CD Projekt RED - All News
Friday - November 08, 2013
CD Projekt RED - The Story of CD Projekt
Eurogamer has a new article looking at the history of CD Projekt Red, and what comes as a surprise the company was almost bankrupt at one time. It's worth a read so check it out.
I travel to Warsaw in Poland to visit CD Projekt, celebrated house of The Witcher, and there's one thing I discover that I can't stop telling people: The Witcher 2 was very nearly canned, and the entire company almost collapsed.
It was 2009, two years after the first The Witcher, and the global economic crisis had CD Projekt on its knees. The money from the first game had been burned trying to clear up the mess of The Witcher: White Wolf, the console game that never was. Elsewhere, the publishing-distribution business CD Projekt was founded on had become a black hole, sucking money away, and GOG was barely big enough to sustain itself.
It was the scariest moment in Marcin Iwiński's 20-year career. "The company is my baby, is my first baby," he tells me. "Then there is my daughter and then my son. And I realised that I might lose it."
Rather than hit the ground running after The Witcher, CD Projekt was about to fall flat on its face. "It was looking pretty grim back then. It was very edgy. We had probably a year where we were scraping money to make the payroll at the end of the month."
It's not what I expected, and not what I see before me now: Iwiński in a plush, dimpled leather chair in the middle of a trendy office, all exposed brickwork and glass walls and ventilation shafts, where some 200 people now work. There's a motion capture studio, a dazzlingly bright red toilet, suits of armour, swords, awards and a brand new vegetarian canteen. And all around me, an army is making The Witcher 3, a game so prestigious Microsoft boasted about it during the Xbox One conference at E3.
Monday - October 14, 2013
CD Projekt RED - Witcher Comic Interview
Polygon interviwed CD Projekt RED's Business Development Manager Rafal Jaki at the New York Comic-Con about the Wither comic book.
Dark Horse's upcoming take on The Witcher will explore the gaps in time found between the franchise's novels.
Specifically, the five-issue run, which kicks off on March 19, will see Geralt hired to deal with an undead witch wife that has taken over the mansion in which she used to live.
The run's story, written by Eisner Award-winner Paul Tobin, will be treated more like the tales found in The Last Wish, a collection of short stories written by franchise creator Andrzej Sapkowski, that details the one-off, everyday adventures of Geralt, rather than the main storylines of either the novels or the games.
"In the books there are several times when Geralt's whereabouts are not accounted for anywhere," said Rafal Jaki, business development manager at CD Projekt Red, during an interview at New York Comic Con. "There are actually several years even where we don't know what's happening with him. In our heads he was just doing his job so we thought this is a cool place to pick up and try to tell stories. What happened with him in that specific timeline.
"The short stores (from The Last Wish and The Sword of Destiny books) are the essence of what's really cool aboutworld and Geralt himself. We think we really captured the essence of the short stories in the comic book. This is about the witcher, Geralt, just being a witcher. He's trying to make a living killing monsters and in the process he's encountering people and dealing with the human condition as we call it. That's the same for the comic book as well."
Jaki said the team at CD Projekt Red decided to work with Dark Horse on the comic, both because they appreciate their ability to turn other video games into meaningful comics but also because they love their take on fantasy as seen in Conan, Elfquest and, in particular, Hell Boy.
"At the office, we are huge comic book fans," he said. "We obviously know Dark Horse properties very well. Actually we had one property in mind that for us was a really perfect fit with what we are trying to do with the comic books. That's the Mignolaverse, Hell Boy.
Friday - October 04, 2013
CD Projekt RED - New Dark Horse Comics
CD Projekt RED announces on the Witcher webpage that they are teaming up with
Dark Horse Comics.
Together with Dark Horse Comics, one of the global leaders in comic book publishing, we are thrilled to invite you to New York Comic Con, where we will unveil something truly special for fans of the fantasy genre.
There’s a mystery near the edge of the Black Forest. We'd like to invite you to fear it with us
See the teaser here
Learn more at New York Comic Con,
Full Color Fantasy: Fantasy Comics Past, Present and Future!
Monday - September 23, 2013
CD Projekt RED - Interview @ DSO Gaming
DSO Gaming has posted the promised interview with CD Projekt RED. Topics include the Witcher 3 Tech: Tessellation, PhysX, DX11.2, Windows 8, and Global Illumination.
DSOGaming: The Witcher 3: Wild Hunt is powered by REDengine 3. What are the key differences between REDengine 2 and 3?
BT: The key difference is that REDengine 3 is made to support open world games. We spent a lot of time figuring out the pipeline and the systems and techniques needed to enable our game teams to achieve their goals, both in terms of storytelling and openness. We also rewrote the renderer to support DirectX 11 – this brought a lot of new features that we can use to make our games look even better.
DSOGaming: What are the key tech features of The Witcher 3, and what is the one that you are really proud of?
BT: We are very proud that The Witcher 2 is considered one of the best looking games on the Xbox 360, so we’ve tried to improve our graphics and we are very satisfied with our initial results. Naturally, we are proud that we made the transition to run our games on multiple platforms and to create the systems for an open world. We also switched our physics middleware from Havok to PhysX and we started using Apex. These were all really big changes and we are far from done – we have a lot more on our plate, including constant improvements to our editor. We should probably get back to this question after the game is released but right now these things come to mind first.
DSOGaming – Readers’ Question – How has native 64-bit affected the engine? How did you achieve a world 35 times larger than
SkyrimThe Witcher 2 and what does it imply about the engine, performance, and requirements? Can you share any estimated minimum/recommended PC requirements?
GR: Well, 64-bit architecture gave us access to larger amounts of memory available for the game. I think that’s the biggest benefit. In general the transition to 64-bit went quite smoothly and seamlessly for us.
I admit that the size of the world we have in TW3 provided us with a considerable number of technical challenges. It pushed us to rewrite our streaming system, memory management and resource handling mechanisms. It also required a lot of enhancements from us to the tools used by designers and artists. Many things that were done manually in TW2 had to be automated now to allow us to fill the vast areas Geralt will travel through faster.
It will obviously cause TW3 to have higher requirements than previous installments of the game. But at this stage, without final optimizations, it’s hard to estimate what the minimum system requirements for comfortable playing will be. We will definitely work hard to make this game playable on most gaming PCs.
Read the interview for even more questions.
Saturday - September 21, 2013
CD Projekt RED - Interview @ DSO Gaming
DSO Gaming has posted a preview of it's upcoming interview with CD Projekt RED.
A couple of days ago, we had the pleasure to interview CD Projekt RED’s Greg Rdzany – Senior Technical Producer at CD Projekt RED – and Balazs Torok – Lead Engine Programmer at CD Projekt RED. Although our full interview will be posted later this weekend, we felt the need to share with you some juicy details about why CDPR decided to create the REDEngine engine, and why it did not license CryENGINE or Unreal Engine.
Wednesday - September 04, 2013
CD Projekt RED - Development Costs
DSO Gaming has news on the development costs of the the Witcher games, and Cyberpunk 2077.
Polish Legal/Law Journal site (thanks Kodaemon and Perscitus for the heads up), Gazeta Prawna, has revealed some interesting information about the development cost of The Witcher 2, as well as the development for both The Witcher 3 and Cyberpunk 2077.
During CDPR’s conference, CD Projekt CEO Adam Kicinski said that The Witcher 2 cost $10,36 million to CD Projekt RED.
In addition, Kicinski revealed the The Witcher 3 and Cyberpunk 2077 will cost CD Projekt RED $2.82 million for the first half of 2013.
Tuesday - August 13, 2013
CD Projekt RED - RED Engine and The Witcher 3
DSO Gaming has an interesting article about the RED Engine, and that it was originally meant to be used in The Witcher 3.
During their SIGGRAPH 2013 talk, CD Projekt RED’s Balazs Torok and Krzysztof Krzyscin unveiled some new interesting information about RED Engine; the engine powering The Witcher 2 and CDPR’s upcoming RPG, The Witcher 3. According to the developers, this engine was originally meant to be used in The Witcher 3 as the game was planned ahead already, however CDPR decided to take advantage of it with The Witcher 2.
