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Computer Games

My work at Crytek.

Index

Personal

3D Graphics (1 / 2)
Radiosity
Ambient Occlusion
Spherical Harmonics
HDR Environment Map Sampling
Software Rasterizer
N-Patches
Path Tracer
Low Discrepancy Sampling
Stable Fluids
GLSL
Surface Parametrization
HDR Imaging
Progressive Meshes
Geometry Images
Physically Based Rendering
HLSL Raytracer
Sample Warping
Photon Mapping
Cellular Texturing
Cloth Simulation
Lightmap Compiler
Adaptive RTRT
C# Game Engine

Web & Networking
ShackWatch
WebVSS
Network Programming
Websites

Personal (more)

3D Graphics (2 / 2)
Old OpenGL Demos
Motion Blur
Shadow Map
D3D9 / .NET Demo
Direct3D Based Quake2 Renderer
Simple Ray Tracer
Indoor Engine
PC / XBox Lighting Demo
OpenGL Terrain Engine
OpenGL Lightmap Renderer
3D UI Elements
Vertex Program

Misc
NKS
Shiny
Fractals
Image Recognition
Wavelets
Old VB Games
Image Compression
Entropy Compression

Work

Crytek
Far Cry

KPB
Illumination System

Far Cry

Crytek's commercial game title I worked on for nearly 2 1/2 years. I spent most of the time working on 3D graphics R&D, tools, gamecode and contributed a little bit to the XBox version. The game was released in March 2004, visit Crytek or Ubi Soft for more information.

Reviews: GameSpot, Shacknews, Eurogamer, Gaming Illustrated, More...

The MFC based game editor which I was developing for some time.
A screenshot of the editor with the setup dialog of the lightmap compiler I worked on.
Some pictures from the actual game.
I wrote a debugger for the Lua based scripting system, but unfortunatly don't have any pictures of it. I actually don't know if it made it into the shipping game. If you have a picture of it, sent it please.

(C) 2002 - 2009 Tim C. Schröder Disclaimer