Tag Archives: cyberpunk 2077 development

Cyberpunk 2077 News – New Hirings & CD Projekt Red VS Blizzard

In today’s Cyberpunk 2077 news video we are going to be talking about some big moves that CD PROJEKT RED has made with New Hirings, how it relates to another studio in Blizzard entertainment, New hires and potential hires for CD PROJEKT RED, soundtrack details, some Countdown to the dark future tidbits including cyberware for animals, trauma team and the people of night city.
First up in this news episode we have some new details when it comes to CD PROJEKT RED’s staff.

First we have Creative director and writer Sebastian Stepien leaving the CDPR team to pick up a job with Blizzard studios, according to his Linked In Profile. Sebastian worked on The Witcher 3 and Cyberpunk 2077, with his role in Cyberpunk 2077 being a narrative and setting director. Now CDPR has seen a lot of changes within their network as Associate design director Kyle Rowley has left and Manuel menulice has come in as a former level designer of games like Rime. The studio has also recently been making multiple job listings for cinematic directors, lighting artists, environment artists and even recently Game Programmer

Now Sebastian leaving, can be taken as a good and a bad thing. In one sense, we know his role on Cyberpunk 2077 is done, and that being a big chunk in the writing and creative direction means that we can forecast the game is moving a long nicely.

Regarding other changes within the network, my thoughts are they are future proofing their staff with new add ons, implementing these new pick ups into DLCs, and even designating some of these on the multiplayer aspect which is still in research and development and needs the additional firepower this new workforce will bring. If you guys are stressing out, don’t because this is normal and this doesn’t necessarily mean, that there are delays. In fact, CDPR employees have said that they are on track, presumably with their internal release date they have set within the studio.

Next we have Some soundtrack details via the CD PROJEKT RED and Cyberpunk 2077 forums. We have this via Marcin Momot who responded to a Cyberpunk 2077 Soundtrack thread where people were posting songs they thought would fit into the world of Cyberpunk 2077. Within the first pages, Marcin responded to a poster who said “I hope they take these into consideration” twith the statement “We will”. Funny enough, he responded later with “A lot of the music that had been posted was off, and that people would be surprised by what they are creating”. I know a lot of people are expecting Synthwave since it’s almost quintessential Cyberpunk, but again the music will be created in house. If you guys are unaware, synthwave is a genre of electronic music influenced by the 1980s most from films and video games.
Synthwave cover art generally features retrofuturism which draws in a lot of elements of 1980s and 190s sci fi like Cyberpunk and guys like Pertubator have kind of spearheaded the cyberpunk synthwave movement. We know the music will be experimental in nature and offer both Grimey, and raw electronica and the punk and rebellious tones of songs from Johnny Silverhand and Samurai .
Next we have some awesome CountDown To The Darkfuture episodes by RTalsorian games, which expand our knowledge on the world of Cyberpunk in a short and concise write up. Recently they’ve had details about Trauma Team, The people of Night City and Cyberware. Keep in mind these are for Cyberpunk 2020, but they do have implications for 2077. In episode 16 of the countdown We get some information about Trauma team. According to this TT are headquarted in LA and have a workforce of 17,000 strong. Each unit consists of a senior medtech, driver, assistant and two security officers. The Trauma team travels in a AV-4 Urban Assault Aerodyne loaded with advanced medical technology including a mobile cryotank.
Next we have some pretty cool cyberware details in episode 27. According to this one animals can be fitted with cyberware as well as people. Dogs are the most common type of cyberpet, but theres also horses, primates, sharks and even bats. You can augment your pets to include sensory boosts, berserk chips for a frenzied attack modes, cyberweapons and more.
Next we have details on the people of Night City. From the top of the foodchain to the bottom we have Powerdealers who are elite CEOs and celebrities, Corpzoners which are executives at the top of the game, and movers who are ambitious young corps looking to clim the ladder.
In the middle of the food chain we have Edgerunners, who are Cyberpunks looking to make some extra coin in whatever way they can. We also have mallplexers, who are the struggling middle class.
At the bottom of the food chain we have Beavers, who are low level corp managers, and streetscum the urban poor of night city.
Next we have Hollie Bennet as a new hire for CD PROJEKT RED’s UK PR Manager position. She comes from Playstation All Access team, which is a group that covers everything Playstation.

