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5:00.
A DEMO OF "PSYCHONAUTS 2" TO
WRAP UP THE DAY.
BEFORE THAT, WE'VE GOT LOTS OF
GREAT PANELS.
YOU KNOW, COLISEUM IS ALL ABOUT
BRINGING GAME CREATORS CLOSER TO
YOU GUYS.
THE FANS.
TALKING ABOUT THEIR GAMES.
WHAT THEY'RE DOING.
WE ARE GOING TO KICK OFF THIS
MORNING WITH A COMPANY THAT HAS
A LOT OF BUZZ HERE.
[LAUGHS]
YOU GUYS ARE INTO CYBERPUNK?
THAT IS PART OF WHAT
CD PROJEKT RED DOES.
AND IT IS MY HONOR TO WELCOME
THE CEO OF CD PROJEKT RED,
MARCIN IWINSKI.
NICE TO SEE YOU, MAN.
HOW IS EVERYTHING?
I'M JEALOUS WITH THIS JACKET.
>> WE HAVE A PUNK SYMBOL IN THE
LOGO.
>> EXACTLY.
FIRST OF ALL, CONGRATULATIONS.
LAST YEAR, YOU GUYS HAVE THE BIG
E3.
YEAH.
IT'S INCREDIBLE.
I THINK WE HAVE TO START WITH
WHAT IS THE BIGGEST BUZZ OF E3,
WHICH IS KEANU REEVES IN
CYBERPUNK.
I PUT UP POLL UP ON MY TWITTER,
AND THE THING WITH THAT IS YOU
KNOW, IT WAS AMAZING TO HAVE HIM
ON STAGE AND HAVE HIM IN THE
GAME, BUT I THINK ONE THING THAT
WE ARE TALKING ABOUT, WE HAVE TO
REALIZE THAT IT'S NOT JUST A
CAMEO, RIGHT?
HE'S A BIG PART OF THE GAME?
>> HE ENTERS THE STAGE, PEOPLE
STARTED CHEERING.
WE WANTED HIM TO HAVE A VERY
MEANINGFUL CHARACTER.
FOR US, IF YOU LOOK AT ALL OF
THE ACTORS, IT IS KEANU REEVES.
SO WE HAD A LOT OF BACK AND
FORTH.
AND WE DECIDED TO APPROACH HIM.
IT WAS ABOUT A YEAR AGO.
SO THE MEETING WAS ARRANGED.
I THINK IT'S REALLY WORTH TO
MENTION THAT MAYBE IT'S A CAMEO,
MAYBE IT'S SHORT, NO IT'S ONE OF
THE MAIN CHARACTERS WITH A LOT
OF SPOKEN TEXT.
HE DID SOMEWHERE AROUND 15 DAYS
OF VOICE RECORDING AND THE
STUDIO.
SO YOU SEE A LOT OF KEANU.
>> THAT'S A LOT.
THANK YOU.
THANK YOU.
>> THERE SO MUCH TO TALK ABOUT
WITH CD PROJEKT RED.
THAT IS A BUZZ WHERE THE MOMENT
THAT HE IS IN THE GAME.
WE ARE ALL HERE BECAUSE WE LOVE
YOUR GAMES.
WE LOVE "CYBERPUNK."
WHAT THAT IS, OF COURSE.
YOU KNOW, I WANT TO TURN BACK
THE CLOCK A LITTLE BIT SO THAT
PEOPLE UNDERSTAND A LITTLE BIT
MORE ABOUT YOU AND THE STUDIO.
KIND OF THE HISTORY.
BUILDING THE COMPANY INTO WHAT
IT IS TODAY.
WHEN YOU GUYS WERE FIRST
STARTING OUT, I'M IN WHAT WAS
THE VISION COMPANY YOU WANTED TO
BUILD, AND HOW MUCH DIFFERENT IS
IT NOW?
>> GOING BACK IN TIME.
I STARTED A LONG TIME AGO.
I STARTED RIGHT OUT OF
HIGH SCHOOL.
THE POINT OF THE COMPANY WAS TO
BE IN THE GAMES.
THAT IS FINE TOO.
THAT IS OUR VISION OF THE
COMPANY PRETTY MUCH.
SO I STARTED WITH MY HIGH SCHOOL
FRIEND.
WE WERE PLAYING GAMES.