RED Engine was developed to render characters beautifully with support to special shaders, rendering, lighting techniques. The engine also supported multiple appearances per entity, texture skinning with 4 weights per vertex and animated component using Havok animation. Moreover, CDPR used 3 levels of LOD for most of its meshes plus an optional billboard level. Surprisingly enough, with The Witcher 2 CDPR ‘LOD-ed’ not just the meshes but the animations and the mimics too
When the team began working on the X360 version of The Witcher 2, it ended up creating a new version of its engine called RED Engine 2. RED Engine 2 is considered a more optimized version of RED Engine, as CDPR was facing a lot of issues with Microsoft’s console:
“When we finished making the PC version of the Witcher 2 we started working on the Xbox 360 version. It was a very special situation where the console version was developed separately from the PC version, this allowed us to concentrate all our efforts. At the very beginning the game didn’t even fit on the 1 GB devkit so we had to optimize a lot and we had a deadline of the GC when we had to run on the 512 MB devkit. The first big win was the motion extraction from the animations, then we rewrote the whole foliage system, these and a few other optimizations finally made it possible to run on the console. We were facing many loading time and CPU issues too. For the former, we had to implement animation streaming, we always load the events, the extracted motion and some key poses for the animations and we stream in the rest and blend them. For the CPU we had to implement a lightweight solution for background NPCs that allowed us to place many simple animated characters on the levels. The triangle count and the textures were reduced by a factor of 2 so there was no special thing done here.”
Saturday - August 03, 2013
CD Projekt RED - New Studio in Cracow
CD Projekt RED has opened a new studio in Cracow as reported on the site a few weeks ago. They are now accepting applications for anyone who is interested in working for them.
We are very happy to announce the opening of a new CD Projekt RED studio in Cracow. The new studio will bolster the development of The Witcher 3: Wild Hunt and Cyberpunk 2077.
“A new studio, new people and new energy – we’re growing and we’re extremely excited that we can tap into the potential that Krakow has to offer. We want to continue to make better and better RPGs and the new studio is another big step in that direction,” said Adam Badowski, Head of CD Projekt RED.
If you are interested in joining our ranks, please take a look at the career section, where you will find job listings from both Warsaw and Cracow.
Friday - July 19, 2013
CD Projekt RED - Respecting Fans
Gamasutra has a very short article explaining on how CD Projekt RED respects it's fans while growing larger.
How do you keep yourself growing slowly and sustainably, rather than getting ahead of yourself?
MI: That's actually a very good question, because there are a lot of companies which run like crazy into different directions, some of them big, some of them small. We've made some mistakes like that before. We were doing a lot of things. We were expanding our distribution. We had some more stuff... there was the Rise of the White Wolf project, which didn't work out for us.
[Ed. note: Rise of the White Wolf is a cancelled version of the original Witcher for PlayStation 3 and Xbox 360.]
But I think the important thing is we are learning. What we've definitely learned throughout the last 20 years is that we have to focus. We focus on what we do best, and what we do best is tell stories in big, epic, mature dark fantasy settings -- or in the case of Cyberpunk, futuristic settings. But this is the thing we have to focus on. You will not see from us a lot of diverse stuff. We will not suddenly start making racing games, because I do not think that is where our strength is.
At the end of the day, what really matters is the experience which you are having with the game when it's out. And this is the one unique moment which defines us. If it's an average experience, pretty much what we are doing every day doesn't make sense.
For a lot of companies, from a short-term business perspective, the famous hit-and-run strategy, there are still a lot of people applying this. And sometimes it works! And then they are probably telling [other companies about] what they do. I just don't think it's [the way we should run our business]. So we are really deliberately choosing what we want to do, and we will do it for as long as we are happy with the effect.
Hence, for example, The Witcher 1, and the Witcher 1 Enhanced Edition, and The Witcher 2 and Witcher 2 Enhanced Edition, which for the PC players was all for free, because we think we could have done better, and here it is.
And they appreciate it. Then they tell their friends we are doing a good job and we respect them. And ultimately it will result in a sale. Some people are saying, "Why do you do that? You could have charged for it!" Yeah. But I think the value in the whole proposition is that we are honest, straightforward, and fair, and this pays back. So you can call it a business model, in a way.
Thursday - June 20, 2013
CD Projekt RED - New Studio Opening in Krakow
If anyone remembers CD Projekt RED said in there company meeting a few months ago that the company would be expanding. It's now official and the new studio will be making two smaller RPG's.
Warsaw, Poland-based studio CD Projekt RED, responsible for The Witcher franchise and the upcoming Cyberpunk 2077, is expanding to a second studio in Krakow, Gamasutra is able to confirm.This July we are opening an office in Krakow. As we informed in our strategy outlook some time ago, aside from The Witcher 3: Wild Hunt and Cyberpunk 2077, the studio aims to develop two smaller (approximately 20h of gameplay) premium quality titles. Consisting of 20 people, the core team in Krakow will be responsible for developing one of these games.
Friday - May 24, 2013
CD Projekt RED - Interview @ CapsuleComputers
CapsuleComputers has an interview with CD Projekt RED’s Konrad Tomaszkiewicz.
CC: First of all, thank you for taking the time to speak to us. I’m very keen to learn more about the latest Witcher title and I’m sure that’s a curiosity shared by many of our readers. So to kick things off, what can you tell us about Projekt RED’s early days?
KT: Boy, did we have fun back in the early days. I mean, we actually have more fun now, but reminiscing about the “old days”… Well, it seems everything had this special glow back then. RED studio came into being in 2002 and began working on the first Witcher installment a year later. Back then, The Witcher 1 was the biggest-budget Polish game ever and, in a way, we were pioneering development on such a large scale in our country. We went big right off the bat – we cooperated with the Academy Award nominee and BAFTA winner Tomasz Bagiński, comic book writer Przemysław Truściński and, most importantly, Andrzej Sapkowski – the author of the Witcher book series.
Don’t get me wrong – we had a fairly good idea how to go about making a game, but many things were new to us, especially the scope of what we wanted to do. We decided our first game would be an RPG, and a complex one at that, set in a grim universe, which isn’t necessarily the easiest thing to pull off. Still, we were doing what we loved, which is what gave us the fuel to keep going. After all, we were developing a game that we’d like to play ourselves. Eventually, The Witcher turned out to be a critical success, winning over 100 awards, as well as the hearts of RPG fans around the world.
CC: What games of old have inspired Projekt RED’s work?
KT: Definitely RPGs – we’ve got a full spectrum of role-playing fans here at RED. Whether it’s DOS-era dungeon crawlers, custom LARPs (including Witcher-themed ones), pen-and-paper games or Japanese RPGs on consoles no one has even heard of – I bet there’s someone at CD Project RED that has played them, mastered them and continues to play them to this day. We draw inspiration from all of these every day – singling out one or two titles that inspired us is just impossible.
CC: How important has the response from fans been in the development of Wild Hunt?
KT: Very. Something we always have in the back of our minds is why we’re actually making these games and who we’re making them for. How could we not listen to our players? We have a very active and supportive community, and the forums are full of great ideas, feedback and general chatter on do’s and don’ts from the gamers’ perspective. For example – Geralt himself has been and undoubtedly will continue to be one of our most discussed topics. We’ve been approached countless times about modifying his appearance: hair in ponytails or loose, cut long or short, with a beard or without – it’s all been subject to player scrutiny and we love every bit of it. We’ve also benefited a ton from gamers commenting on the games’ interface, quests and much more. Fans are our best focus-testers and that’s why we love them so much!
CC: Has there been talk of a fourth game? Or will this be the last in the series?
KT: I’d rather not dodge this question with a typical “yes, everything’s possible,” but that’s exactly the case – one of the fun things about making games is that nothing’s written in stone. Still, currently we’re only focusing on The Witcher 3: Wild Hunt and Cyberpunk 2077, so let’s leave talk about what the future might bring for another occasion.
Wednesday - April 03, 2013
CD Projekt RED - Interview @ Digitally Downloaded
Digitally Downloaded is offering an interview with CD Project Red's Michal Nowakowski, who is responsible for Business Development, on a variety of topics like the importance of fan support, sex in games, releases and the business aspect of things.
DD: The Witcher 3 will be the first game you release simultaneously on consoles with PC. Do you consider consoles a critical part of your growth strategy?
MN: It depends on the particular market. In Europe, we have markets where PC is the dominating platform, while the console market is really strong in the US. Having a multiplatform release does not only increase your audiences, but diversifies your risks worldwide.
