Crytek speakers featured at GDC Europe 2013

GDC Europe will feature sessions based on a comprehensive selection of game development topics by industry experts, so naturally Crytek is sending some of its very own to speak and show more about our games and company. If you are interested in learning more about the Crysis universe, the growth of upcoming free-to-play shooter Warface, or getting a more in-depth look at team structures and management, please make sure to check out our speakers.


  • Crafting the World of Crysis

By Felix Leyendecker, Senior 3D Artist.

This session will focus on the environment art of the Crysis franchise and the team behind it. It will describe the lesions learned during the series’ development and how they influenced the decisions leading to Crysis 3’s scenario and visual design. Technical aspects about the production pipeline and details about the changing team structure throughout the year will also be discussed.

Monday August 19, 11:00 – 12:00 at Congress Saal 2.


  • Warface: Creating AAA Graphics for Low-End PCs

By Konstantin Molchanov, Lead Artist.

The main topic will cover the most useful content creation solutions for technical issues that arise during the production of high-quality titles for low-end hardware. This includes tricks and techniques used to make game assets fit within tight, low-spec allowances, as well as how to ensure the smallest downloadable game size. Topics will include character, weapon, and environment assets creation processes that were used during the Warface free-to-play FPS production.

Monday August 19, 13:00 – 13:25 at Offenbachsaal.


  • Better Teams through Game Design

By Joshua Howard, Executive Producer.

No matter how big or small your team is, as soon as you need to organize more than two people to a task, the management challenges begin. But the very thing that most game developers are confident with (designing a good game) turns out to be a useful foundation for them to deal with management challenges when they choose to see management as just another game design problem. This session will present a number of examples of how approaching management as a game design can lead to happier and more productive teams, whether you are a manager or not.

Monday August 19, 14:30 – 15:30 at Congress Saal 2.


  • Shining the Light on Crysis 3

By Pierre-Yves Donzallaz, Senior Lighting Artist.

Discover how the lighting was created for the visually acclaimed Crysis 3 videogame, from the early prototype stage to the final delivery. Learn about the lighting creation in video games and about the lighting pipeline used in Crytek's latest title, as well as the environment art guidelines in place to ensure a consistent look throughout the game. The session will also address difficulties encountered during the production, and feature demonstrations and artist-friendly explanations of the lighting-related graphical features that were requested and implemented in the CryENGINE to ensure one of the best visual experiences to date.

Monday August 19, 16:00 – 17:00 at Congress Saal 2.


  • 10 Decisions that took Warface to our First 10 Million Users

By Nick Button-Brown, General Manager Games.

This session is a light-hearted journey through the last seven years of development on Warface as Crytek moved from a traditional games platform to a free-to-play business model. Nick Button-Brown will look at 10 key decision points in those seven years, the decisions we made, and how we adapted when those decisions were not right.

Tuesday August 20, 16:00 – 17:00 at Offenbachsaal.