Lead gameplay designer leaves CDPR

+
Just because he has moved on, does not mean that the work he and others put into the game is in vain or in jeopardy. Working in a creative industry myself, this is incredibly common, and pretty much never spells the doom of the work that is done. I wish him all the best and am glad to have experienced the product of the work he and the team put in, and look forward to doing so going forward, as well!
 
It seems Andrzej Zawadzki was quite an important developer and did a lot of work on CP2077:

Senior Gameplay Designer
2020 –
Cyberpunk 2077
- Implementing skills & perks
- Creating pipeline for balancing the game and economy
- Helping balance the game and economy
- Working closely with UI team on various screens & panels - inventory, character progression, crafting, cyberware,

Lead Gameplay Designer - RPG
2019–2021
Cyberpunk 2077
- Leading team of 3 designers
- Working closely with other designers in merging and introducing RPG mechanics and elements into various features - guns, netrunning
- High level design and implementation of crafting system based on vision provided by Gameplay Director
- Improving pipelines between content and design team
- Improving and executing the pipelines between artists and design team - clothing, cyberware

RPG Coordinator
2018–2019
Cyberpunk 2077
- Coordinated team of 2 designers in developing core RPG features
- Worked closely with programmers on expanding existing pipelines of creating data structures for stats, status effects, items
- Worked with artists on assets creation pipeline required to deliver gameplay features - clothing system, cyberware

Specialist Gameplay Designer
2017–2018
Cyberpunk 2077
- Designed and implemented progression and itemization systems
- Worked with team of programmers on creating pipelines and tools for balancing the game and economy
- Prepared framework for other gameplay designers to use in their respective features - guns, AI, player locomotion

Junior Gameplay Designer
2016–2017
Cyberpunk 2077
- Prepared high level designs for gameplay features related to progression systems
- Designed and helped introduce DataBase system and data structures to the engine - stats, items
- Helped establish core RPG features

Source:
 
Well, I think it's only fitting to attempt to personally say thanks to contributing to what I actually think is a good game.

Sorry to hear about all of the negative experiences, but here's hoping the future has brighter days for him :)

Godspeed
 
I'd definitely would do the same if i had the same life as Andrzej, but if i were to decide i would make a 3 man team and each takes turn. that' way each takes a break every two days. All the best for Andrzej!
 
It seems Andrzej Zawadzki was quite an important developer and did a lot of work on CP2077:

Senior Gameplay Designer
2020 –
Cyberpunk 2077
- Implementing skills & perks
- Creating pipeline for balancing the game and economy
- Helping balance the game and economy
- Working closely with UI team on various screens & panels - inventory, character progression, crafting, cyberware,

Lead Gameplay Designer - RPG
2019–2021
Cyberpunk 2077
- Leading team of 3 designers
- Working closely with other designers in merging and introducing RPG mechanics and elements into various features - guns, netrunning
- High level design and implementation of crafting system based on vision provided by Gameplay Director
- Improving pipelines between content and design team
- Improving and executing the pipelines between artists and design team - clothing, cyberware

RPG Coordinator
2018–2019
Cyberpunk 2077
- Coordinated team of 2 designers in developing core RPG features
- Worked closely with programmers on expanding existing pipelines of creating data structures for stats, status effects, items
- Worked with artists on assets creation pipeline required to deliver gameplay features - clothing system, cyberware

Specialist Gameplay Designer
2017–2018
Cyberpunk 2077
- Designed and implemented progression and itemization systems
- Worked with team of programmers on creating pipelines and tools for balancing the game and economy
- Prepared framework for other gameplay designers to use in their respective features - guns, AI, player locomotion

Junior Gameplay Designer
2016–2017
Cyberpunk 2077
- Prepared high level designs for gameplay features related to progression systems
- Designed and helped introduce DataBase system and data structures to the engine - stats, items
- Helped establish core RPG features

Source:

He got from junior to lead designer in 3 years?
Such an ascent would take 15+ years in my profession. Because it needs lots and lots of expierence.

