Witcher 3 - Interview & TGS Video
The Sydney Morning Herald interviewed Peter Gelencser the Senior Level Designer at CD Projekt RED.
Such a large project obviously has a huge number of people working in many discrete teams, so I was curious as to how they all work together to make a cohesive whole. Gelencser's response was typically practical and simple: "We talk lots."
I replied that this seemed obvious, but he shook his head. "This you think would come naturally, but having worked at game studios I know it's not a standard thing," he said. "We spend a lot of time walking about the office, trying to get more information about where things are. That ultimately shakes things up."
"This is how levels are born. We, the level designers, will design something that we are thinking about, and then validate it with our visionaries: our leads and producers, who maintain the big picture," he explained. "If the major locations, landscapes, landmarks, and so on are approved, we create a rough sketch of them. So, this is what it would look like with streets, that kind of thing."
"Then we ask the gameplay designers if this will be compatible with what they want, how much space they need between houses, and so on. We then get that rough sketch to the environment artist, who will make it look nice, really put the details in there, like putting in the vegetation, painting the grass, the trees, and everything. It may come down to the artist saying, 'I want this rock to be right... here.'"
"So yeah, even though we have this huge landmass, it will come right down to placing individual rocks, individual plants," he said.
I also have the TGS 2013 video trailer if your interested. It's nothing new just has a few seconds of added footage. So it's up to you.
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