Uploaded May 2020 | Updated September 2026, 2 weeks ago
Check out the next part of our latest art asset tutorial series hosted by Alin Alexa, Technical Support Specialist, showing you how to optimize assets with LoDs using Autodesk Maya.
0:00 - Intro
0:23 - Explaining the concept of LoDs
1:54 - Hierarchy and naming convention (CryTools Pipeline)
4:44 - Hierarchy and naming convention (FBX Pipeline)
5:44 - FBX Mesh importer settings
5:58 - LoD functionality debugging and properties
This video includes a practical explanation of LoDs (Level of Detail), showing you how to optimize for various viewing distances, which will help keep the poly count low and the performance high in your scenes.
Alin provides a full workflow for the creation and management of LoDs using Autodesk Maya, and you’ll learn the naming system used to mark different geometry elements.
You will also be provided with an overview of the settings required to export assets using a CryTools pipeline and an FBX pipeline.
Using LoDs is an essential step to optimize assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Maya, as well as learning how CRYENGINE behaves and uses LoDs in different contexts.
Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation:
docs.cryengine.com/display/CEMANUAL/LODs#LODs-MayaSpecificSetup
This tutorial builds upon the previous tutorial which shows you how to create physical collision proxies using a Maya workflow:
cryengine.com/news/view/art-asset-pipeline-collision-proxies-part-2
If your preferred workflow includes 3DS Max, be sure to check out our previous tutorial covering the same topic of the LoDs pipeline using 3DS Max:
cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-3ds-max
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner’s course:
cryengine.com/marketplace/product/CEMP-2019
Or, you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Be sure to subscribe to our channel and click the bell icon to be notified of the latest tutorials from CRYENGINE.
#Maya #LOD #AchievedWithCRYENGINE
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1
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Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine
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Music: Spring Gang - Even though it hurts (instrumental) / courtesy of epidemicsound.com
Check out the next part of our latest art asset tutorial series hosted by Alin Alexa, Technical Support Specialist, showing you how to optimize assets with LoDs using Autodesk Maya.
0:00 - Intro
0:23 - Explaining the concept of LoDs
1:54 - Hierarchy and naming convention (CryTools Pipeline)
4:44 - Hierarchy and naming convention (FBX Pipeline)
5:44 - FBX Mesh importer settings
5:58 - LoD functionality debugging and properties
This video includes a practical explanation of LoDs (Level of Detail), showing you how to optimize for various viewing distances, which will help keep the poly count low and the performance high in your scenes.
Alin provides a full workflow for the creation and management of LoDs using Autodesk Maya, and you’ll learn the naming system used to mark different geometry elements.
You will also be provided with an overview of the settings required to export assets using a CryTools pipeline and an FBX pipeline.
Using LoDs is an essential step to optimize assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Maya, as well as learning how CRYENGINE behaves and uses LoDs in different contexts.
Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation:
docs.cryengine.com/display/CEMANUAL/LODs#LODs-MayaSpecificSetup
This tutorial builds upon the previous tutorial which shows you how to create physical collision proxies using a Maya workflow:
cryengine.com/news/view/art-asset-pipeline-collision-proxies-part-2
If your preferred workflow includes 3DS Max, be sure to check out our previous tutorial covering the same topic of the LoDs pipeline using 3DS Max:
cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-3ds-max
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner’s course:
cryengine.com/marketplace/product/CEMP-2019
Or, you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Be sure to subscribe to our channel and click the bell icon to be notified of the latest tutorials from CRYENGINE.
#Maya #LOD #AchievedWithCRYENGINE
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: twitter.com/cryengine
Follow us on Facebook: facebook.com/cryengineofficial
Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine
Browse our Marketplace: cryengine.com/marketplace
Music: Spring Gang - Even though it hurts (instrumental) / courtesy of epidemicsound.com

![C++ Gameplay Mechanics: Bouncing Platforms - CRYENGINE Summer Academy S1E6/A - [Tutorial]
In Episode 6A, Joshua builds on explaining how you can create falling platforms in Episode 6 by showing you how to code bouncing platforms. Using Entity Area Events, amongst other techniques, you’ll learn how to enable a player to jump on a surface and fly through the air.
00:00 Intro
01:54 Adding Physics Post Step Event
02:18 Creating Useful Variables
03:02 Exposing New Cvars
04:22 Implementing The Physics Post Step
05:15 Get Living Status
05:45 Getting The Surface Type
07:42 Bounce Logic
11:00 Changing the Physicalize
13:26 Testing
14:05 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
https://www.youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
This is an extra episode in our coding tutorial mini-series presented by Support Engineer Joshua Nuttall. These step-by-step tutorials use Visual Studio and CRYENGINE and assume that you have a basic understanding of C++ programming. In case you missed the previous episodes, we recommend that you catch up with the previous episodes in this mini-series:
Episode #6: https://www.youtube.com/watch?v=AY3t7EZAzQI
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: https://www.youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: https://twitter.com/cryengine
Follow us on Facebook: https://www.facebook.com/cryengineofficial/
Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: https://discord.gg/cryengine
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#cpp #gamemechanics #cryengine C++ Gameplay Mechanics: Bouncing Platforms - CRYENGINE Summer Academy S1E6/A - [Tutorial]](https://i.ytimg.com/vi/I2h01qQ5buM/mqdefault.jpg)








![Debugging your Game in CRYENGINE - CRYENGINE Summer Academy S1E14 - [Developer Insights]
Master the debugging process with episode 14 of the CRYENGINE Summer Academy. If you’re new to the series, the CRYENGINE Summer Academy is aimed at both newcomers to CRYENGINE and those with some game dev experience, using a platforming game called Breeze as a learning aid.
00:00 Intro
01:40 Basic Information in CRYENGINE
08:44 Debug View Modes
13:30 Proxy Debug
17:20 Understanding the Console & Erros
26:30 Profiling Techniques: r_profiler 1
30:35 Profiling Techniques: r_profiler 2
35:15 The Problem with SSR
42:40 PerHud Debug Mode
46:50 Debugging in Visual Studio
57:21 Testing the Debug Code in Editor
01:01:30 Additional Tips & Tricks in C++
01:26:40 Outro
Take a deep dive into the world of debugging as your regular host, Junior Evangelist Roman Perezogin, is joined by Support Engineer Joshua Nuttall and Technical Community Manager Jeremy Wade.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: https://www.youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: https://twitter.com/cryengine
Follow us on Facebook: https://www.facebook.com/cryengineofficial/
Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: https://discord.gg/cryengine
Browse our Marketplace: https://www.cryengine.com/marketplace
#cryengine #debugging #gamedev Debugging your Game in CRYENGINE - CRYENGINE Summer Academy S1E14 - [Developer Insights]](https://i.ytimg.com/vi/M8DZUZzBPQ0/mqdefault.jpg)