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CRYENGINE Alternatives Comparison (Unreal, Unity)

CRYENGINE Alternatives Comparison (Unreal, Unity)

Unity and Unreal have become the unquestioned kings of third-party game engines in the past ten to fifteen years. Both got a head start in the 2000s, and both hold the top two spots in market share today. Unity was one of the few engines supporting iOS in the early days of the App Store, and Unreal Engine was expanding into the console market as early as 2001. CRYENGINE was famous for its cutting-edge graphics 20 years ago, but it seems to have become lost in the intervening decades between these two titans. We’ve gathered expertise from the CRYENGINE Community Edition server (JACK420 WARDADDY, HPi, HellOnEarth, Driguest, Plasma, and Yumni) for an in-depth view of how CRYENGINE stacks up against engines of the current day. Read on to see how CRYENGINE compares with its two main competitors today.

Is CRYENGINE better than Unreal engine?

Unreal Engine is a more efficient, easier-to-use, more up-to-date, and more feature-complete solution than CRYENGINE for developers with the hardware to run it. Unreal includes many of the advanced, and optimized, graphical capabilities that CRYENGINE does, with support for more platforms and the same visual scripting options. The Unreal’s asset pipeline is also more refined, with support for importing directly from other DCCs (Digital Content Creation tools). Unreal even receives updates every few months for addressing bugs and improving features, while CRYENGINE goes years between major or minor updates. The two main downsides to Unreal are the high requirements (RAM > 32 GB) and the fact that Blueprints on their own don’t teach best development practices.

Importing 3D models into Unreal is as easy as dragging and dropping

Game engines are software that brings all the disciplines of game development together. The engine glues together the code written by the programmers, the assets created by the artists, and the game logic set by the designers. CRYENGINE and Unreal are two solutions created by separate companies around the same time period, but they followed deviant trajectories. CRYENGINE started as a tech demo and developed into an engine over the early 2000s as Crytek released Far Cry and Crysis. Epic Games released the 1998 shooter Unreal with the engine of the same name and began licensing the software to other companies the very same year.

CRYENGINE and Unreal Engine began with Far Cry and Unreal

CRYENGINE and Unreal are two solutions which package everything needed to take a game from concept to completion. Unlike Unity, which requires plugins and extensions to be viable for most projects, both engines are feature-complete out of the box. Editing animations, materials, game rules, AI, player movement, physics simulation, and packaging the game for shipping are features present in both engines.

  CRYENGINE V Unreal Engine
License Free for all and source code is available, but a 5% royalty kicks for all annual revenue above the first $5000 Free for all and source code is available, but a 5% royalty kicks in for commercial game projects earning > $1 million
Editor Availability Editor is available for Windows 7-11 Editor is available for Windows 10-11, Mac OS Sonoma 14, and Linux
Platforms Supports exporting games to Windows, Linux, PlayStation 4, Xbox One, Oculus Rift, OSVR, PSVR, and HTC Vive (no mobile development) Supports Windows, macOS, and Linux PCs; PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Nintendo Switch, and Nintendo Switch 2 consoles; and iOS and Android mobile devices
Programming Language C++ and limited C# support. Lua is an optional scripting feature. C++. Python is used for customizing the editor itself and asset creation pipelines
Visual Scripting FlowGraph and Schematyc visual scripting Blueprint visual scripting
Market Share (Based on Steam Game Listings; Credit: limdingwen) 3% 23%
Global Illumination CRYENGINE’S Voxel-based Global Illumination (SVOGI) gets realistic lighting with no pre-computation Lumen global illumination and Nanite preprocessing.
Mesh Optimization Optimization is left up to the user for the most part. Artists must split up large meshes by hand. Nanite pre-processes objects to split them up and draw them more efficiently, allowing for high-poly meshes to work in the scene.
Reflections Screen-space reflections, cubemap reflections. Only internal versions have raytraced reflections. Includes both screen-space reflections and raytraced reflections.