SKIPPING CLASSES, WHATEVER.
WE WERE LOOKING AT OUR ABSENCES.
WE WERE BOTH MISSING AT THE SAME
TIME.
GOING SOMEWHERE TOGETHER TO PLAY
GAMES.
RIGHT AFTER HIGH SCHOOL, THERE
WAS THE WHOLE CD-ROM REVOLUTION,
HENCE THE NAME CD PROJEKT.
IT IS KIND OF SIMPLE.
AND SO WE HAD GAMES ON
CD-ROMs.
IT WAS A HUGE REVOLUTION FOR ALL
LOT OF YOUTH.
IT WILL MAYBE NOT MEAN A LOT.
A FLOPPY DISK.
YOU CAN SEE THEM ONLINE OR IN A
MUSEUM.
IT WAS 400 TIMES MORE DATA.
SUDDENLY, YOU HAVE THE OPTION TO
HAVE MUSIC AND THEN AMAZING 3D
GRAPHICS.
HUGE, HUGE REVOLUTION.
WE STARTED AS A DISTRIBUTION
COMPANY IN POLAND.
THEN SELLING IT OVER THE WEEKEND
AT A LOCAL GAME STORE.
THEN WE STARTED GROWING.
WE STARTED LOCALIZING.
IT IS WORTH MENTIONING THAT IT
WAS NEVER A BUSINESS.
IT WAS KIND OF A LIFESTYLE.
SO WE WERE ACTUALLY PRETTY BAD
WITH COUNTING MONEY.
ACCOUNTING.
OUR COUSIN TOLD US WHAT KIND OF
ERRORS WE HAD.
TWO WEEKS OR MORE.
WE STARTED WITH GAMES.
THEN WE WERE ADDING ALL OF THE
ELEMENTS.
INITIALLY, THE MOTIVATION WAS TO
GET THE GAMES FOR US.
WE HAD A PRETTY GOOD PULSE OF
THE MARKET.
WE WERE CHECKING IN OURSELVES.
>> Geoff: DOING IT IN POLAND,
IN WARSAW, THAT IS FASCINATING.
THERE IS A PRETTY COOL COMMUNITY
OF DEVELOPERS THERE NOW.
WHEN YOU ARE STARTING OUT, THIS
WAS --
>> Marcin: YES.
RIGHT NOW, THERE IS A LOT OF
GREAT GAMING COMPANIES IN
POLAND.
IT'S AN AMAZING ENVIRONMENT.
WE HAD A ROLE IN PIONEERING ALL
THAT.
I STILL REMEMBER BACK IN THE
DAY, FIVE YEARS, RUNNING THE
COMPANY, WE WENT TO THE BANK.
WE WANTED TO GET CREDIT.
WE HAD ALL THE PAPERS, I WAS
DOING THAT.
IT WAS A NIGHTMARE FOR A FEW
WEEKS.
TALKING TO THESE LADIES.
THEY SAID YEAH, GOOD REVENUES,
SOLID PROFITS.
ALL IS WELL.
THERE IS HOWEVER, ONE PROBLEM,
BOYS.
SOME COLLATERAL.
HOW ABOUT YOUR PARENTS HOUSES
AND CARS?
WE WERE LIKE HOLY MOLY.
SO WE DIDN'T GET THE CREDIT.
>> Geoff: MOM AND DAD --
>> Marcin: A FEW YEARS LATER.
BACK THEN, GAMING WAS LIKE --
WHAT'S THAT?
I TOTALLY DON'T GET IT.
IT WAS SOME KIND OF FUNNY, SILLY
THING FOR KIDS.
SO IT HAS TOTALLY CHANGED.
IT IS AN IMPORTANT PART OF
THINGS NOW.
I THINK THE DEFINING MOMENTS WAS
WHEN THE PRESIDENT OBAMA CAME TO
POLAND FOR THE FIRST TIME.
YEAH.
IT MIGHT NOT BE A BIG THING, BUT
IT'S THE THING I'M CONSTANTLY
REPEATING.
WHAT IS POLAND FAMOUS FOR?
THE THINGS COMING TO MY MIND
WORKS SAUSAGE AND VODKA.
AND I'VE BEEN REPEATING IT ON
AND ON, BUT THAT WAS REALLY IN
MY HEAD.
WELL, WHAT IS THE POLISH ECO
ECONOMY?
