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.
I quickly relit the Forest sample environment for GDC 2011. It features CryEngine 3.3, and real-time global illumination.Continue reading “GDC 2011 Coast Environment”
Official screenshots featuring the cataclysmic environments of Crysis 2. Full real-time lighting and postprocessing, no offline adjustment.Continue reading “Crysis 2 Cataclysmic Environment”
I captured these official marketing screenshots for the E3 demo of Crysis 2 in June 2010. The demo features the iconic Grand Central Terminal in New York City, where EMP blasts gradually turn off the lights in the station, in real-time. The interior of the station made extensive use of scripted lighting.
All screenshots were fully rendered in real-time on PC, without any offline adjustment.Continue reading “Crysis 2 E3 Demo”
This gallery showcases the real-time dynamic time of day animation I created for an early version of the CryEngine 3. It is a full lighting cycle with photorealistic night, low sun and daylight settings.Continue reading “CryEngine 3 Lighting Cycle Experimentations”
The “Natural Mod for Crysis” is an amateur project I carried out at the end of 2007, shortly after the release of Crysis for PC. I completely redesigned the lighting for the single player campaign using the CryEngine 2 Sandbox Editor.
The objective was to provide photo-realistic lighting based on photo references. It made better use of HDR, atmospheric effects, exposure and color correction than the original game.
I shared the modification in December 2007 and I kept iterating on the lighting with new improvements and refinements for several months. It became quickly successful, with +350’000 downloads as of 2013. Thanks to this modification, Crytek offered me a position at their headquarters in Frankfurt, Germany.Continue reading “Natural Mod for Crysis”