CRYENGINE Game Development Blueprints

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

Richard Gerard Marcoux III et al.

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

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Book Details

ISBN 139781784399870
Paperback322 pages

Book Description

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 character's 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.

Table of Contents

Chapter 1: Getting Started
Downloading the starter-kit
Installing the starter-kit
Important classes within the starter-kit
Compiling our game
Summary
Chapter 2: Creating a Playable Character
Implementing player lives
Implementing player movement and rotation
Making a camera follow the player
Summary
Chapter 3: Implementing Weapons and Ammo
Creating a weapon class
Creating an ammo class
Creating ammo events
Summary
Chapter 4: Creating an Enemy AI
Registering a new AI class
Detecting the player and preventing mobility
Shooting the player
Extending the AI
Summary
Chapter 5: Creating User Interfaces
Creating the Flash UI content for our menus
Creating UI elements
Implementing a game menu system in C++
Summary
Chapter 6: The Modeling Workflow for Game Characters and Tools
Getting started
Installing the CRYENGINE SDK
Installing CryTools
An overview of the modeling workflow
Summary
Chapter 7: Highpoly Modeling
Blockout
Highpoly
Using DynaMesh
Highpoly sculpting techniques
Sculpting out the forms
Adding the forms
Adding more details
Adding fine details
The hair system
Exporting the highpoly mesh
Summary
Chapter 8: Lowpoly Modeling
Creating the lowpoly model
Tools
Getting started
Topology and edgeflow
Building the lowpoly
Naming and organizing a Maya scene
LODs
Summary
Chapter 9: Texturing and Materials
Baking
Baking the fur and alphas
Efficient psd setup
Using masks
Basics of PBR texturing
Exporting maps
Exporting a mesh and materials into CRYENGINE
Importing the mesh by using CRYENGINE Material Editor
File check and handover
Summary
Chapter 10: Building the Character Rig
Getting started
Scene settings in Maya
Authoring the deformation skeleton in Maya
Building the rig
Summary
Chapter 11: Exporting the Character to CRYENGINE
Getting started
Art asset file types
Creating the export groups in Maya
The Character Editor
Exporting the animations to the engine
The physicalized attachments
Summary
Chapter 12: Initial Level Blockout and Setup
Action bubble level design
Adapting the premade SDK content
Summary
Chapter 13: The Flow Graph Workflow
Using Flow Graph containers
Using Game Tokens to create cleaner Flow Graphs
Laying out Flow Graphs to aid readability
Thinking modularly to future-proof our work
Summary
Chapter 14: Scripting Gameplay Content
Scripting the main level flow and events
AI navigation and sequences
Using the Mannequin editor
Adapting AI tasks based on player actions
Implementing objectives and checkpoints
Summary
Chapter 15: Maintaining Our Work
Skipping through the level flow
Advancing the state of other level elements
Advancing complex AI sequences
Debugging setup issues
Summary

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 CHR—the 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

Authors

Table of Contents

Chapter 1: Getting Started
Downloading the starter-kit
Installing the starter-kit
Important classes within the starter-kit
Compiling our game
Summary
Chapter 2: Creating a Playable Character
Implementing player lives
Implementing player movement and rotation
Making a camera follow the player
Summary
Chapter 3: Implementing Weapons and Ammo
Creating a weapon class
Creating an ammo class
Creating ammo events
Summary
Chapter 4: Creating an Enemy AI
Registering a new AI class
Detecting the player and preventing mobility
Shooting the player
Extending the AI
Summary
Chapter 5: Creating User Interfaces
Creating the Flash UI content for our menus
Creating UI elements
Implementing a game menu system in C++
Summary
Chapter 6: The Modeling Workflow for Game Characters and Tools
Getting started
Installing the CRYENGINE SDK
Installing CryTools
An overview of the modeling workflow
Summary
Chapter 7: Highpoly Modeling
Blockout
Highpoly
Using DynaMesh
Highpoly sculpting techniques
Sculpting out the forms
Adding the forms
Adding more details
Adding fine details
The hair system
Exporting the highpoly mesh
Summary
Chapter 8: Lowpoly Modeling
Creating the lowpoly model
Tools
Getting started
Topology and edgeflow
Building the lowpoly
Naming and organizing a Maya scene
LODs
Summary
Chapter 9: Texturing and Materials
Baking
Baking the fur and alphas
Efficient psd setup
Using masks
Basics of PBR texturing
Exporting maps
Exporting a mesh and materials into CRYENGINE
Importing the mesh by using CRYENGINE Material Editor
File check and handover
Summary
Chapter 10: Building the Character Rig
Getting started
Scene settings in Maya
Authoring the deformation skeleton in Maya
Building the rig
Summary
Chapter 11: Exporting the Character to CRYENGINE
Getting started
Art asset file types
Creating the export groups in Maya
The Character Editor
Exporting the animations to the engine
The physicalized attachments
Summary
Chapter 12: Initial Level Blockout and Setup
Action bubble level design
Adapting the premade SDK content
Summary
Chapter 13: The Flow Graph Workflow
Using Flow Graph containers
Using Game Tokens to create cleaner Flow Graphs
Laying out Flow Graphs to aid readability
Thinking modularly to future-proof our work
Summary
Chapter 14: Scripting Gameplay Content
Scripting the main level flow and events
AI navigation and sequences
Using the Mannequin editor
Adapting AI tasks based on player actions
Implementing objectives and checkpoints
Summary
Chapter 15: Maintaining Our Work
Skipping through the level flow
Advancing the state of other level elements
Advancing complex AI sequences
Debugging setup issues
Summary

Book Details

ISBN 139781784399870
Paperback322 pages
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