How did CD Projekt Red do it...

How did CD Projekt Red do it? How did they manage to achieve a high level of production value and polish for such a large scale project?

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By discarding gameplay and actual enemy / level design.

by dumbing it down for consolefags and redditors

One of the shittiest games I’ve ever played

How hard is it to have the cutscenes play at the right time?

real answer:
They sell their games to Western audiences, making an enormous amount of money,
and then they can afford to have an army of content developers on Eastern-European wages

Lack of a deadline being pushed by a publisher.

This. Being able to take their time is a huge asset.

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they worked their asses off.

They didn't. Witcher 2 had a higher level of production value.

Nothing about this game is more impressive than RDR2

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Budget and scope are.

Smaller budget and larger scope. Polish comes from more money. 2077 will show us how they do with huge amounts of funds.

ITT: Nu-Yea Forums gets contrarian

Thanks consoles.

They didn't. There is no objective criteria in which Witcher 3 was better than Skyrim. In fact, Skyrim did a lot of things better, despite being a piece of shit of a game.

Are people still under the impression that CDPR is or was a small studio?

Imagine having the opportunity to present and show your culture and folklore to the world, that's how they did it, SOUL was the key.

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The plucky underdog doing it out of love marketing campaign hooked quite a few brainlets.
No company is your friend. They are all selling you a product.
If you think CDProjekt , or any company for that matter, are the good guys grow up.
The opposite is true as well.
If you think someone is the bad guy grow up.

>They sell their games to Western audiences
WRONG W3 has the most ambitious Japanese dub ever made for a western game and W3 was well received in japan.

^is no one gonna acknowledge hard truth?

Yes, pretending to be a small studio was important in their marketing campaign

>How
By not being nigger.
By not being ghey (before CyberPunk).
By being perfectly Slavic christian all the way.

>game about a dystopian future has degenerates
SHOCKING!!!

You sound like a whiny faggot.

SEETHING

>How did they manage to achieve a high level of production value and polish for such a large scale project?
>high level of production value and polish
>polish
Nice one, OP.

Easy to polish when you're making an interactive movie rather than a game.

I dont know man, I can't imagine what anyone could think is actually better than TW3

We all know you haven't played the game

Daily reminder there are now modding tools that can easily create new quests and areas in the game.
nexusmods.com/witcher3/mods/3620
youtube.com/watch?v=es1wD6JLDGo

it doesn't look that bad even on low

Seethe

>high production value

Lmao. Shit combat, reskinned bosses, and generic forest environments is high production?

A $40 million dollar budget goes much further in Poland than in San Francisco.

I actually don't understand why studios don't move or at least outsource to these countries. Ukraine has produced some of the most gorgeous games in the past so they obviously have talent.

Fpbp

>company where 95% of the staff does not speak english produces better lipsync and facial animation than a company located in an english speaking country

Really makes you think

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independently funded, and taking advantage of people who like their games to work them to death and underpay em

having a story and world almost fully fleshed out and not having to really pay royalties is also crucial, most game development time is concept and gray box testing, knowing exactly what your characters, plot, and gameplay are lets you jump into actual dev from the start

the first two games also got lucky and found a fanbase even though they were flawed, and sales of those games plus the obvious potential let them build an audience of diehards who wouldn't stop talking once they got what they knew was always possible

>Witcher
>game

this gets said a lot but game dev is an incredibly volatile world and most people mitigate that by only moving to multi-studio cities. very, very few people will just move to Ukraine just to be booted from the project and have to eat the costs of moving away again.

most game studios that are successful in cheap countries are doing so because they get most of the talented devs of a country where there aren't any other studios

A lot of studios do that already. Ubisoft has 7 studios in Eastern Europe alone.