FMX 2013: The Art and Technology behind Crysis 3

This presentation is part of my talk at the FMX 2013 conference in Stuttgart. The session goes through the different phases of the art production, from concepting to full production. Tiago Sousa describes some of the technical features implemented to create one of the best visual experience to date in a video game.

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Crysis 3 Single Player Action

Official in-game screenshots captured for Crysis 3 release, featuring the single player campaign. No retouching. Fully representative of the final game.

Notice: these images are captured while playing, thus some of them might present relatively strong in-game realtime object motion blur.

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Crysis 3 Single Player Environments Beauty

Official renders captured for the release of Crysis 3, featuring the 7 main environments of the single player campaign. 100% realtime, no retouching. Representative of the final game.

Notice: some assets might have been hidden from a couple of scenes before capture, in order to prevent spoilers.

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Crysis 3 Nanosuit

Marketing renders of the Nanosuit. 100% realtime, 0% Photoshop. Fully rendered in Crysis 3 Editor with in-game assets and medium-high poly Nanosuit.

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Crysis 3 E3 Demo

First official screenshots of the E3 demo of Crysis 3, featuring large scale environment with sandbox gameplay. 100% ingame realtime lighting!

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Crysis 3 Announcement

Official screenshots for the announcement of Crysis 3 in April 2012. Realtime environment and lighting with high poly nanosuit model.

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