CryENGINE®3 is the first PC, Playstation®3, and Xbox 360™ all-in-one game development solution that is Next-Gen ready with scalable computation and graphics technologies.

Using the CryENGINE®3, you can start the development of your next generation games today. CryENGINE®3 is the only game engine that provides multi-award winning graphics, state-of-the art lighting, physics and AI, out of the box.

The famous CryENGINE®3 Sandbox™ editor is a production proven, third-generation real-time tool suite designed and built by AAA developers. CryENGINE®’s powerful real-time renderer is now even better! DirectX 11 (DX11) support significantly enhances the capabilities of the renderer within CryENGINE®3, allowing for some of the best visuals ever seen.

Below, you'll find just a fraction of the features available in CryENGINE®3!


CryENGINE®3 now supports DX11 hardware accelerated tessellation on all meshes, including animated characters. Artists can now enable tessellation in real-time! CryENGINE®3 features support for three different types of tessellation, all of which can be mixed so as to significantly increase the quality of
asset rendering in-game. With displacement mapping CryENGINE®3 can now represent silhouettes and complex geometric shapes, previously impossible with current generation bump mapping, through displacement mapping.

The other two tessellation methods are designed for mesh refinement, taking a coarse, or low-poly model and using tessellation to create an higher-fidelity and much smoother mesh. As these methods are all editable in real-time in CryENGINE®3 SandboxTM, artists can easily decide which assets should use such features, finding an ideal compromise between visual fidelity and performance.

Real-time Local Reflections (RLR)

Reflections are one of the biggest challenges in real-time rendering, particularly for deferred rendering and lighting engines. Before DX11, only reflections for surfaces such as water; or  environment probe reflections have been possible. CryENGINE®3 now introduces a new method: Real-time Local Reflections (RLR). RLR approximates ray-traced HDR reflections local to objects. This  technique allows for any kind of curved surface in the scene to reflect the nearby surroundings  efficiently in real time. This includes immensely complex objects with self-reflections, which are not  feasible with cube-map or planar reflections.

Parallax Occlusion Mapping (POM)

Parallax Occlusion Mapping (POM) returns in CryENGINE®3, optimized for all platforms and can now be used to add self-shadowing and the appearance of depth on all surfaces. CryENGINE®3’s POM efficiently approximates surface displacement in tangent space. Due to it’s low cost on all platforms,  self-shadowing support and simulation of macro details, POM grants a viable alternative to tessellation  on all surfaces.

Advanced Tone Mapping with HDR S-Curve

The CryENGINE® tone-mapper is improved and updated to give users S-Shaped curve color control,  which better mimics the exact behavior of film tone reproduction. This allows for a wider tonal range, improved definition on the dark tones, giving a richer color space for CryENGINE®3 games.

Ocean and Water Rendering

CryENGINE®3’s trademark, benchmark setting water rendering just got better! All water volumes can  now use DX11 hardware tessellation. Mesh geometry is dynamically tessellated, varying by the  distance from the camera. This allows for a very high amount of geometry details close to the camera and eliminates geometry aliasing. Shading has also been updated: now supporting sub-surface  scattering and wave crest foam approximation. CryENGINE®3 water also offers a more accurate  surface normal computation, even allowing shader based ripples to interact with the CryENGINE®  physics system.

Natural lighting & dynamic soft shadows

CryENGINE®3 features near-reality natural lighting at a low cost on multiple platforms, and creates  soft shadows that dynamically respond to natural movements in real-time. High-resolution,  perspective-correct and volumetric smooth-shadow implementations are also included in  CryENGINE®3.

Deferred lighting

The unique CryENGINE®3 deferred lighting solution allows the efficient rendering of a vast number of  light sources with per-pixel shading. It can also considerably simplify engine performance tuning  across multiple platforms.

SSDO-Screen Space Directional Occlusion and Contact Shadows

Crytek introduced SSAO in real-time gaming and now enhances it with the new technique of Screen  Space Directional Occlusion (SSDO). SSDO allows any number of lights to be included in the  calculation of Ambient Occlusion (AO); and for the color of all lights to be taken into account. SSDO improves physical lighting accuracy and provides dynamic contact shadows, even from the efficient CryENGINE®3 deferred ambient lights. The new CryENGINE®3 DX11 renderer allows contact shadows
to be cast from every single light source in the game environment!


