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PC Gamer
PC Gamer
Rich Stanton

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'

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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."

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