Audiences often praise CRYENGINE games for their excellent visuals, and the outstanding results in outdoor environments is without question. CRYENGINE has had real-time lighting, screen-space reflections, dynamic sun rays, and tessellation for adding detail to organic models. A crucial feature for CRYENGINE’s open-world games is global illumination, which mimics the way real light bounces off of objects. An open world with changing times of day doesn’t work well with static or baked lighting, which is one alternative to global illumination, as the developers need to reset the lighting and bake it for each time of day manually. CRYENGINE’s real-time global illumination makes adjusting lighting automatic.

CRYENGINE's global illumination makes it ideal for open, natural environments

Unreal Engine has developed many of the same features CRYENGINE does for graphics and lighting. To take environmental lighting as an example, Unreal, like CRYENGINE, gives users an option to set a skylight (which is essentially the sun), its direction, dynamic cloud/weather volumes, and fog volumes. These effects work together to create a world that looks less flat and more dynamic. Unreal Engine also has two options for global illumination, Lumen and SSGI, which means a developer isn’t losing out on advanced graphical capabilities with Unreal Engine.

Unreal Engine introduced their dynamic GI system, Lumen, in 2020

Unreal Engine also supports graphical features CRYENGINE hasn’t achieved yet. Nanite preprocesses 3D objects into segments, which boosts performance by letting the engine cut out smaller parts of an object that are out of view. Temporal Super Resolution upscales from 1080p to 4K to reach higher framerates while still giving players the 4K visuals they’re looking for. Finally, but not exclusively, Unreal has a Forward Shading option which makes scenes more efficient in VR, an important feature as new VR developers look to go beyond the basic visuals of a game like Gorilla Tag.

Unreal has similar features but a wider array of available platforms. The Unreal Editor itself supports macOS and Linux, but CRYENGINE doesn’t, requiring emulation or cloud computing to work on these platforms. As a result, CRYENGINE doesn’t export to macOS or iOS either, and the mobile market is out of the question. While Unreal is less common in the mobile market than its competitor Unity, Epic Games has improved the optimization capabilities of the engine as they’ve developed their own mobile games, including Fortnite.

Unreal is capable of 7th console generation visuals on mobile

CRYENGINE gives many options for coding game logic, similar to Unreal. C++ is always an option for custom, well-optimized code, but CRYENGINE also exposes C++ functionality to another language, Lua, for scripting. The advantage of Lua is that the user doesn’t need to compile their solution to see changes in the game. Crytek also added C# support in CRYENGINE V for those coming from Unity.

CRYENGINE’s FlowGraph is a visual scripting solution for those who don’t have as much experience with coding. FlowGraph has been around since CRYENGINE 2, so Crytek has been developing the tool for around 20 years. It’s thoroughly integrated with other systems as a result, capable of driving input, game logic, AI, UI events, and debugging tools. CRYENGINE has two other visual systems for creating game logic as well, the Smart Object editor for handling AI interactions, and Schematyc, a beta feature which handles both creating new entities and executing game logic on their components, such as initializing a fire particle effect when the player lights a lamp.

For designers, CRYENGINE includes FlowGraph visual scripting

Coding in Unreal is easier for newcomers because so many more resources and examples are available. Unreal has a similar system to CRYENGINE, with a visual scripting system available for designers, and a C++ coding standard required for well-optimized code. The extensive tutorials, forums, and YouTube channels that cover Unreal make its visual scripting system a solid option for easing into game development. However, since both engines use C++, which is required for large, optimized projects, both engines are roughly equivalent for experienced users. Unreal also has its own library system and macros that add a learning curve for developers already experienced with C++.

If performance is an issue, asking online how to optimize is an option

The asset pipeline is more modern and well-integrated with other programs in Unreal than CRYENGINE, making iteration and prototyping faster. The asset pipeline is how content created in other programs gets into the engine. 3D models, sound effects, image textures, and animations need to come from Maya, Blender, or Photoshop, as the engine isn’t capable of producing art assets on its own. Unreal supports directly importing scenes from third-party tools like 3ds Max, Revit, SketchUp Pro, Cinema 4D, Rhino, SolidWorks, and Catia. Non-coders are also able to automate the process of importing assets into the Engine using Visual Dataprep, a new tool for Unreal.