Developing a game for different platforms is a little different than for a single one, but we want the Witcher 3 to be designed so it feels appropriate for wherever you play it. This means we are putting a lot of detail in designing the interface and other features, so it uses the maximal potential each platform gives us.
The release of the Witcher 2 of Xbox 360 gave us a lot of experience and has also proven that our target group – mature and ambitious players - is widely present on that platform. Many people say that console and PC players look for different types of entertainment. The success of The Witcher 2 on Microsoft’s platform, shows that even if it is true, there is still a large audience for our games who want to play them in front of a TV, with a gamepad in their hands.
DD: You have one of the most loyal fan bases of any major development studio. What do you attribute your success in building this loyalty to?
Quality is the answer. The content you deliver should be top-notch, that’s the best way to have fans. We also are gamers ourselves and when thinking about our future we ask ourselves, “how would I react to this as a player?” And generally the answers are simple – we don’t like to be milked for money, or cheated and we’d like to be treated as partners.
As developers, we are aware how much we owe to the players who decided to buy our game. Fair treatment is our way of saying thank you.
That’s why we removed DRM from our game on PC when it posed more problems for legit users. We also didn’t support paid DLCs for small chunks of content and even gave the Enhanced Edition upgrade for The Witcher 2 for free. Also every owner of our game received a free digital back-up copy on GOG.com and we still patch and improve our titles.
Our fans help us a lot. Three new language versions have been created thanks to fan-support. We tested those and officially released patches allowing players to play in Turkish, Korean and Brazilian Portuguese.
These are really small gestures from us as a developer and we love our fans, so we have even more goodies prepared for you.
Tuesday - March 26, 2013
CD Projekt RED - Planning for Two Smaller Games
CD Project Red have made a document public stating that they are not only working on The Withcher 3 and Cyberpunk 2077 but that also two smaller games will be released in the next years. The document is in Polish, but Kotaku has received a translation of the main points:
- Open REDkit beta and further support the modding community.
- Premiere of the first non-computer game set in the Witcher world.
- Launch of a local branch of CD Projekt RED in the United States, focused on marketing and PR for both Americas, especially the US.
- 2014-2016 – launch of The Witcher 3 for at least three strong platforms including PC and PS4.
- Launch of Cyberpunk 2077.
- Two smaller (about 20 hours of gameplay) but top-quality games supporting one of the product lines.
- A cross-platform mobile game based on one of CDPR’s brands.
- Start of license sales for REDengine.
- Long-term Witcher 3 support involving completely new mechanics.
- Launch of the full version of the REDkit and further modding community support.
- Launch of further local CDPR branches in key territories.
Saturday - March 09, 2013
CD Projekt RED - Interview @ Games Industri
Adam Badowski , head of CD Project Red, has talked - at length - with Gamesindustry.biz.
The talk has resulated in an interview that sets its apart from other interviews today. The interview is somewhat longer than we're just too and Adam Badowski actually also has some noteworthy things to say about different subjects. He, Adam Badowski talks about these subjects in the inteview their design philosophy, Cyberpunk 2077, GOG.com, the Witcher 3: Wild Hunt. He also talks about the probability of a publisher which might be buying the studio in the future, and much much more.
On the prospect of being bought, here's Adam's take on this:
Q: Your success and ambition certainly hasn't gone unnoticed, and I'm sure that there are companies who have looked at CD Projekt RED with an eye to acquisition. Does that fit with your plans at all?
Adam Badowski: Independence is a crucial part of our strategy. That means we need to be independent in both ways. First, financially and secondly creatively - they're both crucial for us. So as a company we're listed publicly on the Warsaw stock exchange, which gave us financial independence and creatively we own all our IP so we're free to invest in our own business with total creative freedom. This gives us a fresh eye in the studio, so it's very important to us. Maybe we could get extra money or experience, but it wouldn't make us happy.
Here's a quote about how he sees the growth of the company:
Q: CD Projekt RED has gone from strength to strength by aiming for niche products with great ambition. That's quite a high risk approach - what made you confident that you would succeed?
Adam Badowski: Growing was hard, but this has always been our studio's policy and our team's policy. We have always aimed for ambitious projects. I believe that if you want to succeed, creative vision has to inform business policy and not the other way around - that's crucial for us. Sometimes business will decide a company's creative policy, that's very bad for a studio.........To succeed you have to believe in your project first and then do your job 100 per cent. So the creative side and your heart comes first. Business should be based around your vision.
And here's a quote about Cyperbunk 2077:
Q: The Witcher series maintains an excellent balance of established tropes and fresh ideas, setting up expectations and confounding them. Will we see a similar approach to 2077?
Adam Badowski: We always wanted to avoid simple good and evil scenarios. The war between good and evil isn't interesting for us. We love controversial stuff, anti-heroes, Sergio Leone's spaghetti westerns, for example. So we have controversial roles and post-modern influences in the storyline. We have a lot of work ahead of us in that regard because the established plots for Cyberpunk - the wars between corporations, fighting against advanced AI, wars over energy sources, have already all been covered quite thoroughly. There's also the Cyberpunk 2020 game from the '90s. Those scenarios are very familiar.
Tuesday - February 12, 2013
CD Projekt RED - Rebels Are We - Video Interview @ Game Informer
Game Informer has a video interview with Michal Novakowski, vicepresident of business development at CD Project RED. In the interview you'll learn about:
how the studio acquired the Witcher license and how they are funding the massive project that is The Witcher 3: Wild Hunt.
Thursday - February 07, 2013
CD Projekt RED - Witcher series sell 5 million copies
CD Project RED has announced, via a press release at Gamebanshee, that the Witcher series has sold 5 million copies:
"The Witcher 3 will be a crowning achievement for the RPG genre, but I am also proud to announce that the number of previous Witcher games sold has surpassed 5 million copies. This is great news, especially since the 2012 debuted console debut on the Xbox 360 contributed largely to this result, receiving great feedback from gamers and critics...... To celebrate both the new sales figures and the announcement of the new Witcher game, the developers of the award-winning Witcher franchise have dropped the price of The Witcher 2: Assassins of Kings Enhanced Edition for Xbox 360 to 29.99 USD/ 29.99 EUR/ 19.99 GBP and are putting The Witcher: Enhanced Edition Director's Cut and The Witcher 2: Assassins of Kings Enhanced Edition on sale for 50% off at GOG.com and Steam until the 8th of February.
Saturday - February 02, 2013
CD Projekt RED - REDEngine 2 teases Witcher 3 again?
Rock, Paper, Shotgun has a screen from CDPR's REDEngine 3, which we know will power Cyberpunk 2077, but the accompanying screen looks rather fantasy-based:
“Combining a non-linear story and open-world RPG for the first time, CD Projekt RED’s REDengine 3 brings a new level of realism to the gaming experience.” And then there’s CD Projekt RED boss Adam Badowski, saying: “If we look at RPGs nowadays we find two approaches, one which emphasizes the story but limits the game world, and one that builds a vast, open world but hampers and simplifies the story. With the REDengine 3 we combine the positive aspects of both approaches for the first time, creating an open environment with a complex, multi-thread story. Together with believable characters, a captivating tale and a world where players can roam freely without loading times, we will be able to move gaming to a new level with a realistic feel and full player immersion.” Sounds a lot like what we might expect The Witcher 3 hyper to sound like, eh?
Friday - January 18, 2013
The Witcher 3 - What we want to see @ PC Gamer
PC Gamer joins the speculation that The Witcher 3 will be announced on February 5 by listing the improvements they'd like to see:
Consequence Over Choice Nobody sane would say that The Witcher 2 lacked for choices to make. The end of Act 1, the entire of Act 2 and most of Act 3 didn’t so much have a critical path as a critical spaghetti pile. Make no mistake, this was seriously impressive and deserves credit.
That said, while choices did have big consequences, the scale of the game and sheer number of paths did have a tendency to trip over its own feet – key characters simply disappearing or being shoved into the background, massive events being dismissed, and most painfully of all, much of the plot that Geralt should have been uncovering during the game having to be explained via the final boss actively holding an expositional Q&A. It was also unfortunate that your choices tended to be a step removed from what you were actually choosing – the lead-up to Act 2 being the decision to throw your hat in with Roche or Iorveth, not Henselt or Saskia – or simply swept under the table with the politics of Act 3.
