Please note: the information on this page reflects GDC Europe 2013.
The attendees will gain insight into the challenges the team faced throughout the production of all Crysis titles, how they were overcome and which challenges proved the most difficult to tackle. The specific takeaways are: covering a wide range of hardware while pushing the limits of PC graphics, building large worlds through reusability and modularity, the distribution of responsibility among the team, and the cooperation between the art and level design departments.
Anyone interested in the visual side of Crysis games from an environment art perspective. Environment artists will learn about certain Crysis-specific workflows and their application, while developers with management roles will be interested in the distribution of responsibility and scheduling aspects.