CRYENGINE locks the user into specific asset pipelines which are challenging to use. The engine only began using a built-in FBX importer in 2016, adding support for static meshes in 5.2 and 5.3. Before this point, CRYENGINE required exporting with the Cry TIF plugin from Photoshop and the COLLADA format for animated 3D models. The engine still gets inconsistent results with materials, requiring modifications to fit the engine’s workflow. While engine-specific requirements for assets aren’t unusual, Unreal has officially supported plugins like Send to Unreal for Blender which exports objects in a scene to the engine automatically.

Pre-CRYENGINE V, the asset pipeline looked like this

Unreal is better than CRYENGINE for most developers since the features are similar, but with more support, frequent updates, and an easier content pipeline, to put it shortly. CRYENGINE is accruing more quality-of-life features, but at a much slower rate than Unreal. CRYENGINE’s latest long-term support version, 5.7, came out three years ago in 2022. No new minor updates have come out since, and the raytracing features demoed in 2019 still haven’t reached the public release of the engine. Schematyc entered beta in 2016 and still remains an experimental feature. Unreal Engine, in contrast, has minor releases every few months, yearly conferences, and an active community manager that makes sure issues are addressed much quicker.

CRYENGINE vs Unreal for beginners: which is better?

Unreal is better for beginners, as CRYENGINE features fewer resources for new learners. Unreal is still a complex piece of software, as all game engines are, but novices have many more channels for receiving help. New designers getting started with Unreal also have more free and cheap assets to work with, so building simple games is quick. Crytek hasn’t been able to sustain the same ecosystem.

Unreal has a huge community, including annual conferences to attend

Support for CRYENGINE has been intermittent in recent years as Crytek has increasingly shrunk its operations. Crytek laid off 15% of their staff in February 2025 and released a statement on social media confirming their restriction of operations to focus on supporting Hunt: Showdown 1896. Content and updates for the engine had dwindled even before that point. Crytek used to publish tutorials on their YouTube channel while Brian Dilg was the lead for evangelism, but no new tutorials have appeared since his departure in 2023.

The challenges facing the company show in the documentation. CRYENGINE’s documentation was down for several months in the same year, 2023, and common advice on the subreddit was to use the Wayback Machine to access it. The documentation itself has inconsistent coverage when it comes to examples and tutorials, and users are mostly left to find support in the Discord for obscure problems. Since the release of the new C# coding standard, Crytek has released exactly one C# tutorial for creating game components.

Crytek planned more C# tutorials but only completed the first

The Fab marketplace, the asset store for Unreal Engine, has much more content available for beginners than CRYENGINE. At the time of writing, Fab has 328,000 assets, and 22,000 of them are free to use. These free assets even include whole game templates for action games, platformers, shooters, racing games, and RPGs. CRYENGINE’s asset database, on the other hand, has 158 assets, which includes a few complete games as samples but doesn’t match the depth of Unreal’s resources.

The raw statistics show how much more support is out there for Unreal. Over 17,000 Unreal Engine games have been released on Steam, compared to CRYENGINE’s 116. The official Unreal forums see 232 new posts per week, while CRYENGINE’s forums have been shut down since December 2023. CRYENGINE’s Discord server has 5000 members, Unreal’s has 126,000. Beginners simply have many more people to turn to for specific problems.

Unreal has attracted a huge community through its editor for Fortnite

The Unreal experience for beginners is unquestionably better due to the many tutorials, assets, and resources available. Our guest expert from the CRYENGINE discord has described the experience with CRYENGINE as one that assumes an experienced team from the start. CRYENGINE expects the users to already understand how assets ought to be structured, how materials are built, how physics proxies work, and how the resource compiler processes files behind the scenes. If something goes wrong, the engine doesn’t explain why in a beginner-friendly way. A confused novice sees that something didn’t import correctly or doesn’t behave as expected, and they’re left digging through documentation or old forum posts.

