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Default The Witcher Series - Developers Interview @ RPS

July 17th, 2015, 14:00
Rock, Paper, Shotgun have talked with long time developers at CD Project Red about the development of the three Witcher games.

Konrad Tomaszkiewicz, another CDP Game Director, explained, “It was our first title, a project we actually used to learn how to develop games. On top of that, we had huge ambitions that extended well beyond the capabilities of BioWare’s engine. Above all, we wanted to push the envelope graphically, so we rebuilt the renderer from scratch and created our own means for displaying visuals.”

One of the unique things about The Witcher, back in 2007, was the way it was brimming with life-like details. I remember being floored when the skies opened up over a tiny village center and everyone started running for shelter, clustering under eaves and awnings while waiting for the storm to pass.

“Since BioWare’s engine didn’t support large in-game communities, we had to create our own tools that would let us generate populations that would be satisfactory in size and follow a daily life cycle,” Tomaszkiewicz said. “It wasn’t easy, but ultimately we managed to produce something that truly resembled a living world, where folk had their jobs and lifestyles. They’d leave their homes in the morning, visit the local tavern after work to unwind, then go home to their families come evening. Merchants would hawk their wares, guardsmen would patrol Vizima’s back streets.”
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July 17th, 2015, 14:00
On top of that, we had huge ambitions that extended well beyond the capabilities of BioWare’s engine.
Yea tell me about that. I've never seen a worse engine in my life (apart from noname engines used once and never again).
Moving away from it in TW2 was the best thing that could happen to TW series.
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