TWO THINGS.
MAYBE I AM NOT VERY VOCAL ABOUT
IT.
I THINK I CAN HONESTLY SAY NO
COMPUTER GAMES.
>> Geoff: NO, I WOULD AGREE.
THAT IS A CREDIT TO YOU AND THE
COMPANY THAT YOU BUILD.
DO YOU SEE THE COMPANY AS ALWAYS
EXISTING ONLY IN POLAND?
I KNOW YOU HAVE A SMALL OFFICE
HERE IN L.A.
IN THE FUTURE, DO YOU SEE A
STUDIO IN THE STATES OR OTHER
PARTS OF EUROPE?
>> Marcin: NEVER SAY NEVER.
WE MAKE GAMES.
THE MAIN HEADQUARTERS IS IN THE
CAPITAL.
PRETTY BIG STUDIO IN SOUTHWEST
POLAND.
SO I THINK FOR US, MAYBE IT WILL
CHANGE, BUT AS OF NOW AND IN THE
FORESEEABLE FUTURE, WE REALLY
WANT NOT TO WASTE TIME ON
COMMUNICATION BETWEEN THEM.
EVEN LIKE WE ARE TALKING BACK IN
THE DAY.
IT JUST MAKES THINGS SLOWER.
FROM THE PERSPECTIVE OF
MARKETING AND P.R., I THINK WE
CAN HANDLE THAT.
MAKING CERTAIN DEVELOPMENT
DECISIONS ARE CREATIVE DECI
DECISIONS, WE HAVE TO WAIT THIS
LONG IN THE PRODUCTION PROCESS,
IT JUST MAKES IT SLOWER, AND I
WOULDN'T WANT THAT.
I WAS ASKING HOW OTHER PEOPLE DO
THAT.
>> Geoff: I THINK THERE IS
SOMETHING UNIQUE ABOUT YOU BEING
IN POLAND.
I WAS WONDERING, DO YOU HAVE ANY
SENSE OF -- DO YOU KNOW, BEING
IN POLAND, HOW DO YOU THINK THAT
CHANGES LIKE KINDS OF GAMES YOU
MAKE?
DOES THAT INFLUENCE YOU?
>> Marcin: YEAH, FOR SURE.
ASKING AROUND MANY TIMES.
HIS CREATIONS, A LOT OF SLAVIC
MYTHOLOGY.
FOR WHICH WE ARE USING THE
BLUEPRINTS OF THE CASTLES.
IT IS VERY AUTHENTIC.
I THINK IT ALSO HAS QUITE A LOT
OF SENSIBILITY.
WE MOVED IT TO 2077.
IT IS DIFFERENT.
IT IS CALIFORNIA.
YOU FEEL A LITTLE BIT OF THAT.
>> Geoff: TALKING ABOUT SORT
OF THE EVOLUTION OF THE COMPANY,
THE "CYBERPUNK" PROJECTS, FOR
MANY, MANY YEARS INSIDE OF TH
THERE.
COULD WE MAYBE TALK A BIT ABOUT
YOUR PHILOSOPHY AND HOW YOU
DECIDE WHICH GAMES YOU MAKE AND
HOW YOU MAKE THEM?
YOU OBVIOUSLY HAVE A UNIQUE
CADENCE AS TO HOW YOU BUILT THE
COMPANY.
A VERY LARGE, PUBLIC COMPANY
THAT IS DEFINED BY A COUPLE OF
GAMES.
CONVENTIONAL WISDOM ESPECIALLY
IN THE WEST IS YOU CAN'T REALLY
WORK THAT WAY.
YOU HAVE TO HAVE ALL OF THESE
THINGS.
QUICKLY TURN OUT SEQUELS AND
WHATNOT.
YOU ARE COMING TO SWITCH, WHICH
IS COOL.
YOU ARE CERTAINLY DOING THINGS.
TELL ME A BET ABOUT THE SORT OF
PHILOSOPHY OF HOW THE COMPANY
HAS EVOLVED.
>> Marcin: WHEN YOU SAY BIG
AND PUBLIC, IT SOUNDS SCARY.
>> Geoff: BUT, TO YOUR CREDIT,
WHAT IS THE MARKET CAPITAL?
>> Marcin: OH, I DON'T
REMEMBER.
>> Geoff: BILLIONS OF DOLLARS?
