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Check out part one of our new tutorial series, which shows you how to master CRYENGINE’s environment editor.
Learning Manager Brian Dilg introduces you to the CRYENGINE environment editor in part one of our new tutorial series. The video gives you an overview of the tool, the principles upon which it was designed, and the three key parameters which most dramatically affect the appearance of your game world: the sun, the sky, and fog. The concepts and benefits of a dynamic versus a static time of day are discussed in the video, and you will be shown how to create and assign environment presets.
In just under 30 minutes, this practical tutorial provides a tour of the editor’s features as you learn how to use lighting to deliver atmosphere and ambiance in your levels, whether you wish to achieve a realistic or a more stylized aesthetic. The tutorial takes you step-by-step through generating terrain in a new level to controlling environmental lighting during the day or night. You can also access our written documentation, which covers the topics discussed in even more depth.
Future chapters in this series will cover the use of volumetric fog and clouds, real-time global illumination (SVOGI), fine control over light scattering, color grading, and using HDR to create realistic presets for various times of day, as well showing you how to create looks unlike those seen on planet Earth.
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.
Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.
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