This presentation is part of my talk at the GDC Europe 2013 in Cologne, Germany. The 50 minutes session goes through the production of Crysis 3 and showcases important lighting principles for creating appealing scenes.
I also explain how physics can help create better materials and textures, using physically-based rules, and how the CryEngine lighting features were used in Crysis 3 to create one of the best visual experiences in a video game.
Furthermore, several case studies provide a clearer demonstration of the methods and workflows I used to design the lighting for outdoor, indoor and cinematic scenes.
Enjoy 30 additional bonus slides as well, that were not shown during the talk, as 50 minutes is rarely enough to talk about such a wide topic of discussion.
GDC Talk Video
Continue reading “GDC Europe 2013: Shining the Light on Crysis 3”
Shining the Light on Crysis 3 PDF
This presentation is part of my talk at the FMX 2013 conference in Stuttgart. The session goes through the different phases of the art production, from concepting to full production. Tiago Sousa describes some of the technical features implemented to create one of the best visual experiences to date in a video game.
The Art and Technology behind Crysis 3 PDF
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This presentation is part of my talk at the GDC Europe 2011 in Cologne with Tiago Sousa. It introduces the lighting features of the different iterations of the CryENGINE and presents the lighting challenges encountered in Crysis 2 from both an artistic and a technical point of view.
GDC Talk Video
Lighting in Crysis 2 PDF
Lighting in Crysis 2 PPTX
Continue reading “GDC Europe 2011: Lighting in Crysis 2”
The following article presents the new features introduced in the DirectX 11 pack for Crysis 2, from Realtime Local Reflection (RLR) to improved tonemapping as well as Screen Space Directional Occlusion (SSDO) and Realistic Shadows with Variable Penumbra.
Crysis 2 DX11 Ultra Upgrade PDF from MyCrysis.com
Continue reading “Making of Crysis 2 DirextX11 Upgrade”
Crysis 2 DX11 Ultra Upgrade PDF from WordPress.com
The following article presents the key rendering features developed for the CryEngine 3 and showcased in Crysis 2, from temporal SSAO to amortized MSAA, as well as Gamma-correct HDR rendering and object motion blur.
Crysis 2 and CryEngine 3 Key Rendering Features PDF
Continue reading “Key Rendering Features in CryEngine 3”