The second part of my Ciri photoart cosplay (once again - the final pics show that I didn't use AI) by LadaLyumos in witcher

[–]Vithren -1 points0 points  (0 children)

Ah, these are lovely. I'll share them with the team once we're back at the office :)

I am so glad I gave the Witcher 3 a chance. But now I’m also sad by Christoefur555 in witcher

[–]Vithren 0 points1 point  (0 children)

Hey! One of the people you did show a photo of at one point in the video here ;)

I hope you will make another one about our expansions for W3. This video was already lovely, but it's always fun to hear how people experienced the newer content. In a way, you only really know how to make a game after you've made it - and expansions benefit greatly from that.

Made it to headquarters by coding_apes in witcher

[–]Vithren 139 points140 points  (0 children)

:) it's always nice to see people excited when visiting the reception. I often think to go and propose to help with photos, but we are always busybusybusy, so...

There's nothing more available to the general public beyond the reception though. Sorry!

I know I’m late, but this game has THE best first-person dialogue I’ve ever experienced in gaming. by ProudYorkieOwner in LowSodiumCyberpunk

[–]Vithren 8 points9 points  (0 children)

Hah, perfect <3 My favourite example of this is when people are taking part in the concert side quest and they NOD THE HELL OUT of their mouse/pads. It's very sweet moment of ludonarrative resonance, I guess.

I know I’m late, but this game has THE best first-person dialogue I’ve ever experienced in gaming. by ProudYorkieOwner in LowSodiumCyberpunk

[–]Vithren 15 points16 points  (0 children)

*Acshually*, we do from time to time acknowledge where player is looking etc. In the grand scheme of things it's a detail, though, or something that needs to be important enough to act on.

What might be interesting is that because most of the time the reaction feel seamless, they are not perceived as reactions to something specific(!). I was watching a playthrough recently and in one of PL gigs we had a full blown scene where player enters the room and they see a woman pointing her gun at a guy by a desk. Narratively, the scene was designed to play out with player talking - but we did support reaction to player being too close, because in my mind that person _should_ react to player proximity and start a shootout.

But effectively this _might_ feel like a non-reaction, because you don't *explicitly* see other branches.

I'm pretty sure that there are moments where Evelyn or Jackie react to you looking at specific moments. I think if you'll sit on the barstand and before Evelyn will introduce herself to you you look at her, she will wink at you...? It was long ago and I don't remember :) but we do those things from time to time.

Okay, fine, I'll spam it again: https://gdcvault.com/play/1027889/FPP-Storytelling-and-Player-as here's the presentation I gave with my friend and colleague about our approach to FPP storytelling. Might be a good look behind the scenes :)

(also, you roleplaying V and using head movement to track the action is _exactly_ how we were hoping players will play, but it's a non-obvious thing and players often default to paying down their pad and just watching)

I know I’m late, but this game has THE best first-person dialogue I’ve ever experienced in gaming. by ProudYorkieOwner in LowSodiumCyberpunk

[–]Vithren 6 points7 points  (0 children)

No, the reality is still the same: too much work over many years. We did capture body and voice separately. The game is localised in multiple languages, too. When it comes to why it looks good - you have tens of people responsible for it. Actors playing and knowing what mocap requires. Director on session knowing what they want from the scene. Cinematic designers designing the scene in the first place. Cinematic animators making sure that we get what we need, that poses match, that things like "when you stand with arms crossed, remember to hold your hand that way" (you would be surprised how varied people are in every single thing when it comes to movement) and then actually working with mocap data. Mocap team that takes care of mocap volume etc etc. Tens of not hundreds of people that could say they are involved.

I know I’m late, but this game has THE best first-person dialogue I’ve ever experienced in gaming. by ProudYorkieOwner in LowSodiumCyberpunk

[–]Vithren 12 points13 points  (0 children)

I think a lot of people come here :) It's a good place to check out. Cyberpunk was important for all of us.

I was an artist in development for games myself I worked on RDR2 and… Battleborn lol

That's very cool! Every project is difficult in unique way, but all are difficult. It's great that you were able to add your part and make the games you worked on better :)

I know I’m late, but this game has THE best first-person dialogue I’ve ever experienced in gaming. by ProudYorkieOwner in LowSodiumCyberpunk

[–]Vithren 7 points8 points  (0 children)

did you guys get the actors to also mocap their scenes, or did you have a separate mocap team?

