In an interview conducted with GameIndustry.biz, Crytek's CEO, Cevat Yerli, discusses how the CryENGINE 3 is built with the future of gaming in mind.
Yerli goes on to talk about the gaming world's reaction to the CryENGINE 3 presentation, their personal reaction to acquiring Free Radical Design from the depths of bankruptcy, the obstacles of OnLive, and more. Head on over to GameIndustry.biz for the full interview.
How important is it for Crytek to establish CryEngine 3 as the leading engine for the next evolution of hardware beyond the PS3 and Xbox 360?
Cevat Yerli: (...) If I want to make a next-gen launch title I could do that by pushing the boundaries of the engine. For me that's significant because we offer this as an enabler for people like us to look out to the future and deliver in the future. Typically an engine is designed, if it's for PS3 you can develop on the PS3 and you're done with it. When the next hardware comes along you have to start again. It's 2009 and Triple-A games take two to three years to develop. So if a game takes 36 months to develop then you better be ready for the next-generation. That's our assumption. Because when we start games now we want them to be next-gen ready too.
Cevat Yerli: (...) If I want to make a next-gen launch title I could do that by pushing the boundaries of the engine. For me that's significant because we offer this as an enabler for people like us to look out to the future and deliver in the future. Typically an engine is designed, if it's for PS3 you can develop on the PS3 and you're done with it. When the next hardware comes along you have to start again. It's 2009 and Triple-A games take two to three years to develop. So if a game takes 36 months to develop then you better be ready for the next-generation. That's our assumption. Because when we start games now we want them to be next-gen ready too.
Yerli goes on to talk about the gaming world's reaction to the CryENGINE 3 presentation, their personal reaction to acquiring Free Radical Design from the depths of bankruptcy, the obstacles of OnLive, and more. Head on over to GameIndustry.biz for the full interview.