this and previous generations,
this is a fairly good approximation for most
cases, but in the real world light can come
from anywhere and has a volume - this
impacts shadows and light reflection
appearance. For example, your monitor casts
light from a rectangular shaped volume.
Area lights allow artists and designers to
approximate such cases and to give a much
more physically plausible look to the lighting
of any environment.
Area Lights OFF
VOLUMETRIC FOG &
PARTICLE SHADOWS
CryENGINE® 3 now uses a new technique
for global fog and cloud shadows. This
further enhances the atmosphere of
densely fogged areas.
This feature is extremely powerful as it
renders shadows from objects and clouds
within the volumetric fog itself! This
system is fully dynamic and operates with
the already robust time of day system.
Volumetric Fog & Particle Shadows
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NEXT GENERATION GRAPHICS
OCEAN AND WATER RENDERING
3D HDR Lens Flare ON
3D HDR LENS FLARES
To achieve a stylized look within Crysis 3, a
system called Composite 3D Lens Flares is
used, which is able to produce stylized flares
similar to film in a simple and intuitive way.
®
Real-time Dynamic Caustics
REAL-TIME DYNAMIC CAUSTICS
Water Volumes, rivers and the ocean
now support a unified caustics approach.
These capture 1:1 caustics of the water
surface. This includes water ripples
generated from objects interacting with the
water surface like the player, AI, dynamic
objects and more.
Using the flare editor you can load presets
with 1-click and try out many different looks
for the flares. You can add to or remove
elements to get the perfect look. The editor
is designed to provide instant visual feedback
when editing a lens flare and when loading
presets. You can even combine multiple
presets to create the ultimate lens flare. You
can also make as many lens flare presets as
you want and easily save and organize them
in a simple database for quick retrieval.
3D HDR Lens Flare OFF
REAL-TIME LOCAL
REFLECTIONS (RLR)
Reflections are one of the biggest challenges
in real-time rendering, particularly for deferred
rendering and lighting engines.
Before DX11, only reflections for surfaces
such as water - or environment probe
reflections - were possible. CryENGINE® 3
now introduces a new method: Real-time
Local Reflections (RLR). RLR approximates
ray-traced HDR reflections local to objects.
This technique allows for any kind of curved
surface in the scene to reflect the nearby
surroundings efficiently in real time. This
includes immensely complex objects with
self-reflections, which are not feasible with
cube-map or planar reflections.
CryENGINE® 3’s trademark, benchmarksetting 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® 3 water also offers a more
accurate surface normal computation, even
allowing shader-based ripples to interact
with the CryENGINE® physics system.
Composite lens flares can be applied to any
light in a level, as well as being set up on
the sun.
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NEXT GENERATION GRAPHICS
NEXT GENERATION GRAPHICS
REALISTIC VEGETATION
RENDERING & SIMULATION
SMAA
MSAA
FXAA
TXAA
ANTI-ALIASING MODES
The latest engine iteration introduces
the richest set of Anti-Aliasing options
and modes ever available to CryENGINE®
users. Anti-Aliasing, and its perceived
effectiveness, can vary from user to user
as some may prefer a very sharp image,
whilst others prefer a blurrier, softer
image. Our technology gives developers
and their players all of the most effective
and technically sophisticated modes to
suit their preferences. Each mode has very
different implications in terms of overall
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NEXT GENERATION GRAPHICS
performance, quality and sharpness.
CryENGINE® now supports the following
anti-aliasing techniques with user
controlled settings for number of samples
and overall quality on a per mode basis:
•Subpixel Morphological Anti-Aliasing (SMAA)
•Fast Approximate Anti-Aliasing (FXAA)
•Nvidia’s Temporal Anti-Aliasing
Solution (TXAA)
•Multi-Sample Anti-Aliasing (MSAA)
Crysis® 3 requires the use of a mix of urban
and ruined environments interspersed with
overgrown vegetation and thus demanded
even further improvements to an already
robust vegetation system. Some of the small
improvements were to allow artists to easily
place and modify vegetation on terrain as well
as geometry, such as rocks and buildings.
Stereoscopic 3D
STEREOSCOPIC 3D WITHOUT COMPROMISE
Crytek has developed an inventive solution
to the challenges of rendering high quality
S-3D without significant performance
impact or compromise on graphical quality.
This feature is now included as standard
in CryENGINE ® 3 across all supported
platforms and is 100% real-time. For the
first time, developers can work with tools
and technology that allow the creation of
games in full S-3D, regardless of the utilized
display technology, to deliver the most
immersive games ever created.
