![]() ![]() Look at the classic moments - the folk horror of the Whispering Hillock mission, the family tragedy of the Bloody Baron, the reunion on the Isle of Mists - they're filled with subtle emotion, with little gestures, with intense human qualities. "We were working on the game and on the engine at the same time, which meant the editor was hugely unstable and new features were coming in all the time - it was a pretty rocky road to release." "The downside was the tool was rather unstable for most of the development, so we had to endure veeeery long loading times and it crashed every once in a while, so you needed to save your work every five minutes."Īnother major technical challenge was the fact Witcher 3 was CD Projekt Red's first truly open-world title so, according to Szamalek, a lot of the development tools were being written alongside the production process. ![]() "The upside was that we could mold it relatively easily for our needs - at least in the early days, when the programmers weren't flooded with other tasks," says Szamalek. "It was like a set of Russian nesting dolls," jokes Szamalek.Īlthough the team used Google Docs for cutscene scenarios and Excel spreadsheets for localisation production needs, most of the writing was done in a proprietary editor, written specifically for the game. This involved dividing it into smaller parts focusing on the three main hubs - Novigrad, No Man's Land and Skelligeand - then subdividing into quests, writing the dialogue and detail, and linking to other quest and character documents. The next step was transforming the treatment into a game script. #Witcher script studio keeps crashing manual#At this point writers Sebastian Stępień, Marcin Blacha and Arkadiusz Borowik had already started to create a master document, a 60-page manual which contained a story synopsis, descriptions of the parts of the Witcher world the story was set to explore as well as background information on the key characters and concepts. Szamalek joined the writing team at CD Projekt Red in May 2012, a few months after pre-production on Witcher 3 had begun. There are so many moving parts when you're working on a video game, it's unavoidable." It turns out, constructing the narrative behind Witcher 3 - one of the most ambitious and enormous open-world games ever made - was not easy. We did a lot of that: writing something, playing it, tweaking it, scrapping everything then re-doing it. Sometimes these were minor edits, changing one sentence, but sometimes it was rewriting the whole thing. "I actually checked how many times I edited the dialogue in that scene," he recalls during our interview at Spanish sci-fi festival Celsius232. ![]() According to lead writer Jakub Szamalek, however, it did not. Geralt and Vesemir, talking naturally together on the road to Vizima, subtly lay out the backstory, reiterate the mission to find Yennefer and indulge in some playful repartee - the writing feels seamless and uncomplicated, as though it arrived fully formed onto the pages of a performance capture script. Think back to the first moments of Witcher 3, just after the tutorial section in the witcher keep. ![]()
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