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'

(Image credit: Crytek)

2007 shooter and part-time meme Crysis is the subject of an in-depth retrospective in the latest issue of PC Gamer magazine, in which Rick Lane sits down with Crytek CEO Cevat Yerli to go over the game's development. Coming off the back of Far Cry, the studio's ambition for what its next game would deliver in terms of physics and visuals was huge—to the extent that one of the minor tasks Crytek set itself was to build a new engine that could achieve a level of visual complexity that CryEngine 1 was never built for.

"[The new engine] allowed us to drill into things like snow shaders, frozen shaders," says Yerli. "Some of this work was really cool. The shader work that came out of this was mind-blowing at times."

"They took a gazillion photos and videos, and they studied the light interactions with the trees and the canopies for god rays, and subsurface scattering… this soft, green translucency where the sun is behind [the leaf]", says Yerli. "Subsurface scattering was a technology that existed already in engines, but was super slow. Nobody had done it at scale."

Rich Stanton
Senior Editor

Rich is a games journalist with 15 years' experience, beginning his career on Edge magazine before working for a wide range of outlets, including Ars Technica, Eurogamer, GamesRadar+, Gamespot, the Guardian, IGN, the New Statesman, Polygon, and Vice. He was the editor of Kotaku UK, the UK arm of Kotaku, for three years before joining PC Gamer. He is the author of a Brief History of Video Games, a full history of the medium, which the Midwest Book Review described as "[a] must-read for serious minded game historians and curious video game connoisseurs alike."

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