THAT'S OKAY.
>> Marcin: IT'S NOT MY FAULT.
>> Geoff: BUT IT'S SO
IMPRESSIVE.
YOU HAVE BEEN ABLE TO BUILD A
COMPANY WITH THAT KIND OF
CAPITALIZATION.
IT STILL HAS CREATIVITY AT THE
HEART OF IT.
YOU CAN TAKE THE TIME TO BUILD
THESE THINGS.
>> Marcin: YES, LET'S START
FROM THE END.
OUR PHILOSOPHY, FIRST OF ALL, IT
IS PERSONAL.
STILL ONE OF THE KEY
SHAREHOLDERS.
WE ARE IN TOUCH.
IN TERMS OF THE BOARD, WE ARE A
GROUP OF FRIENDS WORKING
TOGETHER FOR 15-20 YEARS.
ALSO, WE CONTROL A SPECIFIC PART
OF THE COMPANY.
THIS IS FUNDAMENTAL TO WHAT WE
ARE DOING.
THERE IS NOBODY TELLING US WHAT
TO DO.
THESE ARE OUR CHOICES.
I THINK THAT IS WHY WE CAN TAKE
THESE DECISIONS CREATIVELY.
IT IS NOT THAT I AM SO SMART
RIGHT NOW.
THAT'S HOW I AM.
OBVIOUSLY, WE HAVE BUILT THE
COMPANY.
WE NEEDED FINANCING FOR THE
PROJECT.
WE KEPT ALL THE INTELLECTUAL
PROPERTY RIGHTS.
THE CONTROL.
LOOKING AT ATARI.
THE THINGS THAT WE ARE
STRUGGLING WITH, LIKE THE
INITIAL LAUNCH INTO THE U.S.
JUST A DVD BOX.
THE EASTERN EUROPEAN ONE.
A SOUNDTRACK WITH HUGE GAME
CONVENIENCE.
WE ARE LEARNING SORT OF
INCREMENTALLY.
IF WE WANT TO REALLY DELIVER
WHAT WE WANT TO DELIVER, WE HAVE
FULL FREEDOM.
DECIDING WHETHER WE WANT TO DO
IT AT THE MOMENT, THAT THE GAMER
HOLDS IT, ON THE HARD DRIVE, SO
I THINK THIS IS FUNDAMENTAL.
IF IT IS STUCK SOMEWHERE, IT'S
ON US.
IF IT SUCCESS, IT IS SUCCESS OF
THE PEOPLE.
I THINK THE WHOLE TEAM.
THEY ARE TELLING US WHAT TO DO.
WE SEE IF THERE IS A LOT OF
PASSION AROUND IT, THEN THAT WAS
EXACTLY "CYBERPUNK."
WE BROUGHT IN SOME DIFFERENT
THINGS.
THE AMOUNT OF EXCITEMENT WAS
INCREDIBLE.
WE SAID THAT'S THE WAY TO GO.
WITH "CYBERPUNK" BEING MORE HOT.
IT WAS TOTALLY NOT OBVIOUS.
ALREADY SEVEN YEARS AGO.
THE FIRST ONE.
SORT OF A VISION OF THE WORLD.
OUR INTERNAL GOALS IN TERMS OF
NUMBERS OF REVIEWS, IF WE GET TO
1 MILLION, IT WILL BE REALLY
AMAZING.
AND WE GOT 10 MILLION VIEWS.
IT WAS LIKE OUR THINKING VERSUS
THE REALITY, ONE IS GREAT.
AND IT WAS TEN.
WE REALLY TOUCHED BY A HIDDEN
GEM, SO TO SPEAK.
>> Geoff: SO "CYBERPUNK," SO
TO SPEAK, YOU HAD THAT VISION
PIECE, AND THERE WAS A LONG WAY
TO FIND OUT ABOUT IT.
HOW IS THE COMPANY-LIKE
STRUCTURE TODAY?
THE MAJORITY OF THE COMPANY, ARE
THEY ON "CYBERPUNK" RIGHT NOW?
>> Geoff: YES, JUST
STRUCTURALLY MAYBE.
JUST TO PUT IT INTO WORDS.
WE ARE GETTING CLOSE TO 1,000
TALENTED INDIVIDUALS.
WE HAVE SMALLER MARKETING AND
P.R.
