CRYENGINE Game Development Blueprints
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CRYENGINE Game Development Blueprints

CRYENGINE Game Development Blueprints


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About the Book

Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book • Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit • Discover good working practices and tips to quickly jump into making a new level in the game • Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn • Create a CRYENGINE game from scratch with the Game Starter-kit • Add custom methods to allow the player/AI to use a weapon • Create complete “start” and “end” game menus using Scaleform and C++ • Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use • Use the Crytiff exporter from Photoshop • Export the CHR—the format the engine needs to read the skeleton • Integrate the character in the engine using the character tool • Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE • Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

About the Author :
Richard Gerard Marcoux III is a very hardworking and intelligent software engineer with a passion for teaching and helping others. He has captured the attention of over 600,000 people through his YouTube channel with his efforts to educate beginners in the field of game development using the CRYENGINE technology. He also has an extensive IT background, working in the computer / software diagnosis / repair field for the past 7 years. Lately, he has been heavily involved in C++ games and middleware development, where he plans to create compelling 2D and 3D video games for all ages in genres ranging from platform games all the way to RPGs. Chris Goodswen is a 3D character artist currently working at Crytek with 4 years of experience working with CRYENGINE. He has also worked on Ryse: Son of Rome for Xbox One as well as Warface and Hunt. Chris is responsible for modeling and texturing characters as well as developing technical systems for characters; alongside this, he also works with universities, mentoring students and giving lectures on 3D character art and video game development. Riham Toulan is a senior technical artist/animator working at Dice EA, who specializes in character rigging. She has more than 4 years of experience working with CRYENGINE. She worked on the highly cinematic Xbox One launch game Ryse: Son of Rome at Crytek, where she was responsible for developing rigging pipelines and tools in Maya, helping the R&D team develop new CRYENGINE technologies, and consulting the CRYENGINE licensees. Sam Howels is a senior designer at the Nottingham-based Deep Silver Dambuster Studios. He is currently working on the upcoming sequel to the 2011 game Homefront, titled Homefront: The Revolution. He was recruited at the age of 18 after his dedicated contribution to the modding scene. He has a strong passion for technical problem solving as well as creating engaging and diverse gameplay experiences. Before joining Deep Silver, he worked on multiple AAA titles at both Crytek Frankfurt and Crytek UK, and he has over 8 years of experience in developing content with the CRYENGINE toolset.


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Product Details
  • ISBN-13: 9781784390105
  • Publisher: Packt Publishing Limited
  • Publisher Imprint: Packt Publishing Limited
  • Language: English
  • ISBN-10: 1784390100
  • Publisher Date: 28 Aug 2015
  • Binding: Digital (delivered electronically)
  • No of Pages: 322


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