Whatever Happened to CryEngine?
lumiklovstad.wordpress.com
lumiklovstad.wordpress.com
It basically comes down to that CryEngine isn't Unreal Engine or Unity. The editor looks different, the workflows are different, the way to implement things in code is different. If you have a team with good CryEngine experience (ideally people who had worked on Crytek games and the engine itself), then this isn't much of a problem. But if you put someone in front of CryEngine who had ever only worked with UE or Unity, they are lost and basically need to start from scratch (and at that point, you can just as well roll your own engine tailored to the game you're making).
There's been a lot of code and concepts in the engine that only make sense for first-person-shooters of the FarCry/Crysis flavour. For any other game this is dead weight at best, or requires the team to come up with hilarious workarounds at worst.
And the engine hasn't been "exposed" to many different teams and game projects as much as UE or Unity, so there are little travelled code paths that don't work as expected or just contain bugs, and the engine hasn't been brought into shape by external feedback.
Now all of this isn't really unusual when working with foreign massive code bases and tools, and game engine choice is often more about religion/ideology than pure facts (Stockholm syndrome etc). But in the end when you have a team that's familiar with UE4 or Unity, don't expect that this team loves to work with CryEngine (or Lumberyard).
But yeah, Lumberyard... really wasn't good.