SO AROUND 700 IS THE DEVEL
DEVELOPMENT.
SO THE VAST MAJORITY OF OUR
TEAMS ARE WORKING ON IT.
OUR DIGITAL DISTRIBUTION
PLATFORM.
WHATEVER YOU SEE OUT THERE IN
THE ARTS, THE COLLECTORS EDI
EDITION.
IT IS ALL IN TERMS OF OUR
PRODUCTION.
WE ORGANIZE OUR PRODUCTION.
>> Geoff: BUT THEY ARE SORT OF
LIKE -- IS IT FAIR TO SAY THAT
"THE WITCHER" TEAM MOVED ON?
>> Marcin: YES.
AND OUR DREAM FOR THE FUTURE IS
TO HAVE TWO TEAMS.
TWO GAMES AT A TIME.
IT'S A DREAM BECAUSE IT IS WAY
EASIER.
THERE IS "CYBERPUNK."
WE SET UP THE TEAM FOR
"CYBERPUNK."
NO BIG DEAL.
IT WENT SMOOTHLY.
THEN WHEN YOU EMBARK ON THE
VENTURE OF ACTUALLY FINISHING
THE GAME, YOU REALIZE THAT YOU
NEED ALL THE RESOURCES.
SMALL SORT OF PREPRODUCTION TEAM
ON "CYBERPUNK."
EVERYBODY ELSE MOVED ON TO THE
WHICH ARE THREE.
>> Geoff: I WANTED TO ASK YOU
KIND OF MORE OF A VISION
QUESTION OF WHERE YOU SEE GAMES
GOING.
EPIC, OPEN WORLD.
INCREDIBLY RICH, STORY
EXPERIENCES.
YOU KNOW, AND A WORLD WHERE
THERE IS OBVIOUSLY A LOT
HAPPENING.
COMING INTO THE PICTURE.
DO YOU THINK THE STYLE OF GAMES
THAT YOU MAKE WILL CHANGE OR
EVOLVE IN MULTIPLAYER DIRECTION
OR CLOUD DIRECTION?
OBVIOUSLY, "CYBERPUNK" IS WHAT
IT IS.
IT DO YOU THINK IT WILL START TO
SHIFT?
>> Marcin: I THINK -- ACTU
ACTUALLY, WHEN KEANU IS ON
STAGE, IT IS A FASCINATING ST
STORY.
THAT IS THE BEAUTY OF THE GAMES
WE ARE DOING.
PEOPLE ALWAYS LOVE GREAT
STORIES.
WE ARE GREAT STORYTELLERS.
I DON'T THINK THIS IS GOING TO
CHANGE ANYTIME SOON.
WITH THE DEVELOPMENT OF
TECHNOLOGY, IT WILL JUST ALLOW
US TO DELIVER TWO MORE GAMERS
ALL AROUND.
MAYBE WE WILL BE ABLE TO STREAM
THE GAME SOMEHOW.
I THINK THIS IS SUPER EXCITING.
IN TERMS OF THE ONLINE
EXPERIENCE, WE DEFINITELY WOULD
LIKE TO LEARN.
IT'S A HUGE LEARNING LESSON FOR
US IN TERMS OF HOW TO
INCORPORATE THE LIVE GAME.
HAVING SAID THAT, I THINK WE ARE
FULLY FOCUSING ON THE STORY.
THE EPIC EXPERIENCES.
HERE AND NOW, IT'S A BIG STORY
OF GAMES.
[APPLAUSE]
>> Geoff: NOTHING WRONG WITH
THAT.
BUT PEOPLE, I THINK, WANT MORE
STORY.
WHEN YOU THINK OF "CYBERPUNK,"
HOW THE GAME OF AWLS, IT'S GOING
TO BE GREAT.
BUT DO YOU THINK THE EXPANSIONS
AND ALL THAT CONTENT, DO YOU
HAVE A PLAN TO HOW YOU ADD MORE
STORY?
>> Marcin: OF COURSE.
WE ARE ALL WELL ORGANIZED
COMPANY.
IT'S ALWAYS THIS LIKE HEY, WHAT
IS GOING TO BE IN THE FIFTH ONE?
LET ME TELL YOU.
[LAUGHS]
>> Geoff: I AM CURIOUS ABOUT
THE CADENCE.
