Saturday, March 30, 2019

Homebound Case Study

Original article here!

CRYENGINE was a proud sponsor of Global Game Jam 2019 and today we have released an in-depth video case study about Homebound, one of our entries. Find out how the team used CRYENGINE to create the game in just 48 hours and get practical tips on how you can use the same techniques.


Homebound is a game where you have to make your way home after a night working in a bar. You can download the Homeboundproject from the CRYENGINE Marketplace so you can investigate the game in the engine. In our in-depth new video, Learning Manager Brian Dilg demonstrates a series of techniques used to create the project, with additional commentary from some of the members of the team that made the game. Jean-Baptiste HervĂ©, Junior Software Engineer for CRYENGINE, Viktor Ikkes, Senior Cinematic Designer for Hunt, Alexander Klinger, Software Engineer for CRYENGINE, and Matthias Otto, Senior Level Designer for Hunt, all give insights about how they made the game so quickly as Brian demonstrates a range of techniques that you can use.
Topics covered include:
  • Custom C++ programming
  • Level design
  • Flow Graph level scripting
  • And plenty more!
This video is a substantial case study packed with useful examples and tutorials, so whether you’re new to CRYENGINE or looking for practical ways to accelerate your work with the engine, we hope you’ll find this video useful.

We look forward to your feedback in the comments, on the forum, or via Facebook, and Twitter. Don’t forget to join the community and our CRYENGINE development team over on the official CRYENGINE Discord channel.
- Your CRYENGINE Team

Thursday, December 17, 2015

3ds max shortcut keys

http://www.architectdose.tk/2015/12/3d-tutorials-3dsmax-shortcut-keys.html

3D Tutorials - 3dsMax Shortcut Keys

3D Tutorials - 3dsMax Shortcut Keys

3D Tutorials - 3dsMax Shortcut Keys
3D Tutorials - 3dsMax Shortcut Keys
3D Tutorials - 3dsMax Shortcut Keys

3D Tutorials - 3dsMax Shortcut Keys

3D Tutorials - 3dsMax Shortcut Keys

3D Tutorials - 3dsMax Shortcut Keys



Monday, April 13, 2015

Introducing 3ds Max 2016

The 3ds Max Development team has been working overtime for almost a year to bring you the latest version of our work. While we've given you access to some of the tools early through Extensions available to our Subscription customers, we have a lot more to show you. The marketing team here at the home office are calling it "The Biggest Max Ever" (#BiggestMaxEver). They get so excited.
Introducing 3ds Max 2016.
Combining 3ds Max and 3ds Max Design into one title: 3ds Max
There once was a time that 2 flavors of 3ds Max was needed to support the unique workflows for different 3ds Max users. One for the design suites and one for the entertainment suites. Almost immediately afterward, the world began to change and your workflows began to blur. The requirements and expectations of a visualization assignment can now include a gaming or interactive component. James Cameron has shown how he uses similar interactive techniques for the creation of his award winning films. For gaming, there is always a drive to supply a new level of gameplay which many strive for a more cinematic or artistic experience. So the differentiators that were once easy to categorize are no longer there. 
Also, the technology and infrastructure no longer requires a split. There once was a time that the features of a software application needed to be shipped, either on a disc or at least in the box. Now, the ability for us to draw from numerous resources to augment the capabilities of 3ds Max is growing exponentially.  It’s possible to include the different capabilities on an “as needed” basis. Various Renderers, Match Mover, SketchFab, Stereo Camera, Autodesk Composite and numerous third party components are all available to to the 3ds Max user on Autodesk Exchange and other sites. How many of you download your current version and the extensions that accompany it from the Subscription Center? The future will be delivered online.
Having said that, the need of 2 3ds Max titles was no longer necassary. You will now tailor your 3ds Max experience at first launch and then from then on, with templates and switchers. Install what you need, ignore what you don't.

Read more...

Friday, April 10, 2015

Evolve Animation and Game Development Reel by David Gibson

David Gibson spent almost 4 years as a developer and supervising animator on Evolve. Everyday the entire team worked tirelessly to push the experience taking risks to create a unique and refreshing game for our players.
My main areas of focus during development were the look and feel of the monsters, creatures, & first person hunters. Although my background is in animation, I became heavily involved with the gameplay design process. Together with Gameplay Programmers Bill Merrill & Dan Youhon we focused heavily on the monster experience. 4 years is a long time so I tried to pick the best clips that showed a wide range and were the strongest examples of my work.
Turtle Rock Animation Team:
Geoff Hemphill
Robert Alves
Juan Sanchez
Monty Kerson
2K animators that saved our bacon a million times:
Sonny Santa Maria
PJ Leffelman
Jacob Palmer
Sunny Sun






AUTODESK AT GDC 2015

AUTODESK AT GDC 2015