For The Witcher 3, it would be good to see that willingness to take the tough road put to more focused use – the world itself changing as a direct result of decisions, for good and bad, rather than the focus being on altering the path through it. A central city like Vizima wouldn’t hurt for this, with its development over the game altering based on who you kill, and what relationships you form. Kill too many crooked officials, and the entire thing becomes a fascist state out of fear, for instance, or have the monster population of the area directly tied to how much killing you bother to do. Direct responses, with unexpected twists, tend to be what make choices interesting. Especially with…
Tuesday - January 15, 2013
CD Projekt RED - REDkit beta update, Witcher 3 teased?
A post on the Witcher community site provides a short update on the REDkit beta but also an excuse to tease, offering a single image of what is clearly Geralt's sword along with this text:
It’s been a while since you’ve heard about the REDkit beta. Well, the beta program is still in full effect with participants sending us loads of awesome content every day. We would like to share it with you on the go, but you’re going to have to wait a little longer to see the outcomes of their work. It shouldn’t be too long however, so stay tuned for more info. Don’t forget to follow us on Facebook and Twitter for official announcements as well. Oh, and if you are wondering what’s that in that picture above – well, we’ll leave it for your imagination to answer. :)
Tuesday - January 08, 2013
CD Projekt RED - Second Project Announced?
For those fluent in the Polish Language, please tell us what this is about, but according to this post on NeoGaf, the video is about a game that is further in development than Cyberpunk 2077 and is likely to be The Witcher 3.
Sorry for bumping but I watched an interview with the CEO of CDPR and he confirmed that The Witcher 3 (he didn't say Witcher 3 but the second project) is much further along in development than Cyberpunk 2077 and will be announced in the first half of this year. Interview is couple of weeks old but I don't think it was already posted here and some of you were curious which RPG will be released first.
Tuesday - December 18, 2012
CD Projekt RED - Blog: The devil is in the details
CD Projekt Red has a blog entry titled The Devil is in the Details, with Lead Quest Designer, Mateusz Tomaszkiewicz talking about the importance of cooperation between different teams, when designing quests:
To fully understand our work, I believe it is important to explain the difference between story design and quest design at CDPR. The story design department operates mostly from a macro perspective of game storyline – what should be the main focus in game, what characters would be most interesting to introduce in game, what regions should the action take place in, who should be our main antagonist, etc.
They set the very foundations for the game that we all build upon. Quest designers, on the other hand, operate at the micro level of the storyline, thinking what solutions could and what solutions couldn’t be implemented in game, what could work in quests and how to implement them in a way that will appeal to the players – they are the people responsible for implementing both main and side-storyline content in game engine. The key to success is the close cooperation between those two departments, as they design and create the structure for the whole game together.
Thursday - November 08, 2012
CD Projekt RED - What Andrzej Sapkowski Thinks about the Games @ Eurogamer
Eurogamer has an interview with the Andrzej Sapkowski, the author behind the Witcher books. He has some interesting points about games:
"I do not play computer games as they are far beyond my sphere of interest," he remarked. "I've never played any computer games, be it fantasy or others. Sometimes I read through dedicated gaming magazines or watch television programmes. Graphics and technology, sometimes, I admire. I cannot say anything about the plots, though. Apart from the fact that some types of games seem to lack any story whatsoever. Those seem to be all about the hack and slash."
And Sapkowski's take on the Witcher games:
The Witcher game told an alternate story with The Witcher world. Was Sapkowski happy with it?
"The game - with all due respect to it, but let's finally say it openly - is not an 'alternative version', nor a sequel. The game is a free adaptation containing elements of my work; an adaptation created by different authors," he noted. "Adaptations - although they can in a way relate to the story told in the books - can never aspire to the role of a follow-up. They can never add prologues nor prequels, let alone epilogues and sequels.
And here's his take on the crossover between books and games:
"I realise that current times accustom us - which I find terrible - to the strange convergence of media and the freedom of mixing them. To me as a writer, the idea to write 'adjuvant content' and create something 'complementary' to a game or a comic is an absolute pinnacle of idiocy."
There's no chance of The Witcher games influencing the outcome of the The Witcher books, then.
"I will definitely skip any 'alternative ideas'," Sapkowski promised. "It'll come easily to me anyway, as I don't know any of them. And even if I knew, it would be funny and silly were I to write based on the game's suggestions. I suppose I have made myself clear when I said that I will never accept any ideas and concepts of 'complementarity plots' and 'building coherent stories'. A story can only be contained in a book."
After the interview with Sapkowski, Adam Badowski from CDPR chimed in to say this:
"Our cooperation has a strict and defined direction. I can't imagine Andrzej Sapkowski playing a game to do research for the new novels. This is unlikely and would look like writing a book for a game or movie release, which ends badly in most cases; the novel winds up in a collector's edition and then covers with dust somewhere on the gamer's shelf. "We want to develop The Witcher's universe in other media, not only video games. We have Mr. Sapkowsk's blessing and what we create is in line with his vision of the world, no matter how the saga will evolve.
Wednesday - October 24, 2012
CD Projekt RED - Won't Sent Letters to Game Pirates Anymore Interview @ PC Gamer
PC Gamer has an interview with Agniezska Szostak, PR Specialist at CD Project RED. In it, she discusses why they sent letter to people who pirated Witcher 2. Here's a snip:
“Yeah, it was going on,” said Szóstak. “It was all about sending letters to people who we knew pirated [The Witcher 2], and say, ‘Hey, we know you have the pirated version of the game, and it would be nice if you could actually pay for it if you find the game good enough.’ “Although, once we started doing that, we got lots of feedback from the community—from gamers, and not even pirates, but actually legal gamers with a legal version of the game, saying, ‘You know what, guys? That’s not entirely right to do that.’ And they were like, ‘You’re saying that DRM is not such a great thing, and you try to give your games without it, but on the other hand, you’re doing something like that?
Here's another snip:
“I mean, we really do believe that it’s better to deliver high quality content and support gamers on several different levels. So, either releasing modding tools, or giving DLC for free, or doing huge updates which are like 10 gigs and give them out free. Instead of doing DRM, because that’s, frankly speaking, a pain in the ass for the users.”
Friday - October 19, 2012
Cyberpunk 2077 - Official Title, Blog
CD Projekt Red's Cyberpunk project has an official title: Cyberpunk 2077.
During its Summer Conference today, CD Projekt RED Studio announced its currently-in-development triple-A game based on renowned pen-and-paper-RPG designer Mike Pondsmith's Cyberpunk® system.
At the conference, CD Projekt co-founder Marcin Iwinski promised players that this game would have all of the hallmarks of the Witcher series that has made the developer so well-known and loved, and even more. Their upcoming RPG will be designed for mature and demanding players who expect to be treated seriously, and the game will be richly detailed, non-linear, and with a complex and gripping story. This much is expected from the talented studio, but the new universe brings with it some new twists in their game design. Players will experience the world through their own, unique characters chosen from different classes – be they blood-thirsty mercenaries or cunning hackers – that they will equip with vast selection of cybernetic implants and deadly weapons. As in the Witcher series, players will face morally ambiguous choices, their actions influencing events in the world at large and the fate of the individuals they encounter.
Original “Cyberpunk” game designer Mike Pondsmith was at hand for the conference in Warsaw, Poland. “For over two decades, I’ve been proud to say that Cyberpunk’s been the gold standard of what it means to be a true cyberpunk game. And it’s been a huge success for me and our many fans, with over 5 million players worldwide. But over all that time we haven’t found the right team to bring our cyberpunk world to full digital life -- until now. CD Projekt Red is the team we’ve been hoping for. Their incredible work on The Witcher and The Witcher 2 shows that they share the same dedication and love of great games that we do at Talsorian. I’m especially stoked that they want our participation in making this game a fantastic project that will live up to everything Cyberpunk fans (old and new) have been waiting for. Trust me -- this game is going to rock,” said “Maxmike” Pondsmith.
This game will be developed by a new team at CD Projekt RED Studio, composed of veterans from the Witcher franchise. The studio will set new standard in the futuristic RPG genre with an exceptional gaming experience. The most important goal for this division is to create a game matching their vision, a game that corresponds to their high production values.