>> Marcin: WE HAVE A SOLID
PLAN, BUT AS I MENTIONED WITH
"THE WITCHER 3", IT IS ALL WE
HAVE.
GETTING IN FRONT OF YOU GUYS.
WE WOULD LIKE TO HAVE MORE.
IT IS INTERESTING, FROM SORT OF
A MARKETING P.R. STANDPOINT, WE
DO NOT WANT GAMERS TO LOSE
FOCUS.
LET'S TALK ABOUT THE GREAT
THINGS THAT ARE COMING.
I THINK THERE WILL BE SO MANY
THINGS TO DO IN SO MANY
DIFFERENT WAYS TO EXPLORE.
BECAUSE ON TOP OF THE OPEN
WORLD, THE CHARACTER
CUSTOMIZATIONS.
YOU WANT TO BE IN THE GAME.
THEN YOU HAVE THE FREEDOM OF
GAMEPLAY.
THOUGH WAY TO THERE WILL BE A
LOT OF -- WE LIKE TO TELL THE
STORY AND "CYBERPUNK."
>> Geoff: ONE OF THE BIG
REVEALS IS THE RELEASE DATE.
I THINK EVERYONE IS EXCITED TO
HAVE A TARGET DATE THERE.
YOU HAVE ON PUBLICLY -- A COUPLE
OF WEEKS AGO, YOU TALKED ABOUT
THE IDEA OF DEVELOPMENT AND THE
CHALLENGES OF BIG TEAMS BUILDING
THESE GAMES THIS IS A LONG
PROJECT FOR YOU GUYS.
IT FEELS LIKE YOU'RE FINALLY
GETTING TOWARDS THE END.
CAN YOU TALK ABOUT YOUR
PHILOSOPHY AND DEVELOPMENT?
CAN YOU TALK ABOUT WHAT IT IS TO
GET A GAME READY FOR NEXT APRIL?
>> Marcin: THE MORE GAMES
RELEASED, I THINK THE BETTER WE
ARE.
THE BEAUTY AND THE TOUGH PART OF
GAMES DEVELOPMENT, THEY ARE
CONSTANTLY MOVING.
YOU HAVE THE TECHNOLOGY.
YOU MAYBE HAVE A NEW VERSION
EVERY ONCE IN A WHILE, BUT
THAT'S THE THING.
WE HAVE ALL OF THESE
TECHNOLOGIES.
ESPECIALLY IN TERMS OF THE FINAL
STAGES.
WE CAN PLAN THAT WE WILL HAVE
WAY MORE THAN WE PLANNED.
BUT THAT'S AS FAR AS WE CAN GO.
WE ARE MANAGING QUITE WELL.
WE CAN START TO LOAD BETTER AS
WELL.
>> Geoff: SO YOU THINK YOU
KNOW ABOUT THOSE FIVE YEARS FROM
NOW, I THINK OBVIOUSLY FANS WANT
MORE.
DO YOU THINK IT'S MORE LIKE YOU
ARE GOING TO ALTERNATE
FRANCHISES?
DO YOU HAVE A SENSE OF HOW THAT
IS GOING TO EVOLVE?
>> Marcin: WE HAVE A PLAN.
>> Geoff: ARE YOU GOING TO
SHARE IT?
>> Marcin: YEAH.
[LAUGHTER]
>> Marcin: OKAY.
WE CAN GO HOME.
>> Geoff: I THINK WHAT IS
INTERESTING, IS THE FANS --
>> Marcin: I WANT TO TELL YOU
HOW WE APPROACH IT.
THEN WE LOOK AT THINGS.
WE ARE REALLY LOOKING AT HOW
GAMERS RELEASE -- HOW THEY LIKE
IT.
THEN WE ACTUALLY TWEET THE
PLANS.
SO WE WILL LAUGH AT CERTAIN
POINTS, LAUGH AT CERTAIN THINGS
ABOUT THE FUTURE.
ONCE WE FINISH THE GAME,
HOPEFULLY YOU GUYS LIKE IT.
OKAY, SO THAT'S WHERE WE ARE.
THAT'S WHAT WE'VE LEARNED.
ONE THING WHICH I HOPE IS
VISIBLE, WE ARE NOT A GAMES
FACTORY.
WE TREAT GAMES AS AN ART.
WE WANT TO PUSH IT HIGHER EVERY
SINGLE GAME.
