The primary tool used to create ‘Stoneheart Bleeds’ was the Far Cry Arcade Editor. In addition I used Gimp to create maps and diagrams.

These are just two of the tools I am proficient in, to see the full list go here:

Full Skills List Pending


Gimp is a free piece of image manipulation software, distributed on a GPLv3+ license. It’s an excellent alternative to photoshop.

I used Gimp to make all my maps and diagrams when planning the level. Had the Far Cry editor allowed for custom brush alphas or importing heightmaps, Gimp could also have been used for this.

Far Cry Editor

This is a proprietary editor that ships with Far Cry 5. It has many features that have become standard for tools in the games industry. In usage it is similar to both Unity and the Total War Terrain Editor (TEd), so I has able to begin using it immediately with almost no acclimatisation. Here are some of key skills required to use the editor.

Terrain editing

The Far Cry Editor has terrain editing features that are easy to use, but less advanced than those of both Unity and TEd. The key feature missing being custom brush alphas.

My experience using TEd means I am excellent at creating interesting and nuanced terrain, so can see more of this on my Total War page.

Scene Composition

The Far Cry editor is a WYSIWYG editor so you can adjust the lighting and framing of the scenes in you level to create fantastic visuals.


The method of scripting used by Far Cry is to place script objects within a scene. These come in two main types, triggers and scripts. Triggers are either events, volume, or ‘look ats’, and they are assigned a script. The script itself is a less of action that you select variables for.

This scripting is very limit, but you are still able to do a few things to make your maps dynamic:

  • Triggering Ai to spawn and ambush the player.
  • Activating visual effects when the player looks in the right direction.
  • Changing lighting and visual effects.