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Richard Gerard Marcoux III - CryEngine Game Development Blueprints

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Richard Gerard Marcoux III CryEngine Game Development Blueprints

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Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects

About This Book
  • Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit
  • Discover good working practices and tips to quickly jump into making a new level in the game
  • Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book
Who This Book Is For

This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications.

What You Will Learn
  • Create a CRYENGINE game from scratch with the Game Starter-kit
  • Add custom methods to allow the player/AI to use a weapon
  • Create complete start and end game menus using Scaleform and C++
  • Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use
  • Use the Crytiff exporter from Photoshop
  • Export the CHRthe format the engine needs to read the skeleton
  • Integrate the character in the engine using the character tool
  • Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE
  • Debug common setup issues that might appear during production with useful tools
In Detail

CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development.

In this book, you will start off by exploring the CRYENGINE Blank Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete start and end game menus using Scaleform and C++.

Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game characters animations in your engine.

In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues.

Style and approach

An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

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CRYENGINE Game Development Blueprints

CRYENGINE Game Development Blueprints

Copyright 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: August 2015

Production reference: 1250815

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78439-987-0

www.packtpub.com

Credits

Authors

Richard Gerard Marcoux III

Chris Goodswen

Riham Toulan

Sam Howels

Reviewers

Anthony Barranco

Keith Homola

Guillaume Puyal

Commissioning Editor

Usha Iyer

Acquisition Editors

Indrajit A. Das

Rebecca You

Content Development Editor

Mamata Walkar

Technical Editor

Taabish Khan

Copy Editor

Roshni Banerjee

Project Coordinator

Shipra Chawhan

Proofreader

Safis Editing

Indexer

Priya Sane

Graphics

Abhinash Sahu

Production Coordinator

Nitesh Thakur

Cover Work

Nitesh Thakur

About the Authors

Richard Gerard Marcoux III is a very hardworking and intelligent software engineer with a passion for teaching and helping others. He has captured the attention of over 600,000 people through his YouTube channel with his efforts to educate beginners in the field of game development using the CRYENGINE technology. He also has an extensive IT background, working in the computer / software diagnosis / repair field for the past 7 years. Lately, he has been heavily involved in C++ games and middleware development, where he plans to create compelling 2D and 3D video games for all ages in genres ranging from platform games all the way to RPGs.

Chris Goodswen is a 3D character artist currently working at Crytek with 4 years of experience working with CRYENGINE. He has also worked on Ryse: Son of Rome for Xbox One as well as Warface and Hunt .

Chris is responsible for modeling and texturing characters as well as developing technical systems for characters; alongside this, he also works with universities, mentoring students and giving lectures on 3D character art and video game development.

Riham Toulan is a senior technical artist/animator working at Dice EA, who specializes in character rigging. She has more than 4 years of experience working with CRYENGINE. She worked on the highly cinematic Xbox One launch game Ryse: Son of Rome at Crytek, where she was responsible for developing rigging pipelines and tools in Maya, helping the R&D team develop new CRYENGINE technologies, and consulting the CRYENGINE licensees.

Sam Howels is a senior designer at the Nottingham-based Deep Silver Dambuster Studios. He is currently working on the upcoming sequel to the 2011 game Homefront , titled Homefront: The Revolution . He was recruited at the age of 18 after his dedicated contribution to the modding scene. He has a strong passion for technical problem solving as well as creating engaging and diverse gameplay experiences. Before joining Deep Silver, he worked on multiple AAA titles at both Crytek Frankfurt and Crytek UK, and he has over 8 years of experience in developing content with the CRYENGINE toolset.

Firstly, I would like to thank Crytek for creating such a powerful toolset for designers like me to use and abuse. The versatility and ease of use that it offered when I discovered it in 2007 is still present today, and it has enabled numerous absurd prototypes as well as facilitated the creation of the final shipped content of each title I've worked on. I'd also like to thank the team at Packt for their continued support and feedback during the writing process. It has been a fulfilling experience being able to put pen to paper and share my knowledge of setting up the content with the engine SDK. Finally, I'd like to thank everyone I've worked with at both Crytek and Deep Silver. The teams that build the technology and games are comprised of incredibly special and talented people, and working with this game engine each day would not be nearly as rewarding as it is without sitting next to a hundred other people who pour their hearts and souls into the work they create.

About the Reviewers

Anthony Barranco is a software developer who has worked at several AAA game studios, such as Ubisoft, after receiving a degree from Marist College in Poughkeepsie, New York. He is an avid gamer and programmer; whether it's Unity, Unreal Engine, CRYENGINE, Source, or Construct 2, he has tried and loved them all. He encourages new and veteran software developers to try any of these engines and help contribute to make more great games. If there is one thing he believes in, it's that game development should be accessible to anyone and everyone.

I want to thank Packt Publishing for the opportunity, the authors for writing this book, and Crytek for making CRYENGINE. Books such as this helped me achieve my dream career, and I hope this book helps someone do the same.

Keith Homola is an independent game developer who dreams of working in a large studio one day. With dedication, he has learned the many different trades of game development, including programming, 3D and 2D art tools, and both the CRYENGINE and Unreal Engine 4 game engines. His experience comes from self-learning, and he puts it to use to make games and theory.

Keith has no formal employer in the game development field. All the experience that he has acquired is through his independent work, and he hopes to use his skills at a professional studio one day.

I would like to thank my friends and family for the support over the years, the online development communities for helping me and other people to explore game development, and Packt Publishing for giving me this opportunity.

Guillaume Puyal lives in France and can be described as an enthusiastic polymath. After completing his degree in electronics, he began working on an ambitious but commercially unsuccessful web technology.

Thereafter, his passion for video games led him to lean toward game development with the CRYENGINE technology. Here, his curiosity pushed him to learn everything from modeling to the UI, and he now specializes in the lighting and materials areas.

When he isn't experimenting and implementing his ideas in CRYENGINE or trying to improve his programming skills, he works on his new software project, which he hopes to introduce to the world soon.

You can learn more about him and his work, including a CRYENGINE specific tool and documents, at http://www.guillaume-puyal.com.

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