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Petrograd: an action-thriller first person shooter. Enter the shoes of a Black-Ops Special Agent, investigating the disappearance of a full city's population overnight. An eerie atmosphere and immersive environments are just the beginning, nothing is quite what it seems in this suspenseful experience set in post-USSR Eastern Europe. The purpose of this project was to create a trailer with near triple-A quality, that goal was achieved on Feb 2009, and thus this project has concluded. The studio has since turned pro and continues to produce commercial games. Thanks for you support.

Report RSS Petrograd - August Update

Welcome to the August update of the exceptional Crysis Modification the "Petrograd Project", developed by the Space Cowboys Studio under the guidance of Game Designer and Team Lead Roy Shapira, The team has been working relentlessly on all aspects of the game, creating a Triple-A quality world, creating new assets every day, new features, and always keeping the high standard. Today we bring to you a glimpse into the development of the project.

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Welcome to the August update of the exceptional Crysis Modification the "Petrograd Project", developed by the Space Cowboys Studio under the guidance of Game Designer Roy Shapira, The team has been working relentlessly on all aspects of the game, creating a Triple-A quality world, creating new assets every day, new features, and always keeping the high standard. Today we bring to you a glimps into the development of the project.

New Finished Assets

The Space Cowboys Studio has grown exponentially over the past few months, and is working at an astonishing rate outputting assets on a daily basis all passing through rigorous pipeline to ensure the top quality of this project. the following are few of the excellent works of the team for your viewing pleasure.

Finished Enemy Combatant

The Petrograd area will be populated mostly by elite soldier forces, talented team member Anton Kozlov has finished the enemy soldier model, he is modular and has many variations, shown below are several examples of the enemy variations.




Finished Russian URAL Truck Model

The URAL is a troop transporter used for both on and off road travel, it carries over 20 soldiers, and can reach almost anywhere. The truck was created by talented team member Sean Kelly, who is now texturing it.


Finished Residential Building Model

Petrograd city has many types of buildings both historical and modern, many of them will be complete from the outside and within, talented team member our newly appointed Lead Art Chris Schweiger has created yet another authentic Ukranian Builidng model



Finished Unique Props

Petrograd will be filled with many different objects, most will be fully functional, like in real life.
today we'll feature 2 new works by new talented team member 3D Modeler Christian Marzy the PDA, and the Microwave.



Rural Environment

Team member and newly appointed Lead level designer Rex Mcnish, has been working hard to create a vast array of vegetation, from tall trees, to ferns to blades of grass and some excellent ground textures, he has also created the wonderful rural forest environment that will surround Petrograd City, some of his exceptional work is shown below.





City Environment

Team member Level Designer Sven Kiesser, has been working hard to create to create one of the unique city environments in the center of Petrograd, with an amazing eye for detail and perfectly executed creepy atmosphere.





New Wallpapers

Team member newly assigned Producer Benjamin Thatcher has created a couple Wallpaper quality screenshot, they are un-tampered in any way and are shown as is from the engine.


New Team Roster

The Space Cowboys Team has grown exponentially over the past few months, with over 40 active developers the project is moving forward at a staggering rate, here is the new team roster by departments. we welcome all the new members, and are confident that each expert in their field will contribute to this great project.

Management Department
Roy Shapira - Team Lead
Benjamin Thatcher - Producer

Design Department
Roy Shapira - Lead Game Designer
Rex Mcnish - Lead Level Designer
Jared Robertson - Level Designer
Hendrik Lenz - Level Designer
Sven Keisser - Level Designer
Gustav Engman - Level Designer
Adelson Tavares - Concept Artist
Ashley Nagy - Concept Artist
Diego Ortega - Concept Artist

Audio Department
Yarron Katz - Lead Audio Designer
Tarek Mansur - Music Composer
Erik Ekholm - Music Composer
Iraklis Vlachakis - Sound Effects Designer

Programing Department
Jan-Vincent Hölzle - Lead Coder
David Berger - Technical Engineer
Alon Tzarafi - Action Script Programmer
Avichay Kardash - LUA / C++ Programmer

Web-Design Department
Brad Durham - Lead Web-Designer
Danny Vink - CSS/Java programmer and Web-Designer
Sid Lewis - Web-Designer

3D Art Department
Chris Schweiger - Lead Art
Anton Kozlov - 3D Artist
Sean Kelly - 3D Artist
Mark Ashton - 3D Modeler
Mayan Ariel - 3D Artist
Ryan Bajorek - 3D Animator
Addison Gallagher - 3D Modeler
Andre Bostrom - 3D Artist
Chris Hayes - 3D Artist
Christian Marzy - 3D Artist
Dragan Maric - 3D Artist
Ethan Gogerik - 3D Artist
Jon Stoner - 3D Artist
Jonas Rönnegård - 3D Artist
Martin Brennan - 3D Artist
Mike Roberts - 3D Artist
Steve Kennedy - 3D Artist
Ian - 3D Modeler
Nicolas Villarreal - 3D Artist
Halvor Bo - Particle Artist

Team Recruiting

The Space Cowboys Team is now recruiting talented:

  • LUA / C++ Coders
  • Web-Designers
  • Riggers
  • Animators

if you are interested or know anyone that would be, please contact Team Leader Roy Shapira via PM here or E-mail: jobs@petrograd-game.com

Related Links:

- Crymod.com Forum Thread: Petrograd - August Update
- Official web-site: www.petrograd-game.com
- YouTube Trailer: Petrograd Teaser Trailer

- Space Cowboys Staff Team

Comments
sbnewsom
sbnewsom

Good models, but really nothing special. What really stands out is the environments. The level designers have a good idea for realism. The outdoor and city environments look absolutely spectacular.