Furthermore, the improved vegetation
allows for massive amounts of vegetation
to move and simulate based on physical
forces within the world. This new technique
can even simulate individual blades of grass
interacting with the player, AI, objects and
even explosions and wind. This feature adds
an immense amount of life to usually static
scenes. As the systems within CryENGINE®
are all developed internally we are able to
take advantage of possible opportunities
to interconnect systems – which in this case
was in rendering and physics operating
together to form a novel technique.
NEXT GENERATION GRAPHICS
THE ULTIMATE
MULTI-PLATFORM TOOLSET
CryENGINE® 3 Sandbox™ gives developers
full control over their multi-platform
creations in real-time. It features many
improved efficiency tools that enable the
fastest development of game worlds and
gameplay available on PlayStation®3, Xbox
360™ and PC.
All features of CryENGINE ® 3 games
can be produced, edited and played
immediately with the “What You See Is
What You Play” (WYSIWYP) system.
CryENGINE® 3 also introduces CryENGINE® 3
Live Create™. This allows developers to
work with a single editor, but see and play
the results in real-time on all platforms
networked to their development PC.
The engine deals with the instant conversion
and optimization of assets in real-time,
enabling cross-platform changes to all
elements of game creation, increasing the
speed and quality of development, while
significantly reducing the risk of creating
multi-platform games.
“Building around Crytek’s editor and engine for BRB’s workflow allows our level design team
to rapidly pre-visualize and prototype complex, dynamic gameplay setups. In other words,
it’s totally awesome and we can “play” to get to the “fun” faster than ever! Imagine it and make it...
just one of the many benefits of CryENGINE. I’ve been game designing going on 20 years now,
and this is by far the quickest from idea to screen.”
- Christian G. Senn, Lead Environment Game Designer, Big Red Button Entertainment, Inc.
CryENGINE® 3 SANDBOXTM
CryENGINE® 3 SANDBOXTM
BUILD GAMES FASTER, WITH HIGHER QUALITY
CryENGINE® 3 INTEGRATED SUBSYSTEMS
TRACK VIEW EDITOR
3D ENGINE
RENDERER
AI
ANIMATION
NETWORK
SCRIPTING
SHADERS
FMOD
SOUND
SCALEFORM
PHYSICS
SANDBOX
The Track View Editor is the embedded
SandboxTM cutscene editing tool for making
interactive movie sequences with timedependent control over objects and events
in CryENGINE® 3. Creating cinematic
cutscenes and scripted events are both
possible, allowing you to sequence objects,
animations, and sounds in a scene that can
be triggered in the game, and played either as
a detached cutscene from the third person
view, or from the first person perspective of
the player in-game.
Dedicated Vehicle Editor
DEDICATED VEHICLE EDITOR
DEDICATED ROAD & RIVER TOOLS
The CryENGINE 3 vehicle toolset allows easy
creation of any vehicle type, with intuitive
control over all its characteristics. These
include vehicle-specific special effects,
component damage and damage effects,
weapon hard-points and turrets, passenger
positions and functions, and even engine and
physics parameters.
All worlds have a network of paths, roads
and rivers, so CryENGINE ® 3 features a
dedicated toolset to enable instantaneous
smoothing and leveling of terrain, as well as
the application of materials based on the
placement of both road and river systems.
®
Track View Editor
Road & River Tools
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.
FLOW GRAPH
CryENGINE® 3’s simple yet powerful visual
editing system gives designers intuitive
interfaces to create and control events,
triggers and game logic. This lets them
build gameplay systems and complex levels
without needing to write a single script.
Time of Day
Morning
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NEXT GENERATION TOOLS
CryENGINE® 3 features the only real-time
terrain toolset that enables the creation of
stunning concave environmental features.
This lets designers place over-hanging cliffs,
caves or tunnels seamlessly in each level.
FULLY FLEXIBLE TIME OF DAY SYSTEM
Flare Editor
Flow Graph
ADVANCED TERRAIN SYSTEM
WITH INTEGRATED VOXEL
OBJECT TECHNOLOGY
Noon
Night
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NEXT GENERATION TOOLS
CREATE INTERACTIVE AUDIO
ALL-IN-ONE TECHNOLOGY
INTERACTIVE & DESTRUCTIBLE
ENVIRONMENTS
All environments in CryENGINE 3 can be
dynamically physicalized, regardless of
their nature (wood, steel, concrete, natural
vegetation, cloth and soft body physics).