There's also a new teaser site with a blog. A snip from Implementing P&P mechanisms into a computer game:
At first glance it may seem that there’s nothing easier than creating a video game based on an existing RPG system like Cyberpunk® 2020. After all, we already have all the mechanics prepared and ready to use in the game. As simple as it sounds, there’s more to it than meets the eye.
The pen & paper game rules are designed to give players as much flexibility as possible. They are more like a set of guidelines which players are at liberty to bend to their liking. Improvisation, dropping rules or adding new ones is a common practice for pen & paper games. This principle applies not only to gameplay rules, like combat or skill tests, but also to character customization. Players are limited only by common sense, the agreement of the group and their imagination.
Video games, on the other hand, do not have that much flexibility. Every element has to be accounted for and carefully designed. Of course, modern AAA RPG games, like The Witcher 2 or the upcoming Cyberpunk 2077, can give the Player lots of freedom. But the underlying mechanics are adhering to very strict rules and if an action or option wasn’t implemented in the code, then the player will not be able to do it. The same principle applies to character customization – the player can do only as much as game allows him to. So if game designers decide that it is not possible to play as an ugly midget you will not be able to play one. Sorry Tyrion Lannister fans.
Source: Blues News
Tuesday - September 25, 2012
CD Projekt RED - Cyberpunk Announcement Coming
CD Projekt Red has announced they will announce the actual title for Cyberpunk on October 18th. These guys like their conferences:
The developers of The Witcher franchise CD Projekt RED studio and the DRM-free, digital distribution platform GOG.com will host a Special Event on the 18th of October at 6:00 p.m. (GMT). The whole event will be streamed online on facebook.com/thewitcher and www.gog.com. During the conference the developer studio will announce the official name of their futuristic new IP, based on the classic pen & paper RPG Cyberpunk®. More exclusive details about the project will be shown.
Not only console and PC users should tune in for the conference. Mac Computer users should be prepared for a bunch of thrilling announcements including more information about the upcoming release of The Witcher 2: Assassins of Kings for OS X. Speaking of new operating systems, GOG.com will also be announcing that it is bringing best PC games from throughout history to a new operating system. That’s not all of the news that GOG.com has planned for the Special Event, however: they will also be showcasing several new releases as well as giving gamers a unique chance to get some of the greatest classic games ever made for a literally unbeatable price. Remember – the live stream from the CD Projekt RED and GOG.com Special Event starts October 18th, 6:00 p.m. (GMT). See you then!
Tuesday - September 18, 2012
CD Projekt RED - On Building Worlds
The blog at CD Project RED has been updated with an entry about world-building in videogames. It seems like it is the first post of a series on this subject. As always, an excerpt.
Creating something gamers will enjoy is a long process. The game doesn’t begin on high-end rigs, but on paper. In our case, it begins in the STORY department. That’s where the first ideas for The Witcher world sprang to life. This is a long and complicated process, but defines everything that will happen later. Their work is the base for the whole studio and later influences the work of everyone else in it. Sometimes, of course, we have to remove certain elements of this foundation, because they don’t fit into the whole structure. We have to be 100% sure, that we want a specific element in the game.
Wednesday - August 22, 2012
CD Projekt RED - Killing Your Darlings - Speak @ GDC Europe 2012
At GDC Europe 2012, Marek Zimak, gameplay producer and Maciej Szczesnik from CD Project RED gave a speak on how the studio has a method for killing the developers' favorite features.
A quote on how this is done:
CD Projekt Red uses a set of internal documents that the studio's employees all have access to. Using these documents, developers can describe their features and the rest of the staff evaluates them. In some cases, staffers even apply numerical values to a proposed feature, with the final "score" affecting the likelihood that a feature will make it into the game. The overarching idea is to fully analyze the risk of a feature and the consequences of implementing it.
Saturday - August 11, 2012
CD Projekt RED - "52 and a half", Part 2
CDPR has posted the second part of their blog on the creation of the "52 and a half" trailer:
Paweł Świerczyński, the cutscene lead at CD Projekt RED has just posted a new blog entry. In the second part of his article, he takes us behind the scenes of the “52 and a half” trailer, explaining the production process in detail. Paweł also describes the challenges that surfaced during the production process and how the studio overcame them.
CD Projekt RED - Interview @ VG247
Konrad Tomaszkiewicz from CDPR talks to VG247 about a wide range of general topics, from their view on DLC to digital distribution to a brief mention of cyberpunk:
VG247: CD Projekt Red recently suggested that DLC should be free. What is your view of on-disc DLC that is there from day one and overpriced content? How would you see the method of DLC delivery handled – theoretically – if you had total power over it?
Not recently. We’ve always believed in free DLCs. The thing is that we consider DLCs as a normal post sale service, which shouldn’t be priced. Back when retail games were dominant, we had expansion packs. These were really large chunks of content, which were worth their price. If today’s DLCs offered the same amount of content, they would be worth paying for, but in most cases players think they are overcharged for what they receive. That’s why we offer expansions to our game for free. This is also a way of saying “thank you” to the people who decided to buy our game instead of copying it from an unauthorised source.
Tuesday - August 07, 2012
CD Projekt RED - New Blog
CD Projekt Red has launched a new studio blog with the following aims:
The goal of the cdpred.com blog is to inform about the studio and its products by a series of “making of” articles, inside materials and fun facts.
The first article describes the creation of a cinematic, titled "52 and a half":
In Poland it’s hard to find someone, who doesn’t know Geralt of Rivia, a witcher, the main protagonist of Andrzej Sapkowski’s novels and our game. Outside of Poland not so many people know Geralt. While working on the 360 version we thought it’s a good idea to show the White Wolf to others in a short clip made with the REDengine.
A good idea is like the Spanish inquisition – nobody expects them. The spark to make, what later became “52 and a half”, kindled us quite late in the production process, so we had little time to produce a film, which carried enough information. There were a lot of thoughts how to give as much details about the witcher’s abilities having a very tight deadline. What we finally agreed on was a clip with the witcher preparing for combat with an off-screen commentary.
Wednesday - August 01, 2012
CD Projekt RED - Cyberpunk Community Q&A Answers
CD Projekt Red has provided a handful of the answers to the recent call for questions on Cyberpunk. A sample:
Geralt The Riv: Will the setting be a totally new designed by CDPR(You know like name of the planet, country, state, city etc) or just a mimic of a current location?(New York, L.A. Miaimi etc.....)
MM: Cyberpunk’s story takes place all over the world, but we’re going to focus on it’s most characteristic venue - Night City. One thing is certain, we want to make a game with an open, living world that stays true to the source material.
Thursday - July 26, 2012
CD Projekt RED - Multiplayer programmer job position [Updated]
CD Projekt Red has a job opening for an "experienced multiplayer programmer" to work on adding multiplayer to the Red Engine.
Spotted at VG247.
Update: Eurogamer caught up with CDPR, who explained this is "R&D":
The studio's head of marketing, Michal Platkow-Gilewski, told Eurogamer that everything's still at an ideas stage, and this new hire will help them understand what will and won't work going forward.
"As for the job ad: this post should be named Multiplayer/Online Programmer," Platkow-Gilewski told us. "I don't want to comment on what this guy will create, it's way too early.
"We want to bring to the team someone experienced in this field to evaluate our concepts and ideas. He will be one of backbone elements of our R&D.
"We believe that there's still a lot of space for innovation in the RPG genre. At this stage of our games' development, we want to explore all possible directions, check what would be cool, what's feasible and - always the most important for us - what suits our games the best."
Wednesday - July 25, 2012
CD Projekt RED - Cyberpunk Community Q&A
CD Projekt is calling for fan questions for the first community Q&A for Cyberpunk:
Welcome to our first official Q&A segment where you can ask questions about our upcoming Cyberpunk title. Just leave your questions in the comments below and we will be back with answers next week. We will close this thread on Monday (July 30th) at 3PM GMT, select 5 questions, and post the answers on Wednesday (August 1st).
Please remember that a lot about this project is still classified and we simply can’t answer every single question you might have, even if we really wanted to, so please keep that in mind. Only one question per person and please try to keep your inquiries relatively short. Also, if your question isn’t picked this time, it still might get answered next time we do the Community Q&A: it might mean that we’re not allowed to talk about what you want to know at this particular moment.
