Crytek · Senior Cinematic Artist · Crysis 2 & 3

Crysis

Cinematics for the games that set the bar for real-time graphics.

Frankfurt, Germany Scroll
The benchmark

When people asked what a PC could do, the answer was Crysis.

For years Crysis was shorthand for the outer limit of real-time graphics. Inside Crytek's cinematics team in Frankfurt, our job was to show that world at its very best: the cinematics players saw in the game, and the trailers and stage demos that introduced it to everyone else.

I started there as an intern and rose to Senior Cinematic Artist, working on camera, lighting, composition and staging, digital set dressing and particle FX across Crysis 2 and Crysis 3, along with the tech demos and conference showings that launched them at E3, GDC and Gamescom.

2011

Crysis 2

Crytek's blockbuster of 2011, set in a ruined New York.

I worked on the pre-rendered cinematics, including the intro cinematic shown straight after the opening level, and on the trailers and demos shown at E3 in Los Angeles, GDC in San Francisco, GDC Europe and Gamescom.

The E3 2010 trailer was my first stereo-3D project. Every shot was captured from an early pre-alpha build with many features still in development, so art assets were improved shot by shot to reach the quality bar we expected of the final game.

2013

Crysis 3

In-game cinematics, and the campaign that introduced the game.

The intro cinematic, codenamed "Jailbreak", follows a team of rebels infiltrating a dock to free Prophet, the game's protagonist. I worked on camera animation, lighting, composition and staging, coordinating with the game team throughout so the cinematic matched the level. It was rendered entirely in the game engine.

For the "Sharp Dressed Man" commercial we joined forces with Goldtooth Creative, MetricMinds and Cutwater: Goldtooth built the piece in Maya, and we brought it into CryENGINE 3 to light and render. I also created shots for the E3 2012 tech demo, the CryENGINE 3 tech trailer and the Seven Wonders of Crysis 3 short films.

Stills

From the cinematics

Promotional stills captured from the trailers and cinematics. Original Nanosuit 2 design by Timur Mutsaev, weapons by Gregor Kopka, E3 2012 Nanosuit model by Dima Gait.

The fidelityof a film.