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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS feed Related Articles

Hey welcome to Desert Zone 76 4th Development Update.

As I mentioned last month about progress on the new car park well that is nearly finished now except for general polish and refinement needed.

Updated Environment Assets:

Traffic and street lights had to be redesigned due to both models being too detailed and crashed the game. So I have created new low poly models for traffic and street lights which means I can place lots of them into the game without worrying about crashing the game.

Traffic Light:

Editor 2015 11 27 17 31 32 74

Street Lights:

Editor 2015 11 27 17 32 13 35 1

New Environment Assets:

Laser Beams:

I have placed laser beams around the night level map and they work nicely because a player can view the beams from a large distance while driving at night time.


Gas Station 5:

A new gas station was created which now brings the current gas station count to 5.

Now it’s a case of adding individual branding to each station:

  • Name
  • Signage

I'm adding this detail because I want to make each station unique and have a sense of history.

station 5

Naming Gas Station Ideas:

  • Gas Station 1: Desertland (Oil Products)
  • Gas Station 2: Dusty Fuels
  • Gas Station 3: Futuristic Fuels
  • Gas Station 4: Arcade Oil
  • Gas Station 5: 70’s Fuel


Creating and adding new signs to the game which are an important aspects of the game. Over the last month I have created around 10 new signs for the game. I have showed some of the signs below which are textured and almost finished.

Editor 2015 11 27 17 46 20 92

Editor 2015 11 27 17 43 31 59

Editor 2015 11 27 17 45 24 73

Car Storage:

I have created outdoor car storage which is quite an old way to hold cars. This model can hold up to 11 cars which is quite large. I could also create smaller car storage models for different parts of the desert.

Editor 2015 11 27 20 45 30 68

Well, that’s all I have for this month. Tune in next month for more development updates.

New images from the game Uayeb

New images from the game Uayeb

1 week ago UAYEB 0 comments

Here are few new Uayeb screen shots taken from ingame.

The Memory of Eldurim - Massive Fall Update
The Memory of Eldurîm

The Memory of Eldurim - Massive Fall Update

1 week ago The Memory of Eldurîm 4 comments

Explore new areas, fight new enemies, and challenge the new boss is the latest update.

Desert Zone 76 - Monthly Update #3
Desert Zone 76

Desert Zone 76 - Monthly Update #3

1 month ago Desert Zone 76 0 comments

This month I have made progress on the Car Park, New Assets and Ramps.

Field report 21: Kickstarter live!
War of Rights

Field report 21: Kickstarter live!

1 month ago War of Rights 0 comments

Field report about the launch of the War of Rights Kickstarter campaign.

Add game Games
The Swarm (temporally cancelled)

The Swarm (temporally cancelled)

1 day ago TBD First Person Shooter

Swarm is a first person shooter were you play as an area 51 employee killing Aliens that are attacking earth.

Desert Zone 76

Desert Zone 76

2 days ago TBD Racing

Arcade racing game about driving through a desert searching for gas stations

Valley of Death

Valley of Death

3 days ago TBD First Person Shooter

Valley Of Death "It's been a week ,I have'nt seen my family.I don't know if im going to live or die,but I ain't giving up so easily.Things are about to...



4 days ago TBD Adventure

In May of 1990, three high school students from the remote town of Cull, Maine are found dismembered in a seemingly demonic ritual. Jason, a recluse resident...

IMMENSITY one moment

IMMENSITY one moment

4 days ago TBD First Person Shooter

The game with endless possibilities! It will allow to plunge headlong into a fascinating world!

On Your Own

On Your Own

6 days ago TBD Adventure

The Beginning: The player wakes up on a remote island in the Pacific Ocean, with no recollection of who he is, or how he got there. He needs to find a...

The Division™ SA:World At War

The Division™ SA:World At War

1 week ago TBD Third Person Shooter

Apart from the real Tom Clancy's The Division , we have been creating another Free-to-Play Co-Op Game.An Openworld Sandbox to explore and fight either...

The Memory of Eldurîm

The Memory of Eldurîm

1 week ago TBD Role Playing

The Memory of Eldurim is an open world action RPG in the vein of TES, Dark Souls, and the Gothic series of games, with difficult but rewarding combat...



1 week ago TBD Adventure

UAYEB is a Survival Adventure Game on PC, created with Cryengine 3. After a worldwide revolution, mankind has been destroyed. Explore a hostile environment...



2 weeks ago TBD First Person Shooter

Miscreated is a brutal, post-apocalyptic, survival-based MMORPG unlike anything you've played before. It was originally inspired by the popular mod for...

Post comment Comments  (0 - 10 of 249)
Tonyfongsaga Nov 12 2014 says:

What is TBD?

+1 vote     reply to comment
Saphira890 Nov 12 2014 replied:

I believe TBD is To Be Dicided

+4 votes     reply to comment
abdullahsaleh16 Feb 18 2015 replied:


+1 vote     reply to comment
Guest Sep 7 2014 says:

Star citizen with cry engine looks amazing

Check it out

+1 vote     reply to comment
DonBre Jun 5 2014 says:

Hope its easier to use then unity :d

+1 vote     reply to comment
Guest Apr 11 2014 says:

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

0 votes     reply to comment
jetsetblues Feb 16 2014 says:

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

+2 votes     reply to comment
RaptorJesusGames Jan 1 2014 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 says:

seems like an awesome program.

+2 votes     reply to comment
BlackPlagueTech Nov 3 2013 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.

+3 votes     reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Windows, X360, PS3
Send Message
Release date
Released 2011
Engine watch
Start tracking
Community Rating



225 votes submitted.

You Say


Ratings closed.

Highest Rated (3 agree) 10/10

Brilliant. User friendly engine. Just keeps getting better.

Nov 24 2011 by SirApple


Latest tweets from @crytek

Nov 23 2015

You can now also grab our Back to Dinosaur Island VR Demo for free from @oculus Share! #VR #CRYENGINE

Nov 23 2015

RT @cryengine: @Crytek is hiring! We're looking for a Senior Rendering Engineer with #PS4 experience! #gamedev #ga

Nov 19 2015

RT @mashable: 'Back to Dinosaur Island' has us impatient for more VR gaming

Nov 19 2015

We have partnered with @VIGAMUSAcademy and @LinkCampus on a Masters Course in #VR development using @CRYENGINE !

Nov 18 2015

ICYMI:You can now grab our Back to Dinosaur Island Tech Demo for free on @steam_games #VR #oculusrift

Nov 18 2015

RT @gamasutra: CryEngine VR tech demo, Back to Dinosaur Island, now free on Steam

Nov 18 2015

RT @gamasutra: CryEngine VR tech demo, Back to Dinosaur Island, now free on Steam

Nov 18 2015

RT @VRFocus: We talked with @Crytek's David Bowman for a Back to Dinosaur Island 'Making Of' feature:

Nov 18 2015

Don't have an Oculus Rift DK2 handy? You can check out the Back to Dinosaur Island Demo as a video!

Embed Buttons
Link to CryENGINE 3 by selecting a button and using the embed code provided more...
5 of 756
Last Update
3 days ago
911 members