What are the system requirements for CRYENGINE vs Unreal?

The system requirements for CRYENGINE are lower than Unreal. The base editor is resource-hungry already, but plugins like MetaHuman, which generates realistic human models, increase the system requirements to a recommended 64 GB of RAM and RTX NVIDIA or RX AMD graphics cards. Unreal’s support for ray tracing also means a compatible graphics card is required for UE5’s new features like Lumen and Path Tracing.

  CRYENGINE Unreal
Operating System OS: Windows 7-10 64 bit only OS: Windows 10 or higher, macOS Sonoma 14 (newest), Linux Ubuntu 22.04
CPU Intel Dual-Core min 2GHz (Core 2 Duo and above) or AMD Dual-Core min 2GHz (Phenom II X2 and above) Quad-core Intel or AMD, 2.5 GHz or more
RAM 4 GB RAM 32 GB
GPU NVIDIA GeForce 450 series or AMD Radeon HD 5750 series or higher (minimum 1 GB dedicated VRAM GDDR5, recommended 2 GB) NVIDIA GeForce 2080, or another GPU with 8 GB VRAM. Lumen and Path Tracing lighting features require a minimum of an NVIDIA RTX-2000 or AMD RX-6000.
Graphics API DirectX Version 11-12 DirectX 11-12, Vulkan
Disk Space 8 GB hard drive space 55 GB minimum
Sound DirectX compatible sound card/integrated sound No recommendation

CRYENGINE’s limitation to only Windows is noteworthy. Developing for Apple products and releasing on those platforms is impossible with the current state of CRYENGINE. Additionally, while the engine runs on Windows 11, no new official release has been made since to expand official support beyond Windows 7-10.

What are the pros and cons of CRYENGINE and Unreal?

The pros and cons of CRYENGINE and Unreal include the high requirements to run Unreal on the one side and the lack of a large CRYENGINE community on the other side. Each engine is stronger than the other in these areas. The choice of engine comes down to the needs of the team, so consider the following list of pros when thinking of choosing Unreal.

  • Royalties only kick in after $1 million in revenue
  • A huge community of developers is out there to help
  • Tens of thousands of free assets
  • Regular updates (5 months from 5.6 to 5.7, the latest release), so the engine is always improving
  • Large ecosystem of plugins and tools, both free and paid, that’re able to extend the engine without modifying source code
  • Unreal has industry-standard workflows that are transferable to other jobs and teams
  • The same engine works for small indie projects and large AAA-style games without changing tools

Unreal has nearly 5000 plugins available in its marketplace

The cons of Unreal engine are few in most use cases, but CRYENGINE’s graphics technology is still capable of impressive results without costing performance. Unreal tools like Lumen and Nanite are still in development and don’t perform well in all cases. Daniel Vavra, game director at Warhorse Studios for Kingdom Come: Deliverance II, said in a 2024 interview that the high performance CRYENGINE achieves while calculating global illumination in dense natural scenes is a major reason why the studio stuck with CRYENGINE.

The following list is worth considering for a developer that wants to avoid common issues with Unreal and try CRYENGINE.

  • High system requirements make the engine difficult or impossible to use on low-end hardware
  • Large install size and long setup time
  • Latest Unreal graphical capabilities have performance issues, especially with open worlds
  • Blueprints become messy in larger projects if overreliant on them
  • Macros and design patterns make using C++ different in Unreal than other applications
Scripting through Blueprints can get quickly out of hand

Is CRYENGINE better than Unity?

CRYENGINE is better than Unity in its intended use cases, although Unity’s extensibility makes it a well-rounded option for any developer. CRYENGINE has a full feature set out of the box which makes it excellent for prototyping and building AAA-level shooters. The available source code also means advanced users are able to modify CRYENGINE to their specific needs. Unity is the dominant engine in the mobile market, though, and it supports over a dozen platforms, meaning there are certain markets Unity is absolutely more effective in.

