Paweł Sasko is an Associate Game Director at CD PROJEKT RED, currently working on the next mainline Cyberpunk game, codenamed Project Orion. Before becoming one of the founding members of the Orion team, he was a Quest Director for Cyberpunk 2077 and its expansion Phantom Liberty. Paweł also worked on The Witcher 3: Wild Hunt and both of the game’s expansions. In this interview, Sector sit down with Pawel to discuss the invaluable lessons learned during the development of Cyberpunk 2077. Sasko shares insights into the challenges faced, the strides made in response to feedback, and how these experiences will influence the future direction of the renowned game development studio.
Vapourware can end up being the stuff of legend, like Rockstar's Agent, Star Wars 1313, or StarCraft: Ghost. Without ever seeing the light of day, these games never risked the possibility of being played and forgotten, and instead live on forever as the subjects of lengthy YouTube essays.
Still, Molyneux's most notable lost game (or tech demo, depending on who you asked at the time) was arguably Project Milo.
I can see the potential of the kinect hardware... its rather impressive tech, but it was just not meant to be for gaming. If anything, MS had a huge missed opportunity to have used it for the AR/VR projects.
"Unfortunately, as we were developing Milo, so the Kinect device was being developed. And they realised that the device that Alex Kipman first showed off would cost $5,000 for consumers to buy.
"So they cost-reduced that device down to such a point, where the field-of-view...I think it was a minuscule field-of-view. In other words, it could only just see what's straight in front of you."
Hmm, exactly what tech was in it, that was cut, affected the development? It was only ever interpreting visual and audio inputs right? The xbox was processing those inputs.
Nor do I see how the field of view thing is relevant to the discussion.
Star Wars Battlefront 3 was in development at Pandemic Studios, but LucasArts wanted the team to make the game in just one year.
Sounds about right. They were rushed while making the second game. Not hard to imagine that trend continued with it's ill fated follow-up.
I actually really liked the first Battlefront. Its charm was that it was so simple and basic. It felt like a really well made modernised old school shooter. Ignoring all the COD style BS that took over all other games.
I absolutely loved Battlefront 2 as well but I enjoyed Battlefront 1 for its simplicity.
The director of InZOI claims that major viral glitches like kidnapping are very problematic but they're the cause of freedom.
The problem is the game shouldn’t have launched at all until those fixes were done. Even though it improved a lot it’s still not fully the game they said it would be.
still want third person view
" CD Projekt RED Rebounded"
HA ha man people need to sit down and remember all the crap they did during the development all the core members that left and the reason they are not using there red engine anymore.
Then i will leave this here for everyone to see cdpr future mindset
https://www.youtube.com/wat...
Rebounded man what a joke they have no talent left and a game after 4 years of work is still not what they promised with features version 1.0 ps4 has that are not in the game anymore then you can go on with that horrible character animations trash npc ai police ai that still gets owned by gta ps2 era ai etc etc.
Nah bro, for all the time they had that cooking they otally 3Drealms that shi7, and then Gearboxed it afterwards. The clean up crew ain't the party.