This allows procedural destruction and
deformation of as much of the environment
as the game requires. All broken objects
and parts can be interactive, with realistic
properties such as mass or buoyancy
applied to all kinds of debris.
®
STREAMING
UBER-SHADER TECHNOLOGY
Game levels rarely fit into the memory of
most hardware platforms, so streaming
content is of ten required. With the
CryENGINE® 3 scalable streaming solution,
data is clustered for fast access, platformspecific features are utilized and data
content is prepared and compressed for
optimal streaming. CryENGINE ® 3 uses
multiple CPUs and schedules access based on
dynamic priorities to deliver an efficient and
scalable multi-platform streaming solution.
CryENGINE® 3 shaders are written once in
a high-level language, then compiled
automatically to each platform. The
shader output is optimized based on the
artist’s settings and the 3D environment
in which the shader is used. This creates
unique, high-performance effects, such
as “cloaking” or wet, muddy and frozen
surfaces, which can be layered together
and combined with other shaders such
as metal, glass and a full range of similar
visual effects. CryENGINE ® 3 supports
real-t ime per- pixel light ing, bumpy
reflections, refractions, volumetric glow
effects and animated textures to simulate
effects including windows, bullet holes and
shiny surfaces. It also takes advantage of
the unified shader architecture of current
and next-gen hardware. The combination
of deferred lighting and this technology
lets CryENGINE ® 3 avoid the traditional
shortcomings of solely using uber shaders.
MULTI-CORE SUPPORT
In-game Mixing
IN-GAME MIXING & PROFILING
Integrated editor functionality and advanced
sound-specification and profiling tools ensure
the WYSIWYP method. Turnaround times of
only a few seconds make for a well-mixed
game in every development stage. Reviewing
and polishing the game audio through network
auditioning, and then profiling it on any target
platform is both possible and easy, at any
time. With the easy-to-use Audio File Cache
Manager, the process of optimizing your
audio elements is better than ever.
Dynamic Sounds
DYNAMIC SOUNDS &
INTERACTIVE MUSIC
With minimal coding effort, sounds can
automatically react in a complex manner to
parameters such as distance, time of day
or battle noise using real-time DSP effects.
This technique provides non-repetitive
and responsive audio feedback in an
interactive and physicalized game world.
The customizable music system reacts to
any desired game event through a fully
designer-controlled flow graph, giving the
player a movie-like emotional experience.
To get the most out of modern multi-core
processor architectures, CPU-intensive
sub-systems of CryENGINE ® 3 such as
graphics, physics, AI, networking and sound
have been optimized to support multiple
processors, including innovative support
for PlayStation®3 SPU.
SOUND MOODS
Audio mixes can be defined to match any
gameplay situation. Sound designers
can not only control volume and pitch,
but also add DSP effects such as filters
and equalizers. In -game, the audio
mix blends into the predef ined sound
moods in real-time and mimics the
current environmental effect such as
driving inside a tank.
Interactive & Destructible Environments
16
NEXT GENERATION TOOLS
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NEXT GENERATION TOOLS
CREATE CONVINCING,
LIFELIKE CHARACTERS
MULTI-LAYER NAVIGATION MESH
High-end IK Solutions
CHARACTER INDIVIDUALIZATION
SYSTEM
CryENGINE® 3 uses an innovative attachment
system that lets skinned, animated, or
physicalized elements be attached to
the skeleton or mesh of a character.
With this system, it’s even possible to
replace entire body parts such as heads,
hands or the upper and lower body in
real-time. A multi-platform, hardwarebased, shape-deformation system also
NEXT GENERATION TOOLS
allows flexible variation of the character
meshes, supporting manual and procedural
generation to ensure a small memory
footprint. An additional variation system
based on shaders can be used for dirt and
decals for clothes, as well as warpaint,
tattoos and camouflage for skin.
PARAMETRIC SKELETAL
ANIMATION
PROCEDURAL MOTION WARPING &
HIGH-END IK SOLUTIONS
By blending example motions based on
user-defined parameters, CryENGINE® 3
delivers responsive and interactive control
over game characters, with a focus on
believability. Characters in CryENGINE® 3 can
follow paths where motion direction and
speed can change smoothly or suddenly,
move up or downhill and react to changing
scenarios on the fly, blending animations
to create realistic representation of
movement which can still be dynamic and
game-controlled.
