List of Crytek CryEngine Customers
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Since 2010, our global team of researchers has been studying Crytek CryEngine customers around the world, aggregating massive amounts of data points that form the basis of our forecast assumptions and perhaps the rise and fall of certain vendors and their products on a quarterly basis.
Each quarter our research team identifies companies that have purchased Crytek CryEngine for Enterprise Gaming Platform from public (Press Releases, Customer References, Testimonials, Case Studies and Success Stories) and proprietary sources, including the customer size, industry, location, implementation status, partner involvement, LOB Key Stakeholders and related IT decision-makers contact details.
Companies using Crytek CryEngine for Enterprise Gaming Platform include: Xl Games, a South Korea based Retail organisation with 371 employees and revenues of $29.0 million, CI Games, a Poland based Professional Services organisation with 157 employees and revenues of $25.0 million, Hay Festival, a United Kingdom based Non Profit organisation with 31 employees and revenues of $9.0 million and many others.
Contact us if you need a completed and verified list of companies using Crytek CryEngine, including the breakdown by industry (21 Verticals), Geography (Region, Country, State, City), Company Size (Revenue, Employees, Asset) and related IT Decision Makers, Key Stakeholders, business and technology executives responsible for the software purchases.
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| Logo | Customer | Industry | Empl. | Revenue | Country | Vendor | Application | Category | When | SI | Insight |
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CI Games | Professional Services | 157 | $25M | Poland | Crytek | Crytek CryEngine | Enterprise Gaming Platform | 2013 | n/a |
In 2013, CI Games implemented Crytek CryEngine as its Enterprise Gaming Platform for the Sniper: Ghost Warrior series at the Warsaw studio. The implementation is credited across multiple Sniper titles and supported the studio's commercial releases while delivering the advanced visual fidelity and realistic ballistics cited in vendor showcases and interviews.
The adoption of Crytek CryEngine encompassed core game engine capabilities including real time photorealistic rendering, physically based lighting and materials, and ballistics and physics simulation tuned for sniper mechanics. The studio used the engine's authoring and tooling environment to manage large art assets, level streaming, shader and particle systems, and to iterate on animation and audio integration, aligning engineering and art workflows around a single development platform.
Operationally the implementation focused on multi platform performance for PC and consoles, enabling shared engine code and asset reuse across projects in the Sniper franchise. Development workflows extended across art, gameplay engineering and QA disciplines, with the engine integrated into the studio build and deployment pipeline to support platform specific optimization and release certification activities.
Governance of the Crytek CryEngine rollout was studio centric, with configuration and graphics engineering treated as centralized responsibilities to maintain consistent visual targets across titles. Reported outcomes from the implementation include the stated improvements in visual fidelity, realistic ballistics behavior, and reliable multi platform performance that underpinned the studio's graphics focused releases.
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Hay Festival | Non Profit | 31 | $9M | United Kingdom | Crytek | Crytek CryEngine | Enterprise Gaming Platform | 2020 | n/a |
In 2020, Hay Festival implemented Crytek CryEngine as an Enterprise Gaming Platform to support virtual event staging and interactive audience experiences during its COVID-19 programming pivot. The deployment at this nonprofit cultural festival focused on enabling immersive presentation layers and runtime interaction for festival content and scripted live scenarios. Crytek CryEngine was configured with enterprise gaming platform capabilities such as real-time 3D rendering, interactive scene orchestration, asset pipeline management and runtime interaction layers to enable virtual venue creation and live scene switching. Configuration emphasized content asset management, live scene control and audience interaction tooling consistent with enterprise gaming platform functional workflows. Concurrently, Hay Festival adopted Crowdcast to broadcast its May programme and Book of the Month live Q&As, using Crowdcast for registration, chat moderation and replay access for festival audiences. Crowdcast broadcasts scaled to hundreds of thousands of viewers across dozens of countries in 2020 and introduced high-load conditions during festival peaks, informing live operations and capacity planning for event production. Operational rollout centered on events and live production teams, instituting moderated chat workflows and registration analytics to manage remote audiences. Those moderation and registration processes improved reach and registration analytics despite the initial high-load challenges encountered during the festival.
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Xl Games | Retail | 371 | $29M | South Korea | Crytek | Crytek CryEngine | Enterprise Gaming Platform | 2011 | n/a |
In 2011, XL Games implemented Crytek CryEngine, specifically CRYENGINE 3, to develop the MMORPG ArcheAge, establishing Crytek CryEngine as the Enterprise Gaming Platform for the studio game development effort. The engine choice is confirmed by the CRYENGINE showcase and XL Games documentation, and the 2011 implementation year is presented as an estimate derived from the game development timeline rather than a publicly documented licensing date. The project supported the ArcheAge development cycle that culminated in the 2013 launch.
Crytek CryEngine delivered core Enterprise Gaming Platform capabilities including real time rendering, terrain and world streaming, physics simulation, and an integrated toolchain for asset import, shader authoring, and performance profiling. Development workflows were aligned around engine toolsets to support collaborative engineering, art, and QA functions, enabling iteration on large open world content and MMO scale systems. This positioned Crytek CryEngine to serve XL Games game development and engineering functions across content creation and runtime performance optimization.
Operational coverage focused on XL Games studio development in South Korea through the 2013 launch, with the engine powering the seamless open world graphics and large scale MMO features noted at release. Governance and rollout followed studio development cycles and engine integration into build and deployment pipelines as documented in the CRYENGINE showcase. The linkage between the implementation and the ArcheAge launch is explicit in public CRYENGINE materials, while the 2011 timing remains an estimate tied to the development timeline.
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