The Entity Component system removes the need for CRYENGINE game code to expose and manage Entities within a scene. Furthermore, the system has been designed to provide a modular and an intuitive way for Developers to construct games, both at a system and at an Entity level.
The interaction model (within the Sandbox Editor) allows Developers to create empty (blank) Entity containers which in turn house the advanced game logic all wrapped into specific Components. Some examples of the base Components are: Mesh, Lights, Constraints and even Character Controllers. With these types of Components users can develop prefabs that can be placed by Level Designers throughout a game for both standardization and exposure to Schematyc for triggering and event updating.