CryENGINE®3 Sandbox™ gives developers full control over their multi-platform creations in realtime. It features many improved efficiency tools that enable the fastest development of game worlds and  game-play available on PlayStation®3, Xbox 360™ and PC. All features of CryENGINE®3 games can be  produced, edited and played immediately with the “What You See Is What You Play” (WYSIWYP)  system.

Below, you'll find just a fraction of the features available in CryENGINE®3 Sandbox™!

Flow graph

CryENGINE®3’s simple yet powerful visual editing system in gives designers intuitive interfaces to create and control events, triggers and game logic. This lets them build game play systems and  complex levels without needing to write a single script.


The Track View is the embedded Sandbox cut scene editing tool for making interactive movie sequences with time-dependent control over objects and events in CryENGINE®3. Creating cinematic cut scenes and scripted events are both possible, allowing you to sequence objects, animations, and  sounds in a scene that can be triggered in the game, and played either as a detached cutscene from  the third person view, or from the first person perspective of the player in-game.

Fully flexible time of day system

The time of day can dynamically change during a game mission to reflect the position of the sun and moon, as well as lighting and atmospheric conditions over any predefined day/night cycle, from a  foggy morning sunrise to a fiery sunset or a clear moonlit night. Create visually rich time-of-day  simulation for your game world or its locations and achieve the most realistic or surreal settings.

Advanced terrain system with integrated voxel objects technology

CryENGINE®3 features the only real-time terrain tool-set that enables the creation of stunning concave environmental features. This lets designers place over-hanging cliffs, caves or tunnels  seamlessly in each level.

Multi-Layer Navigation Mesh

The Multi-Layer Navigation Mesh (MNM), is an enhanced dynamic navigation data structure used by AI Agents to path-find through levels. This system is integrated in CryENGINE®3 SandboxTM; designers can simply use the tools to define areas where the navigation mesh should be generated and let the CryENGINE®3 MNM do the rest of the work! MNM also supports real-time dynamic updates in game, so that when an area changes, the navigation mesh updates without delay.

Multi-core support

To get the most out of modern multi-core processor architectures, CPU-intensive sub-systems of CryENGINE®3 such as graphics, physics, AI, networking and sound, have been optimized to support multiple processors, including innovative support for PlayStation®3 SPU.

Uber-shader technology

CryENGINE®3 shaders are written once in a high-level language, then compiled automatically to each platform. The shader output is optimized based on the artists’ settings and the 3D environment in which the shader is used. This creates unique, high-performance effects, such as “cloaking” or wet, muddy and frozen surfaces, which can be layered together and combined with other shaders such as metal, glass and a full range of similar visual effects. CryENGINE®3 supports real-time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate effects including windows, bullet holes and shiny surfaces. It also takes advantage of the unified shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology lets CryENGINE®3 avoid the traditional shortcomings of solely using uber shaders.

Interactive & destructible environments

All environments in CryENGINE®3 can be dynamically physicalized, regardless of their nature (wood, steel, concrete, natural vegetation, cloth and soft body physics). This allows procedural destruction and deformation of as much of the environment as the game requires. All broken objects and parts can be interactive, with realistic properties such as mass or buoyancy applied to all kinds of debris.

Image RSS Feed Latest Screens
Images for Miscreated Images for Miscreated Images for Miscreated
Blog RSS Feed Report abuse Latest News: Hearts of Oak News 22nd July 2014

About Hearts of Oak: Conquest of the Seas with 4 comments by Armada_ on Jul 22nd, 2014

Welcome to another edition of our Hearts of Oak progress articles!

Each week*, we will bring you a summary of the latest development news, including work-in-progress screenshots and in-game footage, along with a more in-depth look at featured content.

This week we have a wide range of impressive models, engine screenshots and music to share...

3D Models

There are several sub-categories of 3D assets to cover here, so below we'll list various types of assets, what they're called and who made them.


- WIP Chapel; Wedori
A high-detail period chapel, featuring full interior. The interior itself isn't complete, but the building is otherwise perfect for many in-game towns.


