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NeoGAFs Kent Brockman

Cyberpunk 2077 - CD Projekt Red on Pushing Graphics Tech Forward and Building Night City
At PAX Australia we had the chance to sit down with John Mamais, the head of CD Projekt Red’s Krakow studio.

“It's been a huge jump in terms of the number of people needed to make the game,” John Mamais, studio head at CD Projekt Red’s Krakow studio tells me. We’re discussing one of the most anticipated game releases of 2020 – the studio’s follow-up to award-winning The Witcher III: Wild Hunt, with the ambitious and stunning retro-future RPG Cyberpunk 2077.
With the release of Geralt’s third outing as a monster slayer turned saviour, CD Projekt Red grew considerably to match the vision the team had for the conclusion of The Witcher trilogy. Create a AAA-sized cap to match the indie thrift store pants and sweater that made up the first two outings. Exact numbers aside, at the height of The Witcher’s development the studio was home to around just under 200 people. As Cyberpunk 2077’s development commenced in full, and as the scope became clearer, the CDPR studio size now sits at around 500
“We weren't smart enough to know how many people we needed,” John admits. “When we wrote the initial concept [for Cyberpunk 2077], we didn't know. So, we grew alongside the design as it was developing. And really, you don't know how many cinematic animators you’re going to need until you have a scope for the number of scenes you’re going to have in the game. We didn't have that in the beginning, we just knew we wanted to have cool cinematics and we knew that we were going to be at least as big as The Witcher 3. We ended up hiring a lot more people than what we needed for The Witcher because the fidelity and overall requirements of 2077 crept up on us.”
Although PC-specific, and at launch tied to hardware from NVIDIA – Cyberpunk 2077 will look impressive no matter the platform it’s played on. Advanced shadow effects from long range shadows and contact shadows, to new Houdini physics simulations for particle effects, fluids, cloth, and more. The tech team is still hard at work in some key areas, with the Global Illumination (GI) used in Cyberpunk still being refined and improved upon. To hit a mark that goes beyond anything we’ve seen from the studio before.
“That's the game development sector that we're in, creating big, great-looking AAA games,” John concludes. “And as the technology changes, we're expected to use it too - and we want to use it cause that stuff keeps looking cooler and cooler, all the time. We'll always keep pushing the envelope on the way a game can look, and that's one of the most exciting things about working at CD Projekt Red; getting to do just that. I think Cyberpunk is going to be a real show piece in terms of tech. Especially as this generation of consoles is fading out. I think we're going to be that one last, big, exceptional looking title on this current generation of hardware.”
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