Cyberpunk 2077 News – NPCs, Animations & Dialogue, Night City!

In today’s Cyberpunk 2077 news we will be looking at how CDPR is developing the world of Cyberpunk, Night City and NPCs, and how they are making it truly unique, As well as how CDPR has stepped up their game with their revamped animation system and how it relates to dialogue.
So first we have a discussion with Environment city coordinator Hiroshi Sakakibara, who delivers some new details about creating night city and what their design philosophy is.
Now whilst he says making every building unique is a difficult challenge, he assures us that the world of Night City is very large and that in order to provide a visually interesting world, assets are created by eye and details like color and signage will be diverse and as non repetitive as possible. In the gameplay demo you can recall that a lot of the signage was the same, and we saw repeated vendors at times so that is something that they are iterating and working on for release.
The game director also made mention that Cyberpunk is a fusion of future and tradition and that it’s not quite science fiction, but at the same time it’s not contemporary.
Youll be able to find an old dirty Asian style building with a woodern door, with a cybertech device used to control the doors lock and this creates a mixed aesthetic of the setting.
Now CDPR also wants this Cyberpunk version of the city to feel distinctly Californian, as opposed to the rainy gloomy Cyberpunk dystopias weve seen before. Iconic neon lights and rainy night are still there, but there are also colorful buildings, palm trees and blue skies. As someone who really feels the depth of a dark and twisted world more deeply when its juxtaposed with color, I think this is a great design choice.
Due to it’s design, Night City isn’t bigger than the world of the witcher but Sakakibara believes it will feel the same size if not bigger.
Next we have a comprehensive PCGamer article where some interesting details regarding NPCs are unraveled.
In this article Stanis Swieciki talks about the creation process of NPCs. He claims that crowds are generated semi-procedurally to avoid repetition, mixing body parts, faces, clothes and hairstyles. In the final game they’ve promised to feature a great variety of heights, weights and body shapes. We’ve seen hints of this through the gameplay demo with some characters being beefier, leanier and having variations in their builds. We have also seen some pretty blatant repetiton, which signals that there is still work to be done in this department.
The article also goes in to a little depth regarding the animations and how the perspective changes will influence the dialogue. (Machai) Maciej Pietras, lead cinematic animator says “The third person camera in the witcher floated slightly above NPCs which we took into account when animating them. But now you can really look at what theyre doing close up and weve improved animations to reflect this. When we animate characters, even the NPCs, we think about their personality and their past. The way they move or something in their face might reveal something about them, we work from the inside out.”
Now this clear attention to detail can be seen in the Mexican holdup scene in the meeting with the Maelstrom. Although not a facial animation, we see V take her finger off the trigger when things have cooled down, a detail that could have been forgone by studios who aren’t as detail oriented.
When it comes to facial animations specifically however, they’ve changed the way they do them. Moving to a new muscle based system, and having a huge library of facial animations lets them pick out subtle details to incorporate in the face. Pietras adds the example of a street vendor and his excitiement through his body language and warmth of face as he ushers you over to his pop up noodle hut to take a look at his food.
Finally we have disappointing news about the VGAs. Marcin Momot tweeted yesterday that there wouldn’t be anything Cyberpunk related shown at the Video Game Awards and thus ive decided to cancel the livestream for December 6th. We will still have livestreams in the future, so follow me at Twitch.tv/theneonarcadeNA for cyberpunk realted content there
Thanks for watching guys and remember to subscribe to the arcade and become a part of the notification squad so you don’t miss a video!