- Sabre Concept Art; SuperDurnius
Continuing his latest trend, SuperDurnius has produced another great piece of concept art, this time on the subject of sabres.

- WIP Rapiers and Daggers; SuperDurnius
Here's another work-in-progress shot of some rapiers with different hand guards. You'll also notice some daggers, which borrow parts from the rapier models.

Scenery and Props

- Cart and buckets; Wedori
More props with which to decorate the game world, both made to a high quality.

- Shipping crates; SuperChango
This is a selection of containers of different types. From left to right: a wood-reinforced box, an iron-reinforced box, and a flush box.

Below is a group of logos, or Merchant's marks, that will be randomly applied to these boxes in the game.


Here we'll show how the game world is coming together, with content demonstrating lighting effects, time-of-day transitions and environmental design.

- Tavern interior lighting; RobinPC
This tavern, built by SinKing, is being brought to life by RobinPC who is applying realistic lighting effects in the engine.

- Test Island progress; RobinPC
This is one of the latest attempts to create a realistic Caribbean environment, from the lighting effects to the colour of the sea.


To give you a taste of what's to come, we're regularly showcasing an original track, produced by one of our talented composers.
This time, we're taking a look at a piece many of you have probably heard already: "Hearts of Oak", a theme song composed for the game by Flannery.
As always, you can listen to the piece via the link below, and read some comments from the composer about how he came up with the track.

Hearts of Oak - Final Mixdown.mp3

Flannery wrote:This was actually the first piece I made for Hearts of Oak, and the sketch for it was initially a test to show my worth to come on board the HoO team.

To brake the piece down as simple as possible: I wanted the piece to depict different notions about being at sea - different weather, different daily chores on and below the deck, the thrill of the chase, and of course the battle.

The initial melody is the scout, watching the horizon for easy prey and dangers. Then the strings come in depicting the heartbeat and the adrenaline rising. Then we have the cello which introduces the main underlying melody, which is copied by other instruments through out the whole piece. This is meant to be the rolling of the waves.

The initial dramatic drums depict the sailors getting the ship ready for battle or the chase. The other themes and melodies throughout the piece depict everything from boarding a surrendered ship, sailing through storms, washing the decks, dividing loot, taking prisoners and so on.

Also a funny fact - one if my ideas was to really forward the feeling of rolling waves, hence why the theme has this underlying melody that keeps going up and down throughout most of the piece.
But also, when you look at all the notesheets for it all, almost every instrument creates a wavelike notion with the notes, so the notesheet itself looks like a sea of waves.

This music is the property of D'laymusic - Norway, and Christian "Flannery" Tornholm-Lehn. It is protected under copyright law, which if violated might lead to legal persecutions.

Stay tuned for more original music soon!


We still have a few high-priority vacancies that need to be filled to help us make further progress on the game.
As a reminder, all of these developer roles are NON-PAID positions. Current priorities are as follows:

- Character Modellers
- Other 3D Artists
- User Interface Developers
- Texture/Shader Artists
- Engine Programmers/Scripters

For role descriptions and how to join the team, click here.

That's it for this week's progress; we'll have more updates for you soon!
Don't know what the Hearts of Oak project is? Take a look at our Frequently Asked Questions for more information.
*Please note that while we're aiming to post a new article each week, we can't always manage this, but we will post articles as regularly as we can!

Media RSS Feed Latest Video
A Night at Mar Saba

A Night at Mar Saba A Night at Mar Saba Indie

Updated 1 year ago TBD Single Player Role Playing

Description of the Project The Project are Stand-Alone Game, with own asset created. He was a Gore-Horror-Suspense Third Persons. A lot of effect like...

Aderyn's Cradle

Aderyn's Cradle Aderyn's Cradle Indie

Updated 2 weeks ago TBD Single & Multiplayer Role Playing

Cradle features a groundbreaking fast-paced system for melee combat driven by your intent and purpose. When you attack in Cradle it is not a stand-in...


Aloadae Aloadae Indie

Updated 1 year ago TBD Single Player Adventure

Aloadae is a mystery/survival game based on Cryengine 3. Developed by a small team called Bleeding Colors . The game is set in the pacific northwest in...


