You gave out feedback forms to everyone who watched the demo. What kind of feedback are you looking for at this late stage?
CD Projekt is a company that’s full of gamers: we’re making games but also playing them. So to that effect we’re listening to everything and if you have comments about the game’s audio, we will pass it on, and if you have comments about lighting, we’ll send them to lighting. We just want to make a top notch product. Very few people at CDPR are settling for ‘OK’ – we’re trying to do something exceptional here. In terms of feedback, we’ll listen to whatever you have – good or bad!
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In terms of art, how useful was the experience of creating The Witcher 3 in preparation for Cyberpunk?
We developed a whole new version of our engine to support what we wanted to do in terms of vast, sprawling cities where you can ride an elevator right to the top of buildings, to also the first-person genre stuff.
The engine has unlocked a lot of new opportunities for us, for example our dialogue system is much more enhanced now. Because we are in this first-person perspective we have situations where you can whip out your gun and start combat at a moment’s notice, where as in The Witcher 3 the camera would have to pan out, or back in. Our engine has allowed for a lot more immersive storytelling as well, I think.