CryEngine Terrain and Foliage Masterclass
Building realistic open-world environments with CryEngine terrain tools.
Low-poly game art is a set of choices, not a lack of skill. You decide how many triangles an object may cost, then you spend them on a readable silhouette and a few planes that catch light. This guide walks a solo developer through one prop, from an empty Blender file to a mesh you…
A CryEngine character is not one file. It is a skeleton, a skinned mesh, at least one animation, a material, and a character definition that points at those pieces. This workflow gets one humanoid into the Character Tool, playing one animation, with one attached prop. It does not cover facial rigs or a full locomotion…
Start a small first world in Meta Horizon Worlds with one space, one interactive object, and a clear signal that tells visitors what to do. Meta Horizon Worlds lets you build a shared 3D space that other people can visit. For a solo creator, the trick is to start small. One room. One thing to…
This article starts after the game is already for sale. The store page exists, the build installs, and you can open Steamworks reports. What follows is how wishlists, price changes, and discounts actually behave, and which numbers you should refuse to invent. It does not rebuild a store page, it does not explain depots, and…
Take a Niagara burst that already sits in your level, expose its particle size as a single user parameter, and change it from the details panel and from Blueprint. This is a different slice from our earlier Niagara post: that one built a spark burst from an empty system and exposed its burst count, while…
ZBrush is where a form gets its volume and surface detail. Unreal Engine is where that form has to draw every frame, collide, and sometimes deform. This workflow takes one asset from a finished sculpt to a placed actor in a test level. Do one statue, prop, or simple character. Do not plan a whole…