For the launch of CryEngine 3, I spearheaded the visual development for the ‘Lower City,’ ‘Forest,’ and ‘Fortress’ sections of the tech demo, maintaining a rock-solid 30fps while pushing the graphics at a visual fidelity previously thought impossible on PS3 and Xbox360 consoles.
Responsibilities
Art Leadership
      Leading a lean, specialized strike team of artists, we achieved what many considered the "holy grail" of the era: running the original PC 'Crysis' experience on consoles. We successfully delivered the iconic first level with full visual parity, a feat that served as a benchmark for the engine’s scalability. This was optimization-heavy art at its finest.
Hands-On
      To finalize the engine's signature look, I worked alongside R&D to pioneer CryEngine 3’s real-time color grading system, and personally crafted the look-up tables (LUTs) that showcased the engine's ability to define new cinematic experiences in real time.
CryEngine 3 Tech Demo
Tech Demo Trailer
Screenshots
"Lower City" Section
"Crysis" Section
"ForesT " Section
"Fortress" Section
Color Grading
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