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Crytek went so overboard on the Crysis tech it created a whole blushing system, implemented nose shadows, and sent devs to photograph leaves in Haiti to get the translucency ...


Published on 2025-01-06 17:42:17 - MSN
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  • "The shader work that came out of this was mind-blowing at times."

The article from MSN discusses the extreme lengths to which Crytek went in developing the game "Crysis," released in 2007. Crytek's dedication to realism led them to implement highly detailed graphical features such as a blushing system for characters, where their skin would change color based on emotional states, and nose shadows for more lifelike facial rendering. They also sent developers to Haiti to photograph leaves to accurately capture the translucency of foliage. This obsessive attention to detail was part of Crytek's broader approach to push the boundaries of what was technically possible in video game graphics at the time, resulting in a game that was not only visually stunning but also set new standards for the industry. The article highlights how these efforts, while perhaps excessive, contributed to "Crysis" becoming a benchmark for PC hardware capabilities.

Read the Full MSN Article at:
[ https://www.msn.com/en-xl/money/tech-and-science/crytek-went-so-overboard-on-the-crysis-tech-it-created-a-whole-blushing-system-implemented-nose-shadows-and-sent-devs-to-photograph-leaves-in-haiti-to-get-the-translucency-right-we-went-over-bonkers-on-this-one/ar-AA1x41Ri ]