Tuesday - July 17, 2012
CD Projekt RED - What developing Witcher RPGs taught the developers
GamaSutra has an 3 page interview on what developing the Witcher RPGs taught the deevlopers of CD Project RED when it comes to develop RPGs. They also talk about how the transfer licensed properties to a gaming medium. They also discuss how all this has affected the future plans of the company.
A quote about what attracted them to the Cyberpunk License:
First of all, I'm curious to learn more about what drew CD Projekt RED to the Cyberpunk license. What about that franchise attracted you as a studio?
Marcin Iwinski (Co-founder and joint CEO): It was the setting. That's what we're really excited about. Adam Badowski (Studio head): And we're an RPG-focused developer, so making a game based on a pen and paper game made sense. Those games have always been very important to us. MI: We're really excited! We really wanted to make Cyberpunk, and when we started digging around in the team, we saw what people were fans of, and it turned out that a lot of people on the team played pen and paper games, so we thought, "Okay, we'll take a look at that."
A quote on how to blend story and characterization in games:
So how do you plan to overcome those challenges? Something like Skyrim, for example, has a lot of customization, but its story is less about the character and more about the world. The Witcher's story, meanwhile, really played up Geralt's history, his personality, and things like that.
AB: We're not really sure yet. I mean, there's no one true workflow when making RPG games, but we’re trying to combine things, we're mixing different ideas. But we've been very impressed withSkyrim, particularly in how they've made that game and its content so diverse.
MI: In terms of what you can expect from us, you can expect a rich story, and there won't be any easy shortcuts that say, "Hey! You're this unknown guy..." You know?
A quote on what they learned during the development of Witcher 2:
Speaking of The Witcher 2, I'd love to hear about the lessons you all learned during that game's production. Looking back, what sort of things did you learn from The Witcher 2, and how are you carrying them forward into Cyberpunk?
AB: It's quite complicated, but it all comes down to design. We spent days discussing a general postmortem after we finished The Witcher 2. What we learned is that we need to attract people with a smoother learning curve when it comes to the storyline. On the other hand, we want to keep that mature setting, and offer something deeper than the usual war between good guys and bad guys.
MI: Just to make sure we're understood correctly by our fans, this does not mean that we are going to simplify our games. That's definitely not the case. But for some audiences, the learning curve should be improved, and particularly the introduction to the world should be improved.
A quote about the future plans:
Looking ahead, are there any other platforms you have your eye on?
AB: Yes. We'll be releasing the visually-stunning Witcher 2 on Android! (Laughs) MI: (Laughs) No, no. When the time comes, we'll be talking about the new stuff, but as you can imagine, we're looking to really push the boundaries of the next generation of platforms, so that's pretty much the place for us.
AB: This is why we developed our own engine. Speaking of which, after going through all the hurdles to make your own engine, do you have plans to license it out to other developers?
MI: We're thinking about it, but it's far too early. We'd have to prepare the tools in the right way... We have some ideas of course, but we can't talk too much about them now. Stay tuned...
Source: RPG Codex
Wednesday - July 11, 2012
CD Projekt RED - 4M Witcher Sales
CD Projekt Red announces combined sales of the Witcher series of 4M across all platforms:
We are pleased to announce that The Witcher franchise has sold over 4 million copies of both games. The first installment of the series is available for PC and Mac. “The Witcher 2” can be experienced by PC and Xbox 360 users and will hit Mac computers in the future.
“I’m still amazed with the result we have achieved with The Witcher franchise,” said Adam Badowski, head of CD Projekt RED studio. “Many gamers on many platforms have been drawn to the vivid and complex world we have created. In the gaming world summer means a lot of great, hot deals. So if you still don’t own the game look out for both retail and digital special offers. 'The Witcher' and 'The Witcher 2' are great, robust RPGs, that every true gamer should own”
Tuesday - June 19, 2012
CD Projekt RED - Making a complex story more accessible
Gamasutra has an article titled From The Witcher to Cyberpunk: Making a complex story more accessible.
Polish developer CD Projekt RED has a distinct fondness for rich, complex game narratives. Its Witcher titles are well known for their morally ambiguous storylines and intricate character relationships, but while the games certainly found a loyal fan base, the team at CD Projekt now believes that their labyrinthine narratives likely scared some players away.
Speaking to Gamasutra in a recent interview, key members of CD Projekt RED explained that the studio learned some very important lessons after the release of latest blockbuster title, The Witcher 2: Assassins of Kings. Most notably, it has realized that you can't expect players to readily embrace a complex game world -- you have to ease them into it.
"We spent days discussing a general postmortem after we finished The Witcher 2," CD Projekt member of the board Adam Badowski explained. "What we learned from The Witcher series is that we need to attract people with a smoother learning curve when it comes to the storyline."
Monday - June 11, 2012
Cyberpunk - Interviews @ VentureBeat, GameSpot
CD Projekt Red's co-founder Marcin Iwinski has been quizzed at a couple of sites about Cyberpunk. Here's a snip from VentureBeat's article:
GamesBeat: During the press conference, you said you wanted to create “an outstanding new standard in the futuristic RPG genre.” That’s a pretty lofty ambition. How are you guys going to accomplish that?
Iwinski: I think we’ve created some new standards in terms of storytelling in the RPG genre, in terms of having no compromise in the way the story is being told, how we shape the world, how believable the characters are, how similar it is to what we see around us. We are really looking at totally new ideas on telling a story and involving the gamer in it. I think we’re looking at what the critics were saying and what the fans were saying. I think we’ve delivered something totally new.
Second, we don’t see any reason why RPGs should look worse than shooters. They should actually look better. The story’s always the thing, because that’s the thing which keeps you playing, but these days — and especially in the next generation when you have the new consoles, when you have the new HDTVs — you’re going to want bells and whistles on the graphical side, and we want to deliver on that as well.
There's also a video interview from GameSpot.
Wednesday - May 30, 2012
Cyberpunk - New AAA RPG from CDPR
CD Projekt Red has completed their Summer Conference, which you can watch here at the Witcher site. It's around an hour long but starting around 24 minutes in, they start discussing their new AAA RPG, which is revealed as Cyberpunk.
The announcement starts with a slide titled "Our Promise":
1. Mature RPG for mature up audiences, realistic and brutal, set in a rich, futuristic world
2. Gripping non-linear story filled with life and detail
3. Advanced RPG mechanics based on p&p RPG system
4. Varied selection of different character classes
5. Gigantic arsenal of weapons, upgrades, implants and cool high-tech toys
6. Set new standard in the futuristic RPG genre with an exceptional gaming experience
They then introduce Mike Pondsmith, author of the Cyberpunk 2020 PnP system - he references the seminal movie Bladerunner as a touchstone and talks about holding out on developing a video game based on the IP until the right company came along.
CDPR has established a new team with a number of Witcher veterans to develop the game, although it appears early in development, so it may be a while before we see more than concept art.
CD Projekt RED - Concept Art, Witcher 1 Speculation
CD Projekt Red has released a single piece of concept art from the title they will announce tomorrow, revealing a cyberpunk-like setting. Eurogamer has the art, along with discussion about the Witcher 1 being released on console. You may recall Rise of the White Wolf was cancelled ages back but it seems it has popped up some retailer listings. Clearly, the art released indicate the upcoming announcement is not Rise of the White Wolf -though perhaps that is also coming down the track.
Wednesday - May 23, 2012
CD Projekt RED - "Major announcement"on May 30th
May 30th will see a Summer Conference from CD Projekt Red (these guys have a lot of conferences) with a "major announcement":
We will be hosting a conference on the 30th of May at 5 p.m. GMT. The studio will make a major announcement on that day, so make sure to witness it LIVE! We will also be revealing a lot of other information regarding our products and the DRM-free distribution platform GOG.com.
The conference will be streamed live on our website and at facebook.com/thewitcher.
See a personal invitation from CD Projekt RED's joint-CEO Marcin Iwiński here.
