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To develop the game, the company formed a video-game development studio (CD Projekt Red Sp. z o.o., headed by Sebastian Zieliński) in Łódź in 2002. The studio made a demonstration game, which Adam Badowski called "a piece of crap" in retrospect. The demo was a role-playing game with a top-down perspective, similar to Dark Alliance and Diablo, and used the game engine which powered Mortyr. Iwiński and Kiciński pitched the demo to a number of publishers, without success. The Łódź office closed and the staff, except for Zieliński, moved to the Warsaw headquarters.
Zieliński left the company, and Kiciński headed the project. Although the game's development continued, the demo was abandoned. According to CD Projekt, the development team had different ideas for the game and lacked overall direction; as a result, it was returned to the drawing board in 2003. The team, unfamiliar with video-game development, spent nearly two years organising production. They received assistance from BioWare, who helped promote the game at the 2004 Electronic Entertainment Expo by offering CD Projekt space in their booth next to Jade Empire. BioWare also licensed their Aurora game engine to the company.
Sales were satisfactory, and the development of sequels began almost immediately after The Witcher's release. The team began the design work for The Witcher 2: Assassins of Kings, and experimented with consoles to develop a new engine for The Witcher 3. Their development was halted when the team began work on The Witcher: White Wolf, a console version of The Witcher. Although they collaborated with French studio Widescreen Games for the console port, it entered development limbo. Widescreen demanded more manpower, money and time to develop the title, complaining that they were not being paid; according to Iwiński, CD Projekt paid them more than their own staff members. The team cancelled the project, suspending its development. Unhappy with the decision, Atari demanded that CD Projekt repay them for funding the console port development and Iwiński agreed that Atari would be the North American publisher of the sequel of The Witcher 2. CD Projekt acquired Metropolis Software in 2008.
After The Witcher 2, CD Projekt wanted to develop an open-world game of a quality similar to their other games, and the company wanted to add features to avoid criticism that it was Witcher 2.5. They wanted to push the game's graphics boundaries, releasing it only for the PC and eighth-generation consoles. This triggered debate on the team, some of whom wanted to release the game for older consoles to maximise profit. The Witcher 3: Wild Hunt took three-and-a-half years to develop and cost over $81 million. A report alleged that the team had to crunch extensively for a year in order to meet release date deadlines. After multiple delays, it was released in May 2015 to critical praise. Wild Hunt was commercially successful, selling six million copies in its first six weeks and giving the studio a profit of 236 million złoty ($62.5 million) in the first half of 2015. The team released 16 free content downloads and two paid expansions, Hearts of Stone and Blood and Wine. The team decided that The Witcher 3: Wild Hunt would be the final game in the series with Geralt. Regarding the future of the Witcher series, Konrad Tomaszkiewicz, game director of The Witcher 3, stated in May 2016 that he hoped to continue working with the series sometime in the future, but had nothing planned at the time. As of 2017, the series had sold over 33 million copies. A spin-off of the series, Gwent: The Witcher Card Game, based on the popular card game in The Witcher 3, was released in 2018.
REDengine is a game engine developed by CD Projekt Red exclusively for their nonlinear role-playing video games. It is the replacement of the Aurora Engine CD Projekt Red had previously licensed from BioWare for the development of The Witcher.
REDengine is portable across 32- and 64-bit software platforms and runs under Windows. REDengine was first used in The Witcher 2: Assassins of Kings for Windows. REDengine 2, an updated version of REDengine used in The Witcher 2, also runs under Xbox 360 and both OS X and Linux, however these ports were made using a compatibility layer similar to Wine called eON. REDengine 3 was designed exclusively for a 64-bit software platform, and also runs under PlayStation 4, Xbox One, and Nintendo Switch.
REDengine 3 was designed to run exclusively on a 64-bit software platform. CD Projekt Red created REDengine 3 for the purpose of developing open world video game environments, such as those of The Witcher 3: Wild Hunt. It introduces improvements to facial and other animations. Lighting effects no longer suffer from reduced contrast ratio. REDengine 3 also supports volumetric effects enabling advanced rendering of clouds, mist, fog, smoke, and other particle effects. There is also support for high-resolution textures and mapping, as well as dynamic physics and an advanced dialogue lip-syncing system. However, due to limitations on texture streaming, the use of high-resolution textures may not always be the case.
REDengine 3 has a flexible renderer prepared for deferred or forward+ rendering pipelines. The result is a wide array of cinematic effects, including bokeh depth-of-view, color grading and lens flares associated with multiple lighting. The terrain system in REDengine 3 uses tessellation and layers varying material, which can then be easily blended.
Cyberpunk 2077 used REDengine 4, which supported ray-traced global illumination and other effects. In March 2022, CD Projekt announced a partnership with Epic Games after retiring REDengine to use Unreal Engine 5.
CD Projekt Red opposes the inclusion of digital-rights-management technology in video games and software. The company believes that DRM is ineffective in halting software piracy, based on data from sales of The Witcher 2: Assassins of Kings. CD Projekt Red found that their initial release (which included DRM technology) was pirated over 4.5 million times; their DRM-free re-release was pirated far less. The Witcher 3: Wild Hunt and Cyberpunk 2077 were released without DRM technology. The team believes that free downloadable content should be an industry standard. The company demonstrated this by releasing several free DLC for Wild Hunt.
The engine, though designed for simplicity and elegance as opposed to feature & eyecandy checklists, still competes nicely thanks to its novel "6-directional heighfield deformable cube octree" world structure that is the basis for its in-game editing. Occlusion culling, pixel & vertex shaders, very accurate lightmapping, robust custom physics system, network system, models, sound, scripting...
Cube is also smaller in every way, in download, in hardware requirements (runs well on older video cards!), and in source code (the absolutely tiny code base is a very easy start for those wishing to experiment).
Chances are you've played games made in Construct and even have some installed on your phone. Used by game developers from all over the world Construct 3 is recognised as the easiest and most powerful game engine around. 2b1af7f3a8