search.noResults

search.searching

dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
BEHIND THE SCENES Keanu had his own ideas how


his character should operate Mateusz Tomaszkiewicz, Quest Director


1


the security system to take over a turret, or use cybernetic strength to tear it off the wall and wield it like a gun. Kick down the front door and


unleash a flurry of violence, or find a secret back way and sneak past unaware foes. You can even play the entire game g ever


2


non-lethally, sparing every foe as you make a name for yourself in Night City. This open


approach is new territory for CD Projekt Red, and it’s no simple feat. “In The


Witcher 3 this


would’ve all been implemented by the


Night and day


1 Night City is both sprawling and vertical, filled with


multi-floor buildings for yo h.


a high- hiigh- y be a ngs fo you


to snoop through. 2 Dex erxter DeShawn here is a h


fixer. Try not to tickick hm off 3 The future may be strange and dark plk pla eace,, a neve


but a comfy sofa ne er goes out of style.


ve -llevel ck hiimoff..


quest designer, but this time it’s so much more complex,” says Tomaszkiewicz. “We need the perspectives and expertise of different departments to make this happen. There’s a lot of overlap between quest designers, encounter d


o d ma


of o de


es de


designers, writers, level designers, and so on.”


lessonsl


The team are building on learned from their


2015 smash hit, but are also


taking advantage of their huge growth over the last four years. By the end of The Witcher 3’s development, they had around 200 people on staff – these days it’s closer to 500. “When I joined the company


in 2008, it was much smaller. I knew everyone by name,” says Tomaszkiewicz. “To have such a huge influx of people is encouraging because it feels like we have something really special here. On the other hand, we are still learning good practice of


Tom working in such an ever-expanding company. Communication is


one of the most difficult things in videogame production.”


Rebel alliance That communication is vital,


because despite their newfound size, CD Projekt Red are still a highly collaborative developer. Everyone working on Cyberpunk 2077, Tomaszkiewicz explains, gets a chance to have their say and contribute to its wider vision. That even, in fact, includes


the talent. Keanu Reeves’ character Johnny is a rebel, railing against the corporations and encouraging you to do the same – and he was formed not just by the input of the game’s writers, designers, and artists, but by Reeves himself. “Keanu has a long history of


playing characters that stand up for something and are ready to fight for something,” says


34 Summer 2019


GAME.CO.UK


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68