And of course its the communitys fault that he is exhausted...
Its not like that he realised that he was defending an lost cause and there will be more like him to follow.

Im sure every work environment will be healthier than cdpr right now. (except Activision) :D
 
It pains me to think how people often forget that behind every game there are human beings.
Exactly.

People are too desensitized due to the constant barrage of insults they witness on social media.
While CDPR stock is in decline, Facebook and Google (who owns YouTube) is in all time high.

Reminds me of this clip I saw few years back where toxicity and spreading rumors sells far more than creativity and kindness:

I've not visited any social media website for months and often try to avoid every comment section possible, and I'm far more happy person because of it.
 
Last edited:
It seems Andrzej Zawadzki was quite an important developer and did a lot of work on CP2077:

Senior Gameplay Designer
2020 –
Cyberpunk 2077
- Implementing skills & perks
- Creating pipeline for balancing the game and economy
- Helping balance the game and economy
- Working closely with UI team on various screens & panels - inventory, character progression, crafting, cyberware,

Lead Gameplay Designer - RPG
2019–2021
Cyberpunk 2077
- Leading team of 3 designers
- Working closely with other designers in merging and introducing RPG mechanics and elements into various features - guns, netrunning
- High level design and implementation of crafting system based on vision provided by Gameplay Director
- Improving pipelines between content and design team
- Improving and executing the pipelines between artists and design team - clothing, cyberware

RPG Coordinator
2018–2019
Cyberpunk 2077
- Coordinated team of 2 designers in developing core RPG features
- Worked closely with programmers on expanding existing pipelines of creating data structures for stats, status effects, items
- Worked with artists on assets creation pipeline required to deliver gameplay features - clothing system, cyberware

Specialist Gameplay Designer
2017–2018
Cyberpunk 2077
- Designed and implemented progression and itemization systems
- Worked with team of programmers on creating pipelines and tools for balancing the game and economy
- Prepared framework for other gameplay designers to use in their respective features - guns, AI, player locomotion

Junior Gameplay Designer
2016–2017
Cyberpunk 2077
- Prepared high level designs for gameplay features related to progression systems
- Designed and helped introduce DataBase system and data structures to the engine - stats, items
- Helped establish core RPG features

Source:
I m sorry that someone loose his jobs,really,but he must have get more money in its works done there than most of comon people working hard in their whole life, and will can have time to do what he want from what "fans"(atic) ,consumer and employer give for this virtual stuff. He s a free man now, but in my opinion they way he get free was made from bad ways because there s stuff more important than how to catch money from other (with and for better) and pleasure in life,like he said at end.honor for exemple dignity,respect,compassion,altruism,n more...
But whqtever, good news for every one and future of cyberpunk ,i think.
Who will take the lead of the gameplay design now ?
Will this continue to be made by useless craft n level up for nothing or waste time until beta test/preview end,or will it be made of some adventure n place to discover,missions with goal ,challenge ,rewards ,cool gears to find and collect to make challenge easier ,and some "life" add in night city,like a mix of gta4/read dead 1 and yakuza for random mission, hidden place to discover,n drive ;mgs for character animation in gunfight and intel to collect to understand game background story ; ninja gaiden for game challenge and cosmetics as rewards or to find in hidden place hard to catch instead of random loots?
if someone have some taste of gameplay to say or ask,it could be time to declare it instead of waiting with open mouth they give us what they want or they think we want for fun and entertainment...

At first remove mathematics from guns : Headshot kill or if bot wear an helmet,or armored skins.same for heartshot,
Then some weakpoint as arms or legs,for bot to move slowly or disarm them, n catch some more stories and gears while talking with bot captured
Change dmg tree for better chance of disarm ,Or hitting a weak point ,or having access to a black market amunition to go through armored skin, or paralyze with electric dmg or virus in cyber implant,or some frozen grenade from a grenade launcher ,fast reload and aim , less trembling ,better accuracy... With cyber implants...looking lyke EA dice Shortcut kit without implants.why do u need this tree at last,missions aren t enought?
rpg mean role or mathematic and craft n lvl up instead of skills?
 
