Uploaded February 2017 | Updated September 2026, 2 weeks ago
Tobias Stolz-Zwilling from @Warhorse Studios talked to the CRYENGINE team about Kingdom Come: Deliverance, a realistic First Person RPG set in the medieval Kingdom of Bohemia at GamesCom 2016.
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Tobias Stolz-Zwilling from @Warhorse Studios talked to the CRYENGINE team about Kingdom Come: Deliverance, a realistic First Person RPG set in the medieval Kingdom of Bohemia at GamesCom 2016.
CRYENGINE - The most powerful game development platform is now available to everyone. Full engine source code. All features. No royalties. No obligations. No license fee. Join us over at cryengine.com
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Join our Forums: forum.cryengine.com
Browse our Marketplace: cryengine.com/marketplace



![Coding in C++ - Creating a Player Controller - CRYENGINE Summer Academy S1E5 - [Tutorial]
Todays episode is a special tutorial hosted by Support Engineer Joshua Nuttall, who will show you how to set up the character you see in Breeze. The video is a step-by-step tutorial that uses Visual Studio and our engine and assumes that you have a basic understanding of C++ programming.
00:00 Intro
01:15 How to get Visual Studio
01:40 Introduction to Josh
02:20 Explaining the project / template
04:38 Changing the player character
05:54 Removing the shooting mechanic
06:41 Adding new inputs
10:00 Changing movement
14:38 Adding Console Variables
21:45 Changing the camera
25:20 Testing in-game
25:45 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
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
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#cryengine #cpp #programming Coding in C++ - Creating a Player Controller - CRYENGINE Summer Academy S1E5 - [Tutorial]](https://i.ytimg.com/vi/xKTygGa6hg0/mqdefault.jpg)
![Intro to Cinematic Story Telling [Part 4]
In this webinar Crytek Artist Joe Garth focuses on techniques you can use to refine your cinematic shots and polish them to completion. He also gives some tips on content creation and how to appeal to the masses.
CRYENGINE - The most powerful game development platform is now available to everyone. Full engine source code. All features. No royalties. No obligations. No license fee. Join us over at http://www.cryengine.com
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Browse our Marketplace: https://www.cryengine.com/marketplace Intro to Cinematic Story Telling [Part 4]](https://i.ytimg.com/vi/xNndzWSfgRo/mqdefault.jpg)
![Setting up a Player Character in CRYENGINE [FBX]
Hosted by CRYENGINE Learning Manager Brian Dilg, this tutorial shows you how to integrate character models, including animations, into the existing player entity in the C++ isometric template. The short tutorial uses an adorable deer as its subject. You can view a completed level with all assets imported using the FBX pipeline here: https://www.cryengine.com/marketplace/a-deer-project-isometric-sample-level
You can download the source assets for the Deer character on the documentation page about this tutorial: https://docs.cryengine.com/display/CEMANUAL/Tutorial+-+Replacing+the+Player+Character
Installing Visual Studio tutorial: https://www.youtube.com/watch?v=BRqz4I2DtlI
Compiling a C++ CRYENGINE Project: https://www.youtube.com/watch?v=3P_Cjw9b66E
00:00 - Intro
00:40 - Understanding Where the Default Player Is Defined
01:17 - Related tutorials to set up for this tutorial: Installing Visual Studio; Creating a C++ Project in Visual Studio can be found in the coding playlist: https://www.youtube.com/watch?v=BRqz4I2DtlI&list=PLpCgy91Y5vMseqbcMTFRd7hfvT_1GyWKO
01:38 - FBX vs Plug-In Workflow
02:22 - Creating the Project From a Template
02:44 - Setting Up the New Character Folder
03:10 - Importing and Setting Up an .FBX Animated Character
03:28 - Importing the FBX Into the Character Tool
04:24 - Examining Your Imported Character
04:53 - Display Options in the Character Tool
05:39 - Creating a Physics Proxy
06:11 - Editing the player.xml File
07:02 - Editing SkeletonList.xml
07:40 - Separating the animations
10:11 - Changing the Default Character in C++
10:42 - Generating a C++ Solution
11:26 - Configuring Build Method in Visual Studio
11:50 - Modifying the Player Character in Player.cpp
12:12 - Building and Testing Your Project From C++
13:03 - Assigning Animations in the Mannequin Editor
13:35 - Finding Help With Mannequin in the Documentation
14:18 - Using Mannequin to Assign Animations
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
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Browse our Marketplace: https://www.cryengine.com/marketplace Setting up a Player Character in CRYENGINE [FBX]](https://i.ytimg.com/vi/xP1NpW_iT_A/mqdefault.jpg)




![Low Poly Assets & Environment Design Talk - CRYENGINE Summer Academy S1E4 - [Developer Insights]
Pick up essential advice as Tom Deerberg, Principal 3D Environment Artist, joins host Roman Perezogin, Junior Evangelist, to discuss environment art and design. Roman and Tom discuss the workflow for the stylized assets that feature in Breeze, and Tom gives his advice for developers starting out with CRYENGINE. Tom reveals the importance of planning ahead and why time spent building a collection of reference images before you start modeling assets will pay off.
Throughout the video, Tom gives fascinating insights about creating AAA games and his own indie passion project, Ramiwo. This episode runs for over an hour and is packed full of great recommendations, tips, guidance, and lessons.
00:00:00 Intro
00:00:22 Introducing Tom Deerberg
00:02:26 Introducing the level Tom built
00:04:18 Why low poly art?
00:06:55 From Blender to CRYENGINE
00:11:50 Concept and research behind the Island design
00:14:00 Lighting design
00:16:50 How did Tom begin his career?
00:19:50 Working on the dream project - Crysis 3
00:20:28 Next dream project!
00:21:50 Making games and prototypes from scratch
00:23:45 Ramiwo - experimental CRYENGINE game by Tom & Matto
00:28:20 Introducing the Designer Tool
00:33:29 Working on vegetation assets
00:36:20 Daily work with envornment in CRYENGINE
00:38:10 Favourite part of working with CRYENGINE
00:39:50 Working with environment assets
00:45:37 Working on Tree assets
00:47:10 How to stay consistent with art assets
00:52:50 Adding wind to bend vegetation
00:55:40 Ambient occlusion, decals, shaders
01:01:24 Tesselation
01:03:20 About workflows between modelling and engine
01:04:34 Answering questions from the stream audience
01:07:10 Toms next personal project?
01:11:20 Motivation behind making games
01:14:15 More questions from audience
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
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
#lowpoly #environment #cryengine Low Poly Assets & Environment Design Talk - CRYENGINE Summer Academy S1E4 - [Developer Insights]](https://i.ytimg.com/vi/ycdwY0f4QWI/mqdefault.jpg)