IT IS NOT ABOUT GETTING
"THE WITCHER 3" OUT THERE, WHICH
WOULD BE FAIRLY EASY FOR US.
IT IS STILL VERY DIFFICULT.
THE SAME STORIES, THE
TECHNOLOGIES AND STUFF.
THAT'S WHY WE ARE WORKING ON CP
RIGHT NOW.
WE WILL LEARN ABOUT IT IN DUE
COURSE.
AND HOPEFULLY WORK ON MORE GREAT
STUFF.
IT IS AN AMAZING GAMING
EXPERIENCE.
PUSHING THAT GAMING AND I
GAMEPLAY FURTHER.
THIS IS REALLY OUR PHILOSOPHY.
I'M KEEPING FROM LAUGHING.
IF WE WERE FILMING OUR BOARD
MEETINGS, IT WOULD BE A
FREAK SHOW.
BECAUSE PEOPLE EXPECT IT TO BE
LIKE SAYING THESE GUYS SITTINGS,
MAKING PLANS, CALCULATIONS.
MASTER PLAN.
SOMETIMES WE TURN THINGS UPSIDE
DOWN, THROW THINGS AWAY.
WE REALLY PLAY WITH IT.
FOR US, AT FIRST IT'S FUN.
WE REALLY WANT TO KICK IT DOWN.
AT A CERTAIN MOMENT, IT BECOMES
REALLY BORING.
SO EXPECT THE UNEXPECTED.
[CHEERS AND APPLAUSE]
>> Geoff: ALTHOUGH WE CAN
EXPECT "CYBERPUNK" APRIL OF NEXT
YEAR, RIGHT?
TELL US A BIT ABOUT -- TO WRAP
UP, THAT'S A VERY PUBLIC
STATEMENT.
SO WHAT IS THE KIND OF STATE OF
DEVELOPMENT ON IT?
HAVE YOU PLAYED THROUGH IT?
>> Marcin: YES.
WE FEEL VERY GOOD ABOUT IT.
THIS IS ALWAYS THE MOST
CHALLENGING PART.
IT IS BASED ON THE NEW RED
ENGINE.
OUR OWN PROPRIETARY TECHNOLOGY.
WE WILL SEE.
GRAPHICALLY, THAT IS ALSO
IMPORTANT, BUT WE ALWAYS TREATED
AS A PART OF THE STORY.
WE ARE QUITE CONFIDENT RIGHT N
NOW.
WE ARE WORKING HARD TO DELIVER
IT ON TIME.
>> Geoff: IN TERMS OF THE
SCALE OF THAT, IS THERE ANY
SENSE OF LIGHT COMPARED TO
"THE WITCHER," THE SCALE AND
EXPERIENCE, HOW MUCH THERE IS?
>> Marcin: AS THE GAME IS
NOT --
>> Geoff: FINISHED?
>> Marcin: IT'S NOT FINISHED.
IT IS VERY HARD TO GIVE YOU A
NUMBER.
THE SHORTCUTS HERE, FOR SURE.
SO ACTUALLY, WE WILL HAVE TO
HAVE THINGS REALLY CLOSE TO BE
ABLE TO MAKE ANY CALCULATIONS.
IT WILL BE PROBABLY DIFFERENT,
GOING THROUGH THE DRUM SOLO,
SHOOTING YOU RIGHT THROUGH THE
GAME.
VERY DIFFERENT EXPERIENCE.
>> Geoff: THE DIALOGUE IT, DO
YOU HAVE A SENSE OF HOW MUCH
STORY?
>> Marcin: THE NUMBERS, THE
NUMBERS.
>> Geoff: NO, NO NUMBERS.
I'VE GOT TO SAY, THIS GAME IS
CLEARLY ONE OF THE MOST
ANTICIPATED UP THERE.
IT CAPTURES THE IMAGINATION WHEN
IT COMES TO THE STUDIO.
THE GAME OF THE YEAR.
FOR YOU GUYS TO FOLLOW IT UP
WITH THIS, IT MAKES ME EXCITED
FOR WHERE YOUR GAMES ARE GOING.
THANKS TO YOU AND EVERY ONE
PUSHING INNOVATION FORWARD
CONTINUALLY.
WE LOOK FORWARD TO PLAYING IT
NEXT APRIL.
GUYS, GI