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jstoner
jstoner

nothing special? that rural environment you are giving so much praise to.. is almost completely comprised of new models.

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sbnewsom
sbnewsom

There is a difference between content and composition. I'm complementing the composition over content.

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UltimaRage
UltimaRage

Without content, there can be no composition though?

Every game needs basic props to fill out the vast amount of details required to construct realistic environments in today's games, but since props are such a small part of the environment, it wouldn't be realistic to make them incredibly impressive by using more complex geometry with more triangles and higher resolution textures.

Thanks for the critique and kind words though.

Personally, I think that all of the models are fantastic. The characters, vehicles, everything displays a level of professionalism that you only see in multi-million dollar AAA titles funded by gigantic corporations. I think that should be considered as well; the fact that this is all being done in our free time while we ask for nothing in return but to enjoy our creation.

People have become so critical of mods these days, but I suppose it can be good for growth as well.

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sbnewsom
sbnewsom

That I agree with. Though, even simple models can be used to make a beautiful composition. Again, I never said the content was horrible. I just said they are nothing special.

They are well done, but again. I can make a really beautiful crate....and yet its still just a crate. I usually don't compliment props. It's just me.

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jstoner
jstoner

i disagree rex, small props are a huge part of the environment. with out the "basic" props, the environment will be stale and boring.

Plus, i don't think it's fair to not comment on props and only commenting on characters or the environment as a whole.

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UltimaRage
UltimaRage

I never said they weren't....?

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jstoner
jstoner

yeah.. you kinda did. "but since props are such a small part of the environment"

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UltimaRage
UltimaRage

When I said small, I meant it in the more literal way; the size of the actual props. :)

What I meant by that was that props shouldn't have tons of polygons and high resolution textures that don't make sense for how big they are in the game world.

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Otreum
Otreum

How bout this...no model is anything SPECIAL...why? because alot of 3d modellers can do them.
However when those small "not-so-special" objects are put together and collaborated with nice scenery and other small not-so-special objects, then you have something that alot of those 3d modellers and game artists CANNOT do, and that's what makes everything in the game/mod special regardless of how detailed they are.
Not only that, but I think that for a mod that looks better than AAA multi-million/billion dollar titles already, being done by a team of people who are working on the mod FOR FREE, in their own time ontop of earning an income from other occupations and having a social life, then I think any of this work above is pretty damn special.

"Nothing special"? Wrong choice of words, hehe :P


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sbnewsom
sbnewsom

Exactly! I guess you are right when it comes to word choice. hehe

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Otreum
Otreum

I didn't really look much at the microwave until now, and I must say, it looks pretty damn cool, the microwave looks like you could fire a rocket at it and it would still be intact :D

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sbnewsom
sbnewsom

I read that wrong and thought you said "it looks like it can fire a rocket from itself". haha!!!

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Armageddon104
Armageddon104

Lol at giant PDA. I luv <3 the rual enviroment! And city to! ^^

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Tokoya
Tokoya

I grow more and more impressed with each update, this mod is going to create shockwaves when it is released.

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ben72227
ben72227

Thanks for all the support Tokoya; it really means a lot to us!

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KorJax
KorJax

Nice update. Didn't realize your team was so large, are all of them involved in working on the mod a lot week by week?

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ben72227
ben72227

Yep, all those people listed ^^ are active in the mod right now.

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chris_sloany
chris_sloany

this mod is going to kick SOOOO much ***!!!

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SinKing
SinKing

Looking at the screenshots showsme that Cryengine 2 still is the benchmark for PC games. Proof that development for PC has almost come to a stop, thanks to the consoles (forced) longevity.
I bow my head at your achievements with such a large team. It's nearly impossible to satisfy everyone and my concerns are with the originality of gameplay and story, not with the quality of its assets.

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kinesis916
kinesis916

This is some absolutly cracking work your doing. One thing I really like the idea of is the unique items that actually do something. Now will they actually have a real purpose in the storyline, or are they for that cool factor that it does soemthing other than look pretty.

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PringleX
PringleX

The outdoor environments are mind bogglingly spectacular! It never ceases to amaze me what a dedicated group of modders are capable of, especially when it comes to working with the CryEngine2. Bravo!

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q0rra
q0rra

"Gustav Engman
Jonas Rönnegård
Erik Ekholm"

I like those names :)
Good work!

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ben72227
ben72227

lol yes we have a lot of guys from Sweden on the team ;-p

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nestel34
nestel34

cool team! i know some members.

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MongolianMisfit
MongolianMisfit

God I cant wait!

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ben72227
ben72227

Me neither! I can't wait till we finish it and you guys get to play it!

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Myloman
Myloman

The textures and models look excellent! I especially am loving the utter detail in the rural environment and the city. Looks immersive enough just by looking at the high res screens. Awesome.

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freredarme
freredarme

Waouh, look great, good job !

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Enceladus
Enceladus

Great job on the rural environment. That is a sexy looking forest. The new models and urban environment look good as well.

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ExESGO
ExESGO

This is getting too real looking. *bashes head*

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Fudsine
Fudsine

Good luck with such a large team i cant see this mod ending :)

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