Unity starts off with few features, but is extensible with add-ons and packages

Unity is an engine that built its early prominence on the introduction of the iPhone. Apple opened the App Store to developers in 2008, and Unity was unique in being a third-party game engine with support for the new iOS platform. The engine’s popularity has meant that many extra plugins, assets, and tutorials are available for any type of game. The engine supports more real-time platforms than the other two engines, including web applications and even Apple’s tvOS.

  CRYENGINE V Unity
License Free for all and source code is available, but a 5% royalty kicks for all annual revenue above the first $5000 Free for companies with less than $200,00 in revenue. Subscriptions are required for higher tiers.
Editor Availability Editor is available for Windows 7-11 Editor is available for Windows 10-11, MacOS Ventura 13 and above, and Linux.
Platforms Supports exporting games to Windows, Linux, PlayStation 4, Xbox One, Oculus Rift, OSVR, PSVR, and HTC Vive (no mobile development) Supports exporting games to Windows, Linux, MacOS, tvOS, iOS, Android, the Web, Nintendo Switch, Xbox, PlayStation, Meta, Windows VR, Google AR, and Apple Vision. Export to consoles requires a subscription and the Windows version of the editor.
Programming Language C++ and limited C# support. Lua is an optional scripting feature. C#
Visual Scripting FlowGraph and Schematyc visual scripting Visual Scripting is a node based system similar to CRYENGINE and Unreal’s solutions. Allows users to add breakpoints and activate live debugging.
Market Share (Based on Steam Game Listings With a Wikipedia Page; Credit: limdingwen) 3% 11%
Global Illumination CRYENGINE’S Voxel-based Global Illumination (SVOGI) gets realistic lighting with no pre-computation Baked and precomputed global illumination, but built-in tools don’t support real-time GI.
Anti-Aliasing Subpixel Morphological Antialiasing (SMAA), Temporal anti-aliasing (TAA), and Temporal Supersampling Antialiasing (TSAA) Fast Approximate Anti-aliasing (FXAA), Subpixel Morphological Anti-aliasing (SMAA), Temporal Anti-aliasing (TAA), and Multisample Anti-aliasing (MSAA)
Reflections Screen-space reflections, cubemap reflections. Only internal versions have raytraced reflections. Screen-space reflections in HDRP. Cubemap reflections are creatable from any point in the Unity scene.
Particle Effects GPU- and CPU-based particle system with a node editor. Particle systems are switchable from GPU- to CPU-mode. The CPU particle system is intuitive and supports C# integration. Supports extra GPU-based system.

Unity’s support for mobile devices makes it an unquestionably better alternative than CRYENGINE for developers on the mobile market. Unity not only supports developing and packaging projects for mobile platforms but also includes tools for managing ads and in-app purchases. Checking the Unity Ads documentation offers code snippets and instructions for implementing banner ads, interstitial ads, and rewarded ads with Unity Game Objects.

2D development tools are important for mobile developers, and Unity’s 2D tools are more fully featured than CRYENGINE. Crytek has put out videos documenting the creation of 2D experiences, but they’re hacked together with unrelated systems. Switching animations, for example, requires switching between materials with visual scripts, which means the user isn’t able to take advantage of CRYENGINE’s animation tools. In contrast, Unity has built-in support for dynamic 2D objects, called sprites, and 2D skeletal animation for making sprites deform.

Unity has a dedicated 2D mode and support for Sprite GameObjects

CRYENGINE has capable AI, weapon, vehicle, and environmental interaction systems out of the box, but this doesn’t make it better for all use cases. Unity’s trajectory has been very different from CRYENGINE’s, the latter of which was built for one studio to make a full shooter from beginning to end. Building an entirely different game like a twin-stick shooter, a stealth game, or a puzzle game is going to require users to build many of their own tools, while Unity has plugins and tutorials for all genres. In this case, Unity’s modular approach is more successful. Additionally, beginners are able to start with fewer features and slowly build onto the foundational features, making for a gentler learning curve.

Prototyping a shooter is rather quick with CRYENGINE as a result of its full feature set. Adding a Design from the Create Objects menu lets the designer quickly block out floors, walls, and buildings within the engine, and the SDK comes with hundreds of PBR materials to get something nice-looking done quickly.

