“Story goes first with everything”, but CD Projekt never had combat designers until Cyberpunk 2077 - VG247
Traditionally in triple-A game development, a story was simply a thing to wrap around a series of events. In games such as Uncharted, the story would tie the set-pieces together. As our medium evolves, this is becoming an archaic way of working and writers are embedded on projects from the...
From here a new key part of CD Projekt Red takes over: encounter and combat designers. These roles didn’t even exist at the Polish studio during development of The Witcher 3.
“In this game all those awesome playstyle sequences that we have seen, they’re mainly done by the encounter design team, and by the combat design team, so they’re looking into it – this is something we didn’t have to do in The Witcher, we didn’t even have the budget and the team and so on to do so,” Sasko said.
“Right now we have a separate team, a small one, that we’re working together with and they’re just adding ideas, implementing things, iterating, reviewing that part, just make sure that the combat feels good, that everything that happens just has correct rhythm and so on, because honestly it’s super easy to screw it up.”