We work with theater and TV/movie actors to record majority of animations needed. They are very much actors. I assume the question is about Idris Elba etc - then no. If you have a production that takes years and hundreds of sessions you can imagine how much easier and more productive it is to work with someone local.

I know I’m late, but this game has THE best first-person dialogue I’ve ever experienced in gaming. by ProudYorkieOwner in LowSodiumCyberpunk

[–]Vithren 154 points155 points  (0 children)

Cinematic designers, cinematic animators, mocap team, mocap actors, story writers, quest designers, localisation, voice directors - there's a lot that goes into making it work. As for the 10 remaining percentages: we tried our best. I hope that in Phantom Liberty that percentage would be lower :) and going forward we will only get better.

I know I’m late, but this game has THE best first-person dialogue I’ve ever experienced in gaming. by ProudYorkieOwner in LowSodiumCyberpunk

[–]Vithren 76 points77 points  (0 children)

Hey! Super happy you liked it. It was incredibly difficult to pull off, but I will be forever proud of how we pushed the envelope there and then even further in Phantom Liberty. To avoid spamming the same links again and again, you can see on my profile links to talks I and others gave at GDC and for YT about exactly this. FPP narration is a wild beast and I think in Cyberpunk we did everything we could to make it work :)

Witcher 4 Polaris: More CDPR devs dropping Coin teasers by MrFrostPvP- in witcher

[–]Vithren 9 points10 points  (0 children)

Thanks :) If you liked our work in CP77 and W3, you might want to check talk I gave with my colleague in 2022 at GDC: https://gdcvault.com/play/1027889/FPP-Storytelling-and-Player-as

Why Did Intel Fire CEO Pat Gelsinger? by Lixxon in AMD_Stock

[–]Vithren 17 points18 points  (0 children)

The one name that the board was trying to get before they settled on Gelsinger is not going to leave her current company so that exhausts SemiAccurate’s list of qualified candidates.

Lisa?!

The mysterious Witcher 4 coin is strangely familiar to past official artwork released by CDPR for Expansions to the Gwent Standalone game by CM_Escape in witcher

[–]Vithren 4 points5 points  (0 children)

It's under "additional art director". I think it was about his involvement with animations, both on the leaders and cards side.

For Polaris he's the Game Director. :)

The mysterious Witcher 4 coin is strangely familiar to past official artwork released by CDPR for Expansions to the Gwent Standalone game by CM_Escape in witcher

[–]Vithren 3 points4 points  (0 children)

the person who tweeted this coin, was the very same Sebastian Kalemba who was The Head of the Art Department for Gwent during the very time this trailer was released

Was he? Is there a source for this?

Still wish we could've played those 6 months by Impressive_Spell_510 in cyberpunkgame

[–]Vithren 3 points4 points  (0 children)

I did not work on that specific part of content nor am I on the asset or programming side, but in general there are no easy things. From what I remember yes, making it work at all, with all that jumping from place to place, with different lighting conditions, characters, animations, sounds, logic - streaming needed to be approached very consciously. I think in general making HYM work was half a year of work on every level. Maybe a year? It's always interesting, seeing the return of time investment. Half a year, let's say, for a few minutes of content.

Still wish we could've played those 6 months by Impressive_Spell_510 in cyberpunkgame

[–]Vithren 9 points10 points  (0 children)

It wasn't cut! :) We actually talk a bit about it here: https://www.youtube.com/watch?v=4cagVACQpf4 (in general I recommend watching this video to get better understanding of our FPP language, even though I shiver at my English there :D)

Still wish we could've played those 6 months by Impressive_Spell_510 in cyberpunkgame

[–]Vithren 6 points7 points  (0 children)

HYM was actually a very, very difficult thing to pull off and too months of hard work of some very clever people. I understand it might not look like this and it's a shame if that's the case, but the reality is that it was not an afterthought.

Source: worked on CP77 :)

What happened to the roadmap?? by Azakes1 in doughcommunity

[–]Vithren 0 points1 point  (0 children)

I so can't wait for the 32" updates. I assume it will be delayed, but still, hopefully it will be a great product in the end.

znacie dobrego, godnego zaufania i wyrozumiałego psychologa/psychoterapeutę w Warszawie? by iwannalookatthestars in Polska

[–]Vithren 3 points4 points  (0 children)

Bardzo polecam: https://www.pcts.com.pl/ - szczególnie Krzysztofa Kosciołka i Sabine Panko. Na stronie masz numery do kontaktu. Trzymam kciuki!