Environment Art throwback: Canceled CryEngine 2 Project
Screenshots of a promising, but ultimately canceled project
I was going through some old screenshots, looking for material for an upcoming Youtube video, and found something a bit fascinating.
Back in 2011, right around the same time that the studio I was working for closed down, I joined up some old friends from the modding community to work on a pitch for a game on CryEngine.
They were about to start a new studio and were in the process of securing funding. I don’t remember the details, but if my memory is right, Crytek graciously allowed us access to the SDK of the new CryEngine (which wasn’t out publically yet).
This project was a huge learning experience for me, because it was my first contact with a proper real-time dynamic lighting environment, and also a test ground to test a lot of new techniques. At the time I was playing Fallout 3 heavily, and I’m sure you can feel the influence here :)
The following screenshots represent the combination of team work. While I created most of the environment architecture and props in the following screens, I was working closely with the level designer, who was responsible for terrain, building placement, etc…
Without further ado, here are some screenshots in chronological order:


I think at this point, we decided to try an urban environment. Here are some modularity tests, heavily inspired by Fallout 3 (a game I was playing heavily at the time)
At this point, we shifted back to the Jamaica map. We started the layout from scratch, and also changed the theme a bit too, to include colonial buildings.
Asset list
Here’s an asset list I got from the level designer.
Project’s Fate
Ultimately, this project was canceled and the team moved on to another project, who was very successful. I believe the main reason the team moved to the other project, is because of the complexities and costs of building a CryEngine 2 game at the time.
Anyways, hope you enjoyed this trip down memory lane!