Cyberpunk 2077 VR? (Virtual Reality!)

Talking about Cyberpunk 2077’s VR Potential, Cyberpunk VR games from the past like BladeRunner Memory Lab + Technolust, How it is a Cyberpunk Genres fantasy, It’s connection to the world of Cyberpunk and Potential Virtual Reality Development and Mod Support. Would you like to see a Cyberpunk 2077 VR Officially developed from CDPR after launch? Would you be okay with Mod Support and having a Virtual Reality Experience by them?

Cyberpunk 2077 – Release Date 2019? (Part 2!)

Today we are going to go through Part 2 of why I think Cyberpunk 2077 will release in 2019 with some brand new evidence that Cyberpunk will be coming out sooner than most people are thinking.

Stick around if you’ve checked out Part 1, and want even more convincing as I have a bunch of awesome new tidbits of info here that will get you hyped about a potentially earlier release window.

So the first off the list is a huge one and it’s that Cyberpunk 2077 is playable from start to finish. Yes you heard that right, infact CDPR has done multiple playthroughs, which seem to be around the 100 hour mark leading them to change the ending because they didn’t like it. The main story is complete, and due to the fact that secondary quests WILL influence the main storyline according to this german interview, that could also mean the secondary quests and contracts or street stories are actually also complete.

It was a mere year and change after The Witcher 3 announced it’s story was done, before releasing so if we put that in perspective we might see Cyberpunk 2077 right after E3 next year.

CDPR lproducer Richard borzymowski has stated that it’s a major milestone for the team and that bug fixes, optimization and polishing are now a focus of the development.

This also means that the world of Night City and it’s 6 districts are more than likely almost if not already complete because the quests and secondary quests undoubtably have to weave through each of the districts to get the complete Night City experience.

Next is that CDPR has stated recently that they have 10 separate writers on the project. The script for the witcher 3 was 450,000 words and that just means a whole lot of resources in developing the game absolutely went into the writing.

Now having a big writing force means that side quests and street stories can be developed separate from the story. The writers create an overarching narrative of the entire story, feel and setting of Night City, to know how to lay out the planning and writing for each individual quest line.

Knowing this and their method of looking at everything from a bird’s eye-view means a potentially more efficient writing and editing process.

Next is the fact that CDPR has stated the quests will be similar to The Witcher 3’s in terms of playtime and complexity. This means that despite it being a new IP, quest lengths will remain similar, so it’s not something of a ridiculous scale like double the witcher 3’s quest lengths or 5000 branching paths.

There will be more diversity in the dialogue system and in the branching story lines, but all in all the playtimes of each quest shouldn’t be drastically different from the witcher games.

Finally we have a statement from CDPR that they have learned from the delay the experienced with the witcher and showing it off to soon and causing resentment for downgrades.

Not having seen the demo or any gameplay thus far can make it feel like the release date is farther off than it is. In actuality it could be because they don’t want another downgrade fiasco.

They also don’t want a repeat of the delay experienced with the witcher 3 and this is why they haven’t publically announced a release date. There still is a release date set internally as game developers usually do, but again they are staying on the side of caution this time.

So those are a couple more reasons why the release date may be 2019, make sure you check out Part 1 if you haven’t and for everything cyberpunk subscribe to the arcade today!

#Cyberpunk2077

Cyberpunk 2077 – Frame By Frame (Part 1!)

7 Unique Cyberpunk 2077 Weapons – https://www.youtube.com/watch?v=7zq1chN2qBk

Hey guys welcome back to the neon arcade. If you guys aren’t aware, CD Projekt Red just wrapped up their frame by frame series where they take a still frame from the 2018 E3 Trailer and give us some good details and background information about the universe of Cyberpunk 2077. In these episodes we will look at Night City, Megastructures, Drones and Robotics, Braindance, Samurai The Legendary Rock Band, Lizzy Wizzy and more!