When people asked what a PC could do, the answer was Crysis.
For years Crysis was shorthand for the outer limit of real-time graphics. Inside Crytek's cinematics team in Frankfurt, our job was to show that world at its very best: the cinematics players saw in the game, and the trailers and stage demos that introduced it to everyone else.
I started there as an intern and rose to Senior Cinematic Artist, working on camera, lighting, composition and staging, digital set dressing and particle FX across Crysis 2 and Crysis 3, along with the tech demos and conference showings that launched them at E3, GDC and Gamescom.