Procedural algorithms such as CCD-IK, analytic
IK, example-based IK or physical simulations
are used to augment pre-authored animations
to avoid the typical computer generated look
– which is often seen when combining artificial
and captured animations.
The Multi-Layer Navigation Mesh (MNM),
is an enhanced dynamic navigation data
structure used by AI Agents to path-find
through levels. This system is integrated
in CryENGINE ® 3 Sandbox TM, meaning
designers can simply use the tools to define
areas where the navigation mesh should be
generated and let the CryENGINE® 3 MNM
do the rest! MNM also supports real-time
dynamic updates in-game, so that when an
area changes, the navigation mesh updates
without delay.
Multi-layer Navigation Mesh
The CryENGINE® 3 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.
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NEXT GENERATION TOOLS
“It’s safe to say we literally could not have done this game with
any other engine without a drastic reduction in the scope of our project.
The size of our maps, the level of detail. We set out to make a world that
was breathtaking to look at, and that’s what you see in-game.
It’s a relationship we hope to grow in the future with more games!”
- Turtle Rock Studios
Achieved with
www.mycryengine.com
“CryENGINE 3 is well known for its amazing graphical qualities and
efficiency, but in the 28 months we’ve spent developing our first
CryENGINE game – Battlefield of Honor – we have also received
extraordinary support from Crytek that goes beyond the terms
of our contract. This level of customer care has ensured smooth
and successful development, and we’re confident that we chose
the right partner in Crytek!”
- Yongjun Fei, Vice President, Giant
© 2013 Crytek GmbH. Crytek and CryENGINE are registered trademarks or trademarks of Crytek GmbH in the EU, the US and other countries. Giant Interactive Group, Inc. All rights reserved.
Achieved with
www.mycryengine.com
“CryENGINE is in a class by itself, and is the perfect technology
on which to build our future gaming world and business. Not
only are the graphics unquestionably the best available, but
the unprecedented ability it offers to physically interact with
the environment will allow us to create entirely new modes of
gameplay, which up to now we could only dream of implementing.”
- Jake Song, CEO, XLGames
© 2013 Crytek GmbH. Crytek and CryENGINE are registered trademarks or trademarks of Crytek GmbH in the EU, the US and other countries. XLGAMES Inc. All rights reserved.
Achieved with
PANZAR is a multiplayer action game
with RPG elements and outstanding graphics.
CryENGINE 3, the foundation of PANZAR, allows for
rich, realistic visuals with a high level of detail.
Achieved with
www.mycryengine.com
www.mycryengine.com
SniperGhostWarrior2.com
Sniper: Ghost Warrior 2 © 2013 City Interactive S.A., all rights reserved. Published and developed by City Interactive S.A. is a trademark of City Interactive S.A. Portions of this software are included under license © 2004-2013 Crytek GmbH. “PlayStation” and the “PS” Family logo
are registered trademarks and “PS3” and the PlayStation Network logo are trademarks of Sony Computer Entertainment Inc. “Blu-ray Disc” and “BD” are trademarks. Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies
and are used under license from Microsoft. ©2013 Valve Corporation. Steamworks and the Steamworks logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. The NVIDIA logo and the “The Way It’s Meant To Be Played” logo
are registered trademarks, of NVIDIA Corporation. Copyright © 1997-2013 NVIDIA Corporation. All rights reserved. NVIDIA Corporation, 2701 San Tomas Expressway Santa Clara, CA 95050, USA. CI GAMES is a brand of City Interactive S.A.
© 2013 Crytek GmbH. All Rights Reserved. Crytek and CryENGINE
are trademarks or registered trademarks of Crytek GmbH in the EU, the USA and other countries.
MAXIMUM SUPPORT & DEALS FOR ALL DEVELOPERS
Crytek has set the benchmark for engine support, delivering the best
experience to developers in order to match the player’s experience of
a CryENGINE® 3 game!
Crytek has a number of attractive
licensing options for developers looking
to use the CryENGINE® 3.
FOR ALL LICENSING
ENQUIRIES, PLEASE VISIT:
WWW.MYCRYENGINE.COM
REAL DEVELOPERS, REAL SUPPORT
LOCAL SUPPORT
INNOVATIVE SUPPORT PORTAL
CryENGINE 3 FREE SDK
COMMERCIAL LICENSES
CryENGINE 3 support is delivered by our
dedicated support team, which is staffed by
experienced Crytek game and R&D developers.