Monday - May 14, 2012
CD Projekt RED - Positions open for "brand new setting"
We know CD Projekt Red has two RPGs in development, including a new IP, so it doesn't come as a huge surprise they are looking for staff for an "RPG in a brand new setting" and one in a "dark fantasy world". The first is apparently "new and different" and a "vast" RPG:
CD Projekt RED is recruiting! We are looking for talented and passionate individuals to join our ranks in order to help us craft new, amazing projects. Our mature dark-fantasy world is well known around the world, though if you can’t stomach dwarves, elves or sorceresses who put their ample charms on display in Playboy magazine, we’ve got also something special that might be right up your alley! We’re looking for people who would rather work on an entirely new and different IP – a vast RPG for which we want to assemble the best possible staff. It represents an opportunity for you to create a grand new project from the ground up!
Click here and have a look at the job vacancies for our two ongoing projects. If you think you have what it takes, just make an effort to join us and apply your talents to creating a game you yourself would want to play!
Saturday - February 18, 2012
CD Projekt RED - Interview, Next-Gen Releases?
Eurogamer has an interview with CDPR's Adam Badowski discussing the two known AAA games they have in development for 2014/15 releases. Adam says both titles will be multi-platform and suggests this will be a next-gen console release:
"We are definitely starting for new consoles," managing director Adam Badowski told us, when asked whether the pair of known-about "AAA+" games will be for this generation or the next.
"The market is ready for something new," heralded head of marketing Michal Platkow-Gilewski, "for something faster, more powerful."
Badowski added: "I can tell you we are and we were focusing on powerful gaming rigs. We're going to do something amazing, so we need extra processors.
Wednesday - February 15, 2012
CD Projekt RED - On Witcher 2 on PS3
Eurogamer talked to CD Project Red, this time about the chance on when we'll see a PS3 version. Adam Badowski, the managing director, gave this comment:
We are waiting for the perfect occasion," CD Projekt Red managing director Adam Badowski told Eurogamer, after a brief and knowing chuckle.......
"Theoretically," answered Badowski. "It's all about the new renderer and it's all about the new content; you need to have something new to pass concept submission, for example.
Tuesday - February 07, 2012
CD Projekt RED - Next Xbox Blocking Pre-owned Games Can be a Bad thing
"It can be a bad thing," Badowski said of the rumoured next Xbox technology.
He explained: "I assume you know we decided not to continue our beautiful journey with lawyers seeking pirates...
"We are losing money not because of pirates; we are losing money because people decided not to buy our game.
"We should invest more power to upgrade and polish our products and convince players to keep our products, to be with us, to understand our needs - because we are an independent developer, we have to prevent lay-offs, we need to grow up and have the power to create new games.
"This is our approach, our policy - we want to change industry."
"We want to be treated fairly.
"Most hardcore and hardware solutions will be OK for short periods," Badowski bombarded, "but a strong relationship with players, with customers, can change the situation. And for us, this is a better way.
And there are some news about what the standard edition on Xbox 360 will contain,
according to CD Project RED's head of marketing, Michal Platkow-Gilewski:
"We are trying to change, a little bit, standards on every platform," Platkow-Gilewski pronounced, explaining how the standard edition of The Witcher 2 on Xbox 360 will come with much more than tends to be the industry standard: two DVDs and a printed guide, manual and a "nice big map". "It's already one of the richest SKUs you can find on the shelves, and it's still regular price," he said.
Monday - June 20, 2011
CD Projekt RED - Tomasz Gop to Leave CD Projekt RED
According to http://www.gamezilla.pl/content/tomasz-gop-odchodzi-z-cd-projekt-red Tomasz Gop has left or are planning to leave CD Projekt RED, the studio responsible for The Witcher 1 and Witcher 2. The news is in Polish, but luckily EbonHawk on the gogforums has translated this into English. A few samples of the translation:
Tomasz Gop worked at CD Project Red for 5 years and in that time he travelled upwards on a professional ladder finishing as Senior Producer. As a man responsible for the Witcher 2 at conferences and presentations he presented himself in an excellent fashion.
And then, there's this:
The Witcher 2 arrived and while the Xbox 360 version is in the making, Tomek (Tomasz) decided to part with the company. Our source says that he is tired and somewhat burned out. After all for the last few years he lived only on the adventures of Geralt and I am sure that other professionals employed in the industry will tell you that the virtual worlds do not necessary have the best effects on personal life. Furthermore it is somewhat hard to hide the fact that the port of Witcher 2 (presumably Xbox 360 version) is not the most fresh and highly anticipated product as the original and this means that the promotion of the said product delivers less satisfaction. Therefore our September presentation of the console version of the game (Witcher 2) during “Gamescom” will not include Tomek (Tomasz).
More confirmation links:
Scroll down to palimpsest's post.
Fchopin's post on the Bioware forums.
I didn't see this one coming, I must admit.
In this thread at gogforums Marcin360 confirms that
Tomek doesn't work with us anymore, however we all hope he's gonna have a change of heart and come back to us one day. Regardless, we wish him all the best.
Source: Good Old Games
Tuesday - May 31, 2011
CD Projekt RED - Summer Conference Details
If you want to watch CDPR announce their next project live, here are the details for their Summer Conference broadcast:
GOG.com and CD Projekt RED start summer early as we're having a joint conference on June 2nd! We're going to reveal some big news just before E3 live from Los Angeles. The announcements will be made on June 2 at 12:00 LA time (which is 3:00 p.m. EDT or 7:00 p.m. GMT) via Ustream live stream at this link.
We already teased you about a new deal with one of five big publishers still not signed with us: Microsoft, Lucas Arts, Electronic Arts, Square Enix or Take2. Well, on June 2nd everything will become clear, as during the live stream we will reveal the name of the publisher and the first games out of the batch of 25+ titles that will be released throughout summer 2011 at GOG.com.
CD Projekt RED will also be making a big announcement about their next upcoming title, and will also have some other exciting things to share during their livecast. CDP RED will discuss some of the successes of the recent launch of The Witcher 2, and will also map out a plan for continued support for the new title.
So see you on Thursday, for the announcement of the Summer!
Saturday - April 02, 2011
The Bard: Saviors of Queens - Announced (April Fool's)
CD Projekt Red has put some effort into their April Fool's with the "announcement" of The Bard: Saviors of Queens. The announcement is below and head over to the Saviors of Queens site for a trailer and dev diary video (presumably cut together from Witcher 2 footage, so probably worth a look).
CD Projekt RED has just announced its next game - THE BARD: Saviors of Queens. The adventure is supposed to revolve around an undisclosed poet whose name is yet to be determined.
Following recent video game trends the title will offer a very short and linear story. Almost no gameplay whatsoever and twenty launch DLCs, including a special pink banjo (normally obtainable by finishing a game) and a unicorn mount, will have you stuck in front of your computer screen for minutes. Visit http://www.saviors-of-queens.com to feast your eyes on the brand new announcement trailer and first installment in SoQ Dev Diary series. Less details to be released soon.
Friday - June 11, 2010
CD Projekt RED - DRM Policy
Following comments by their publisher supporting Ubisoft's DRM practices, CDPR has decided to post their policy on the Witcher forums:
According to former rumor, we've decided to publish our internal policy regarding patches, DRM and games in general:
1. We believe that the chief way to achieve favorable sales of legal game copies is to establish the right relation between game price and product quality. In our opinion, it is more important to encourage acquisition of original game copies than to punish those who play pirated copies.
2. Copyright protection cannot impede or hamper the use of legally acquired game copies. In particular:
- Games that do not require an Internet connection for gameplay reasons should not require an active Internet connection for normal use.
- Game installation should in no way be limited, neither as regards the number of repeated installations on a given system, nor in terms of the number of systems on which a game can be installed.
- Internet-based registration of game copies is advisable only where the developer makes available, free of charge and via the Internet, additional game content or other services requiring an Internet connection.
d. Traditional forms of copy protection like CD-check and serial numbers are acceptable provided they are highly stable and reliable.
3. All patches and updates should be made available free of charge as additional services provided to consumers who acquired original game copies. Charges can be applied only to completely new material providing additional gameplay time.
Our chief aim is to provide our customers with a positive and satisfying game experience. We strive always to remain true to our principles and find solutions that enable CD Projekt to operate effectively in the games industry while allowing us to pursue our stated aim.
Thursday - October 29, 2009
CD Projekt RED - Fall Community Update
The official Witcher boards sees a Fall Community Update, with discussion of the Witcher 2 video "leak" and other minor bits and pieces from The Witcher community.