CryDesigner combined with SDK assets makes prototyping easy

The AI system is also robust for shooters or similar genres where enemies must navigate a 3D space. Crytek needed designer-friendly tools for a long line of shooters running from Far Cry to the present day with Hunt: Showdown. Creating a navmesh, which tells enemies how to navigate the 3D environment, is simple in CRYENGINE, with the automatic results being useful in most cases. The SDK comes with assets for creating complex interactions within the navmesh as well. The GameSDK asset includes prebuilt, placeable flags for the AI to take cover, duck under obstacles, and kick down doors.

CRYENGINE generates navmeshes automatically within a set volume

Unity starts off with a bare foundation and gives users the tools to build it up. Rather than delve into C++, users have access to Game Objects and event handling through Mono Behaviors, which are C# classes. C# is a programming language, so it’s still intimidating for non-coders, but it’s easier to learn than C++. The Unity asset store also comes with prebuilt solutions which makes creating a feature like AI for an RPG/stealth game/FPS a quick process. Since Unity has been popular for so long, the repository of assets in Unity’s store has reached hundreds of thousands of options.

Unity’s flexibility extends to its support of nearly all platforms. CRYENGINE does support consoles and VR devices since Crytek showed their demo Return to Dinosaur Island running on VR headsets. The demo was so successful that Crytek developed The Climb and Robinson: The Journey with their new tools. However, Unity supports consoles, VR, and the mobile market, where the engine got its start. It even supports Apple’s tvOS, showing Unity’s commitment to becoming a platform for all interactive experiences.

Crytek brought VR support to CRYENGINE when making The Climb

CRYENGINE, in short, is better for experienced dev teams who need a full-stack solution for building shooters and open-world games. However, Unity dominates the mobile market, and they’re a superior choice for beginners as well. Both engines rely on similar concepts in either case, with a few changes in terminology (such as GameObjects being entities in CRYENGINE). Users that want to migrate from Unity to CRYENGINE ought to check the migration guide on CRYENGINE’s website.

The layout of CRYENGINE is similar to most engines, including unity

CRYENGINE vs Unity for beginners: which is better?

Unity, vs. CRYENGINE, offers many more tutorials and detailed documentation for getting started. The Unity Learn team dedicates full-time employees and community creators to making new onboarding content for the engine. The main downside to joining the Unity community is that a new user doesn’t always find the right content when there’re tutorials for every feature that are catered toward a variety of experience levels and learning styles.

Unity devotes significant resources to onboarding new developers. The results are evidenced in their presence in their market share. Unity reports 3.6 billion downloads of Unity-made products per-month. Counting all games released on steam, Unity has a reported 57,000 releases. As a hardcore gaming platform, Steam’s numbers are only a small number of the true total, which includes mobile experiences.

The Unity Asset Store has many more resources than Crytek's asset database

Unity simply has more dedicated staff for onboarding learners. Unity in the past had a team of dozens of dedicated advocates or evangelists whose job it is to teach about Unity and sell them on its effectiveness. The team puts out regular courses on their Unity Learn site. Members of our GDS crew have found past Create with Code Live courses especially helpful in leading users through most of the basic functionality of Unity. The Unity team puts out one or two live courses a month, so, if the hundreds of other tutorials on the site aren’t helpful, getting a direct line to the experts is available.

Unity Learn has hundreds of courses, including live and asynchronous options

The quantity of Unity content out there doesn’t mean it’s all high quality. Unity Learn has a mass of tutorials, and not every single one matches the user’s learning style or breaks concepts down in an approachable way. Members of our team have recommended channels like Code Monkey or Infallible Code for learning Unity, but those channels don’t work for everyone. Each user has to find what works for them. The situation is appreciably better than CRYENGINE’s, but the amount of information is still overwhelming.