Amissus Amissus Indie

Updated 7 months ago TBD Single Player Adventure

Amissus is a hardcore survival game based heavily on player intuition and imagination. Set on a small seemingly abandoned island lost somewhere in the...

Aporia: Uncover the Mystery

Aporia: Uncover the Mystery Aporia: Uncover the Mystery Indie

Updated 1 year ago TBD Single Player Adventure

In a world of mystery, ripe with secrets - its is up to you to uncover the truth! WHY ARE YOU HERE? Aporia seeks to re-introduce MYSTERY as a primary...

Post comment Comments  (0 - 10 of 247)
DonBre Jun 5 2014, 4:20pm says:

Hope its easier to use then unity :d

+2 votes     reply to comment
Tomkilla Apr 16 2014, 3:31pm says:

Best game engine. I hope Crytek will support it for many many years.

+6 votes     reply to comment
Guest Apr 11 2014, 8:55am says:

i have a question:can i put gun attachments into a game with any engine or does it require a certain one?

+1 vote     reply to comment
jetsetblues Feb 16 2014, 4:31pm says:

One of best game engines, I'm waiting for more projects made with CryEngine. :)

+2 votes     reply to comment
RaptorJesusGames Jan 1 2014, 10:07pm says:

they should make it so that you can develop on a mac, or at least make it so that you can develop for mac

+2 votes     reply to comment
Uoruta-fenikkuso Dec 16 2013, 12:56pm says:

seems like an awesome program.

+2 votes     reply to comment
BlackPlagueTech Nov 3 2013, 2:19pm says:

Will be using this engine for a zombie FPS, working on another project atm, idk when I'll be albe to get to my FPS.

+2 votes     reply to comment
Injamacreations Oct 11 2013, 10:17am says:

I am a bit confused where can I download the engine I cant find it on this site do I need to find it Elsewhere?

+2 votes     reply to comment
TeaGuyify Oct 27 2013, 5:08am replied:

+3 votes     reply to comment
slipkid69 Oct 3 2013, 8:41am says:


+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Windows, WiiU, PS4, PS3, XBONE, X360
Send Message
Official Page
Release Date
Released Aug 15, 2011
Engine Watch
Track this engine
Community Rating



220 votes submitted.

You Say


Ratings closed.

Highest Rated (3 agree) 10/10

Brilliant. User friendly engine. Just keeps getting better.

Nov 24 2011, 3:16pm by SirApple


Latest tweets from @cryengine, @crytek

@AiePepito974 No, it is not a tease or anything like that- just making people aware of our different accounts from time to time.

55mins 4secs ago by cryengine

@SilentKillLP Cause we love having lots of followers :)

55mins 40secs ago by cryengine

Make sure to follow all these accounts: @crytek @cryengine @Warface @XboxWarface @HomefrontGame @RyseGame @CollectablesApp #FF

1hour 12mins ago by crytek

Make sure to follow all these accounts: @crytek @cryengine @Warface @XboxWarface @HomefrontGame @RyseGame @CollectablesApp #FF

1hour 12mins ago by cryengine

RT @DuffyChristina: @RobynGalway Great use of tech! BL, @gamecity & @Crytek running similar #OfftheMap comp. #bldigi

6hours 49mins ago by crytek

RT @DuffyChristina: @RobynGalway Great use of tech! BL, @gamecity & @Crytek running similar #OfftheMap comp. #bldigi

6hours 49mins ago by cryengine

RT @Com_Raven: I never expected to see a @cryengine powered #Sonic game, but come Nov 18th it will happen thx to @BigRedButtonEnt ! http://

17hours 38mins ago by cryengine

RT @FuturePoly: $100 early bird discount expires at the end of the month for #Online #3dModeling - get it while the getting's good! http://

20hours 2mins ago by cryengine

@Soul_Fortune You need a Direct X11 GPU, which the GF 210 does not seem to be.

Jul 24 2014, 4:53am by cryengine

RT @adam_johnson_: Spent last two days messing around with weapon scripts for @cryengine SDK. Should be able to put out some nifty docs on …

Jul 24 2014, 3:52am by cryengine

Embed Buttons

Promote CryENGINE 3 on your homepage or blog by selecting a button and using the HTML code provided (more).

1 of 643
Last Update
1 week ago
907 members