Monday - June 22, 2009
CD Projekt RED - The Witcher 2 Un-Confirmed?
The Witcher site has the following message, correcting the recent news via Polish CD Action magazine that confirmed two titles in development - I assume this is the confirmation of The Witcher 2 story we recently linked. Here's the correction:
We just wanted to clear up some recent media reports concerning new projects being prepared by CD Projekt RED and Metropolis by noting that the news confirming the two games was a misunderstanding and is not true. The statement from Michał Kiciński published in the last issue of CD-Action magazine was a bit awkwardly edited, significantly changing its meaning. Below you’ll find Michał’s comment on the situation:
'The interview was edited by CD-Action without informing me, and after the changes the meaning of my answer concerning our studios’ future plans became significantly distorted. I realize I could have expressed myself more clearly; this is my mistake, and should not have happened, as I’ve been doing interviews for quite some time and I’m careful with such details. However, the fact is that the question was edited and accompanied with an editorial lead that is not a quote from my statement (and which directly speaks about The Witcher’s sequel), distorted the issue of next RED’s project and caused quite a big confusion. Regardless of whose fault it is (a bit of mine as well), I’d like to apologize for the confusion (and also for the fact that this response did not appear as quick, as it should have). As for the most interesting thing – namely our future projects – you’ll still need to wait for official statements.’
Sunday - June 14, 2009
CD Projekt RED - The Witcher 2 Confirmed
Dagon writes that Polish game mag CD Action has an interview with CD Projekt's Michal Kicinksi confirming The Witcher 2 is in production and expected in 2010. This comes as no great surprise, so there's little reason to doubt the veracity.
Thursday - April 02, 2009
CD Projekt RED - More Mysterious Secrets Fun
We are very sorry to inform you that because of the enormous interstment in our new project The Witcher: Mysterious Secrets, we had to cancel it. With a heavy heart, I would like to assure you it was a very hard decision for us. We spent a lot of time and work on the project; nevertheless we didn’t have any other choice, given the current circumstances. We hope that you will understand and respect our decision.CD Projekt RED Team
Wednesday - April 01, 2009
CD Projekt RED - The Witcher: Mysterious Secrets Announced
Straight from CD Projekt:
The Witcher: Mysterious Secrets Announced
CD Projekt RED to Revolutionize Handheld Gaming with Revolutionary Game for Handhelds
Warsaw, Poland – April 1, 2009. Today CD Projekt RED, the world’s leading developer of games with “The Witcher” in their title, announced its first internally-developed foray into handheld gaming, The Witcher: Mysterious Secrets. The game is in development for all current-gen, next-gen and gen-after-next-gen handheld systems and is scheduled for release between Tuesday and Friday 2010.
A jaw-dropping revolution in handheld gaming, The Witcher: Mysterious Secrets features a massive list of revolutionary features that will completely revolutionize, then de-evolutionize, then evolutionize and then once more revolutionize the industry. Among the revolutionary features are two cooperative multiplayer modes never before seen on handheld systems: play together with your friend on one system as you harness Geralt’s awesome Powers of Movement on the D-pad while your friend uses the awesome Powers of Doing on the A and B buttons; or connect with a limitless number of players as you play for a bit, then pass the handheld to your friend and watch them play for a while, and then finally take it back to play some more yourself!
The awe-inspiring graphics created using half of the game engine’s available 32 colours help to immerse players in the awe-inspiring story of Geralt of Rivia as he fights to save the world from an unknown evil. Set in a completely open world that allows for movement in both left and right directions for an infinite amount of time, The Witcher: Mysterious Secrets also includes some features usually found in today’s best console games, like the Decisions and Inconsequence system that ensures that no decision you make will have an impact on the outcome of the game. That’s right – no more worrying about making bad decisions. We’ll also have DLC at astronomical prices, including the upcoming “The Witcher: Go Up and Down” pack. Yeah, DLC on a handheld. You wanna fight about it?
“The Witcher: Mysterious Secrets is really awesome,” said Adam Kicinski, the guy who runs CD Projekt RED. “Like… really awesome. It has better graphics, better combat, a better story and more boobs than the PC version. Awesome, right?”
Box art, the full features list, a developer interview and the game’s intro video are now available at http://secrets.thewitcher.com.
Monday - February 16, 2009
CD Projekt RED - The Witcherettes of Red
As a Valentines Day feature thingy, The Witcher site has profiles of eight female staff at CD Projekt Red.
Saturday - November 29, 2008
CD Projekt RED - The Witcher: Rise of the Wolf Revealed
It's a shame to spoil the Treasure Hunt fun but the news will get around quickly and we may as well be up to date. VoodooExtreme has a trailer for The Witcher: Rise of the Wolf - a console version of The Witcher. Word is "an all-new engine, Rise of the Wolf will include re-engineered assets, Sixaxis support, and a raft of other bonus goodies to satiate console gamers".
Thursday - May 01, 2008
CD Projekt RED - Tom Ohle Interview @ Gamasutra
Although The Witcher is the obvious backdrop for this interview with CD PRojekt's VP of PR & Marketing, Tom Ohle, the actual topic of conversation is the nature of games PR:
What do you think are the unique aspects of working in PR for the video games industry? How does it differ from other entertainment industries?
The biggest difference, which completely changes the way we have to promote things, is that we release little bite-size pieces of info for months or years, always with products that aren't done. Planning is so important. Announce too early and you'll run out of stuff to talk about by launch. Announce too late and there's just not enough time to let people know about the game. Demo too early and you can spend months trying to recover your fanbase.
You need to have a good idea of how many screenshots, videos, dev diaries, etc. you'll need, when best to release them, where to push them out... do you try to score an exclusive in hopes of one big hit, or do you blast it out to everyone in a shotgun approach? And that's just the stuff you can control; you might be a month from release after a great PR campaign, and then your game gets delayed. The job is constantly changing, and that's part of what makes it so exciting.
Wednesday - March 26, 2008
CD Projekt RED - Appoints Tom Ohle as VP of Public Relations
CDProjekt has issued a press release stating that Tom Ohle, whom you may have seen as a visitor on the forums and who was instrumental in the North American promotion of The Witcher, has been appointed Vice President of Public Relations and Marketing. Congratulations, Tom!
From the release as posted at Gamebanshee:
CD PROJEKT RED APPOINTS TOM OHLE AS VICE PRESIDENT OF PR AND MARKETING
WARSAW, MARCH 26, 2008 – CD Projekt RED today announced the appointment of Tom Ohle to the position of Vice President of PR and Marketing, North America & UK. The hiring is part of CD Projekt RED’s plan to expand its reach and influence in North America and the United Kingdom as the company continues to grow following the success of its debut title, the PC role-playing game, The Witcher.
Tom most recently served as Director of his public relations studio, Evolve PR, and he has managed and executed PR and community campaigns for such leading companies as 2K Games, Atari, BioWare, Microsoft Game Studios, NVIDIA and Stardock.
CD Projekt RED’s debut game, The Witcher, is a worldwide hit. After several years of development and a record budget for a Polish media product, The Witcher launched to much critical and commercial success. To date, the game has earned more than 45 awards, including prestigious honors like Best PC RPG of the Year at IGN.com, GameSpy, Play and the US edition of PC Gamer, as well as GameSpot’s Readers’ Choice award for Best RPG. Rave reviews from fans and media have translated into excellent sales results, as the game has sold more than 600,000 copies around the world. The company recently announced The Witcher Enhanced Edition, which further improves the existing gameplay, introduces two new adventures alongside the D’jinni Adventure Editor and features numerous bonus items packed in the box, including the official soundtrack CD, an album of music inspired by the game, a cloth map of The Witcher’s world and more.
“We have been working with Tom for some time now and our collaboration has been very productive,” said Adam Kicinski, CEO of CD Projekt RED. “Appointing Tom to the position of Vice President is a big step towards strengthening our position in the demanding Western markets, particularly in America. With Tom as our representative, our confidence in the commercial success of our titles is greatly boosted.”
“I can’t really express how happy I am to join CD Projekt RED,” said Tom Ohle. “I love the people, the company and The Witcher. The company has a lot of ambitious goals and a tremendous amount of promise, and I hope I can help CD Projekt RED make a big splash on the global games market. The Witcher was really just the beginning.”
Information aboutCD Projekt RED