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Crysis 3

Behind the bullets: an insight into weapon design of Crysis 3

by Cry-Pete Feb 15, 2013 / 04:40

Behind the bullets: an insight into weapon design of Crysis 3

Weapons are at the heart of the shooter genre, being the point of reference for both the character and the player. Especially within the Crysis franchise, original and functional weapons are key to the gameplay and the player’s immersive experience. With the upcoming release of Crysis 3, we offer an exclusive sneak peek at some central weapons to the game.

Gregor Kopka is a Principal Artist with a focus on hard-surface modeling and weaponry. He has been at Crytek for almost nine years, starting during the first Crysis development. “The first Crysis was really the toughest project to be in, because everybody had their own unique vision and there was a lot of competing passion in the team. After Crysis came out I really wanted to focus more on my work and particularly on all of the details; I’m a real perfectionist and my pencil was always the sharpest when I was drawing, nitpicking on the tiniest details nobody else would even notice. And in the end that eye for detail is what makes the weapons – especially in first person view – stand out.”

The Bow is the major new Hunter weapon in Crysis 3, and it was important early on in development that it needed to stand out. After doing some initial conceptualization, the team went to an archery club to try out different kinds of bows. “These things are so strong; they can literally shoot through anything,” Gregor mentions. “I made my first shot and I was just amazed by its power – I couldn’t even see the arrow fly or get it out of the wall again; that was impressive.”

Before starting to design, Gregor always thinks about functionality before anything else. “I often see [new or inexperienced] concept artists who start painting pictures and make everything look incredibly beautiful, but forgetting the fact that the asset still needs to be animated and function in-game. I prefer believable design but always with a focus on functionality. The Bow is no different: it stands out because of the automatic reloading and the magazines in the middle – obviously there were more things I wanted to add, but then it would no longer be functional and realistic.”

Another impressive new asset is the Mortar, one of the new alien weapons in Crysis 3. This was a challenge for both Gregor and his PC: “I did a lot of alien-related things in Crysis but never big assets like this one. The Mortar is the heaviest asset I ever made – well, now I’ve topped it already but it was definitely rough on my PC!”

During the design process for the Mortar, Gregor ran into some troubles due to the size of the weapon. “I had a reason for making it this size though, even though some people were worried about it being too big. I had this imagination that you’re shooting this huge weapon and it’s not just hanging around somewhere; it should literally give the player some disadvantage because of its size and power.”

Finally, there is the Typhoon – a completely new weapon that was needed to fuel the futuristic feel of Crysis 3. “Its technology is very advanced: there are no barrels in the guns. It literally has magazines that function as barrels, and all of the bullets can be electrically charged. It’s quite strong for penetrating heavy armor or material. So for example, I want to fire six bullets at once, which results in the fact that the first bullet may penetrate the armor and the next ones hit at the exact same point, with the last one giving the final blow.”

With Crysis 3 being quite futuristic, it was possible for Gregor to let his creativity flow. “I usually create a reality within my head in which these assets would work, and apply physics and chemistry to the designs to finish the job. I could have taken some realistic weapons and model those and focus on the quality of texture and so on, but this was never my goal; I am an artist and I want to be creatively challenged all the time.”

Gregor has finalized all details for the weapons in Crysis 3, and his current focus is more on hard-surface modeling in general rather than solely weapons. “For me, it’s no difference if I make a weapon or a vehicle, but I’m looking forward to expanding my horizon a bit. The tricky thing about weapon design in the FPS genre is that it’s the first thing the player sees when entering the game. The weapons are often so close to the camera, which means it requires a lot of precision in modeling. I always turn the asset around in the sunlight and look at how the light is traveling around the edges, to make sure the 3D aspect comes out the way I planned it to.”

 

13 Comments

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  • freakydeaky101
    #1

    Mar 22, 2013 / 08:47

    I wish they had the sight on the bow in the release. It would make it even more fun to play without HUD

  • FY-71 is the best
    #2

    Feb 21, 2013 / 17:42

    The Typhoon looks even cooler in this picture but it would be really cool if it was accurate from any distance. Its even cooler than the X43-Mike though, it looks powerful from what I saw in the seven wonders video.

  • Lokolopes
    #3

    Feb 21, 2013 / 14:58

    I wish you could set the bow draw power in MP like in SP, so the strongest one would kill with a single arrow even in armor mode =/

  • Lokolopes
    #4

    Feb 21, 2013 / 14:56

    Quote

    Quote

    They could have just weakend the bullet damageQuote





    You realize they had to balance it right...



    If they did they it would still be overpowered or even underpowered


    Not necessarily, lets say eac bullet does 1 damage and it fires 100 bullets per second, they could just make it so it fires 500 rps and each bullet does 0.2 damage, 1 second of direct fire would kill, but in the second way you would fire an entire mag to just empty the armor energy, or kill the enemy in case he is not in armor mode

  • VivaDanny14
    #5

    Feb 19, 2013 / 15:23

    Quote

    Quote

    They could have just weakend the bullet damageQuote





    You realize they had to balance it right...



    If they did they it would still be overpowered or even underpowered


    True

  • phsycokid
    #6

    Feb 19, 2013 / 14:54

    Those renders look incredible..Well it is Crytek. You may have ruined the franchise but definitely not the visuals!!

  • Elitis
    #7

    Feb 18, 2013 / 17:19

    Quote

    They could have just weakend the bullet damageQuote




    You realize they had to balance it right...


    If they did they it would still be overpowered or even underpowered

  • VivaDanny14
    #8

    Feb 18, 2013 / 14:33

    They could have just weakend the bullet damage
    Quote



    You realize they had to balance it right...

  • Elitis
    #9

    Feb 16, 2013 / 20:24

    Quote

    It really was fun :P But the Typhoon didnt really fire 500 rounds a second... Probably around 100 a second :P


    You realize they had to balance it right...

  • Bl4ze64
    #10

    Feb 15, 2013 / 13:00

    Had alot of fun with all three of these weapons in the Beta

  • skhsri
    #11

    Feb 15, 2013 / 12:22

    Awesome work with the xpac mortar it looks very hard to do!

  • JosafGaming
    #12

    Feb 15, 2013 / 11:53

    It really was fun :P But the Typhoon didnt really fire 500 rounds a second... Probably around 100 a second :P

  • mika95vartsu
    #13

    Feb 15, 2013 / 05:47

    wow nice weapons must be fun in multiplayer.