The support team also develops technology
and assets for CryENGINE® 3, ensuring they
maintain their expertise in CryENGINE® 3 and
game development.
Crytek has established local support facilities
in major territories worldwide, in addition to our
HQ support center in Frankfurt, Germany. We have
facilities in the US, UK, China and Korea. Crytek
support staff speak over a dozen European
and Asian languages, allowing easy rapport
between licensees and our CryENGINE® staff.
The Crytek Knowledge Network is available to
licensees via www.mycryengine.com. In 2011
Crytek launched our community portal for
CryENGINE® 3 at www.crydev.net. Crydev.net
hosts a wealth of supplementary support
information for CryENGINE® developers and will
be expanded with more features in the future.
Everyone can now download a full version of
the best all-in-one, real-time game
development engine for free and use it
without charge for non-commercial game
development. The free SDK has over 4.5
Million downloads and has a community of
more than 400K registered users.
Crytek offers commercial developers
full source licensing for larger and longer
term projects that benefit from a real
partnership with Crytek.
Our staff are always happy to get back
to you about your project and how
CryENGINE® can help you achieve your
vision.
EXTENSIVE DOCUMENTATION &
TUTORIALS
CryENGINE® 3 is used free of charge in more
than 400 universities and colleges around
the world.
®
Crytek constantly updates its documentation
with the latest information to support developers
making new products in CryENGINE® 3.
Recently, Crytek established a relationship
with Eat3D, who have produced video tutorials
for CryENGINE® 3. These can be streamed free
of charge by any CryENGINE® licensee!
26
LICENSING OPPORTUNITIES
®
ROYALTY ONLY FREE SDK LICENSE
The CryENGINE® free SDK can be used to
make games for digital release.
For such games, Crytek require a royalty of
only 20% from revenue earned by the game.
Platinum Support packages are also available,
with dedicated support staff, increased
on-site presence and even co-development
of features that interest our licensees.
Contact us via [email protected],
or your local CryENGINE® Team:
US - Christopher Ziliotto - [email protected]
CHINA - Areil Cai - [email protected]
EU - Erla Arnadottir - [email protected]
APAC - Wayne Choi - [email protected]
Crytek GmbH
Grüneburgweg 16-18
60322 Frankfurt am Main
Germany
www.crytek.com
www.mycryengine.com
www.crydev.net
German Computer Game
Awards 2012
BEST GERMAN GAME
(Crysis 2)
Game Informer
E3 Awards 2012
BEST OF SHOW
(Crysis 2)
PC Gamer
E3 Awards 2012
MOST VALUABLE GAME
(Crytek)
Russian Game Developers
Conference 2012
BEST GAME
(Warface)
Russian Game Developers
Conference 2012
BEST GRAPHICS
(Warface)
Game Rant
Video Game Awards 2011
BEST TECHNICAL DESIGN
(Crysis 2)
German Developer
Award 2011
BEST TECHNOLOGY
(CryENGINE 3)
3D World CG Award 2011
BEST VIDEOGAME
GRAPHICS
(Crysis 2)
Gamescom
Award 2010
BEST PC GAME
(Crysis 2)
Gamespy
E3 Awards 2010
BEST 3D EXPERIENCE
(Crysis 2)
Gamespy
E3 Awards 2010
BEST GRAPHICS
(CryENGINE 2 /Crysis)
Play3
Gamescom Awards 2012
BEST PS3 GAME
(Crysis 2)
Voodoo Extreme
E3 Awards 2012
BEST OF E3
(Crysis 2)
Imagina 2010
BEST SIMULATION
IN REAL TIME
(CryENGINE 3)
For more information, please visit mycryengine.com or contact us at [email protected]
Crytek GmbH • Grüneburgweg 16-18 • 60322 Frankfurt am Main • Germany • www.crytek.com
Carl Jones • Director of Global Business Development • [email protected]
Areil Cai • Director of Global Business Development CryENGINE • [email protected]
Christopher H. Ziliotto • U.S. Sales Operations Manager CryENGINE • [email protected]
Erla Arnadottir • Account Manager EMEA CryENGINE • [email protected]
© 2013 Crytek GmbH. Crytek, CryENGINE, CryENGINE Sandbox, Crysis and Warface are registered trademarks or trademarks of Crytek GmbH in the EU, the US and other countries. All rights reserved. All other trademarks are the property of their respective owners.