Book Image

CryENGINE 3 Game Development: Beginner's Guide

Book Image

CryENGINE 3 Game Development: Beginner's Guide

Overview of this book

CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK. Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++. Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.
Table of Contents (18 chapters)
CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Following a workflow for artists


Throughout this chapter, we will try to maintain a workflow similar to that of any professional 3D artist working with the CryENGINE 3. A typical workflow begins in Sandbox with a white box version of the model we need to create. As discussed in Chapter 3, Playable Levels in No Time, the white box is a basic visual representation of a volume or object that a designer wants created. We then export it directly to the desired DCC tool, for example, 3ds Max. Once the white box object is in 3ds, it can then be modified or even recreated, and the size and shape will be easy for the artist to follow or to remain within when creating geometry.

After the artist has sufficiently polished the asset, it is then exported from the DCC tool to the CryENGINE, where textures and materials are adjusted for the best look.

The first step we need to take to be able to follow this workflow is to set up our units within the DCC tool, which is the topic of our next example.

Working...