Last edited:
This is no huge news as devs will undoubtedly keep leaving once the main work is done (launch is past). This is not a doom and gloom piece of news.

Hope he will find the calm that he needs and success in future endeavours.
 
It seems Andrzej Zawadzki was quite an important developer and did a lot of work on CP2077:

Senior Gameplay Designer
2020 –
Cyberpunk 2077
- Implementing skills & perks
- Creating pipeline for balancing the game and economy
- Helping balance the game and economy
- Working closely with UI team on various screens & panels - inventory, character progression, crafting, cyberware,

Lead Gameplay Designer - RPG
2019–2021
Cyberpunk 2077
- Leading team of 3 designers
- Working closely with other designers in merging and introducing RPG mechanics and elements into various features - guns, netrunning
- High level design and implementation of crafting system based on vision provided by Gameplay Director
- Improving pipelines between content and design team
- Improving and executing the pipelines between artists and design team - clothing, cyberware

RPG Coordinator
2018–2019
Cyberpunk 2077
- Coordinated team of 2 designers in developing core RPG features
- Worked closely with programmers on expanding existing pipelines of creating data structures for stats, status effects, items
- Worked with artists on assets creation pipeline required to deliver gameplay features - clothing system, cyberware

Specialist Gameplay Designer
2017–2018
Cyberpunk 2077
- Designed and implemented progression and itemization systems
- Worked with team of programmers on creating pipelines and tools for balancing the game and economy
- Prepared framework for other gameplay designers to use in their respective features - guns, AI, player locomotion

Junior Gameplay Designer
2016–2017
Cyberpunk 2077
- Prepared high level designs for gameplay features related to progression systems
- Designed and helped introduce DataBase system and data structures to the engine - stats, items
- Helped establish core RPG features

Source:

Well...I don't want to criticize the work of other people when they have a face and name, but...skils and perks are not implemented properly and the crafting makes no sense.
 
Quite an interesting news. I am not sure if it's good (for him?) or bad (for us?). Anyway, I hope that his departure will not affect the whole process of fixing/updating the game and working on the expansions in any negative way.
I mean, after all the negative press it seems like a poor career move, I would think this displays a poor history, 1 - you are involved with a dev failure of a launch, with negative press that is known to non-gamers (are they muggles?) and, 2- you apparently run from a problem

I would have cleaned this game up first if I was a professional, I would want to show that I was able to embrace, correct, and learn from - a serious failure at the development level

unless of course, he was offered the opportunity to quit, I know my company let an individual retire graciously before we where forced to fire them
 
Wasn't he a little unexperienced to be the gameplay lead of one of the most ambitious games ever made?

I wonder the correlation between this and how the game is.

Not saying that it's (just?) his fault, at all, just wondering why CDPR couldn't find someone more experienced for the role.
 
Wasn't he a little unexperienced to be the gameplay lead of one of the most ambitious games ever made?

I wonder the correlation between this and how the game is.

Not saying that it's (just?) his fault, at all, just wondering why CDPR couldn't find someone more experienced for the role.

He worked his way up from QA, he was far from inexperienced. Don't chalk down bad decisions to inexperience, even the most experienced people can at times be incompetent in some instance.
 
He got from junior to lead designer in 3 years?
Such an ascent would take 15+ years in my profession. Because it needs lots and lots of expierence.
If I have to guess, they simply didn't have more experienced staff to take the lead designer position. After all, many people left CDPR after TW3 was done.
And I also suspect it's much harder to find experienced developers in Poland (or convince them to move there from other countries) compared to USA for example.
 
Top Bottom