Unity beginners often end up in "tutorial hell", not knowing how to progress

CRYENGINE’s challenges with documentation and tutorials stem from the fact it’s much less common in the industry. There are few forums to find help, as the Discord server has only a few thousand members and the many tutorials on YouTube are more than ten years old. CRYENGINE’s official channel has a repository of more recent tutorial content, but the lead of evangelism for CRYENGINE left two years ago, with no tutorial content coming out since.

What are the system requirements for CRYENGINE vs Unity?

The system requirements for CRYENGINE are difficult to compare to Unity, as the latter is so configurable. Unity doesn’t make any recommendations for a specific graphics card because the engine has the potential to make all types of games. Any graphics hardware with DirectX 10-12 or Vulkan is compatible. Since Unity is so configurable, opening a more optimized project for mobile is going to be doable on most PCs, but creating a beautiful open-world landscape is going to require a more powerful computer.

  CRYENGINE Unity
Operating System OS: Windows 7-10 64 bit only Windows 10-11, macOS Ventura 13 or newer, and Linux Ubuntu 22.04, 24.04
CPU Intel Dual-Core min 2GHz (Core 2 Duo and above) or AMD Dual-Core min 2GHz (Phenom II X2 and above) X64 architecture with SSE2 instruction set support
RAM 4 GB RAM 8 GB RAM or more
GPU NVIDIA GeForce 450 series or AMD Radeon HD 5750 series or higher (minimum 1 GB dedicated VRAM GDDR5, recommended 2 GB) No recommendation
Graphics API DirectX Version 11-12 DirectX Version 10-12 or Vulkan capable GPUs. For macOS, supports Metal and AMD.
Disk Space 8 GB hard drive space 9.18 GB, including install of Visual Studio Community 2022
Sound DirectX compatible sound card/integrated sound No requirement

Unity requires more hard drive space and RAM as a newer engine, but it’s less restrictive than CRYENGINE in terms of its platforms. Unity released on Mac alone in its early years, and it continues to support macOS alongside Ubuntu and Windows. As macOS users constitute a reported 30% of the US desktop market, this gives Unity substantially farther reach than CRYENGINE.

JumpyWizard in the Discord community is actively developing macOS support

What are the pros and cons of CRYENGINE and Unity?

The pros and cons of CRYENGINE and Unity are an overwhelming number of ways to do things on Unity’s side and a limiting, tough-to-learn workflow on CRYENGINE’S side. Unity’s popularity does make learning the workflow worthwhile though, as a Unity developer will learn skills necessary to make many different types of games. CRYENGINE is designed for one type of game; although exceptions like the top-down action RPG Wolcen: Lords of Mayhem was built with CRYENGINE, the usual CRYENGINE offering is a first-person experience taking place in an open, natural environment. If we account for the fact that Unity has much more help for new users, it’s an ideal choice over CRYENGINE in many situations.

Unity has huge market share, plus a variety of features and analytics tools

The pros of using Unity compared to CRYENGINE are summed up in the following list.

  • Live courses and thousands of free tutorials are available online
  • Unity is useful for developing 2D and mobile games
  • Unity’s Asset Store has over 100,000 assets available
  • The configurable nature of Unity means a developer is able to create games in virtually any genre
  • Installing third-party plugins doesn’t require recompiling the editor from source

CRYENGINE has the advantage of source code access and no subscription fees for anybody. CRYENGINE is therefore fully modifiable by the end user, meaning knowledgeable programming teams have the potential to make CRYENGINE fit a variety of products. The cons of using Unity compared to CRYENGINE, though, are fixable with the asset store or by using Unreal, which is less accessible to beginners but a much more complete solution.

XaviantLLC discussed how CRYENGINE made prototyping easy at Lanier Tech

The cons of using Unity compared to CRYENGINE are as follows.

  • CRYENGINE is a complete package for open-world, first-person games
  • Unity’s mass of tutorial content is challenging to parse through
  • A user’s able to prototype visually appealing environments with CRYENGINE’s default settings and SDK
  • Source code access allows advanced users to customize the whole engine
  • Visual scripting in CRYENGINE has been in development since Crysis 2, much longer than Unity’s Bolt

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        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
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            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan