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    Monday, June 15, 2020

    Cyberpunk 2077 - CyberSlav 2020

    Cyberpunk 2077 - CyberSlav 2020


    CyberSlav 2020

    Posted: 14 Jun 2020 06:40 AM PDT

    I love having a 3D printer. Printing out a bunch of these for my friends.

    Posted: 14 Jun 2020 10:02 AM PDT

    I wouldn’t mind if we’re able to change the color of our cybernetics. Wouldn’t mind having a gold arm.

    Posted: 14 Jun 2020 08:51 AM PDT

    Just cus their Mad Max-y road wanderers doesn't mean their uneducated. A note on Nomad education standards, also from NeoTribes book.

    Posted: 14 Jun 2020 05:26 AM PDT

    Cyberpunk 2077 will use NVIDIA RTX to bring the game to life; let's take a closer look at what Ray Tracing is and how the rendering technique is utilized in Red Engine 4

    Posted: 14 Jun 2020 10:26 PM PDT

    Map Of the US through the eyes of Nomads, circa 2020

    Posted: 14 Jun 2020 04:36 AM PDT

    Remember remember, we have a city to burn!

    Posted: 14 Jun 2020 08:39 PM PDT

    The Relaxing End did an unboxing of the Limited edition Cyberpunk 2077 Xbox one X Console if you want a more in-depth look at it.

    Posted: 14 Jun 2020 04:20 PM PDT

    Neon Cyberpunk 2077 wallpaper by AnAnomalousWriter with music visualizer

    Posted: 14 Jun 2020 07:09 AM PDT

    Some detailed insight into CDPR's quest design and the immense work that goes into it.

    Posted: 14 Jun 2020 01:57 AM PDT

    Recently was curious about the Iorveth storyline being cut from Witcher 3, and I'd remembered reading about it somewhere. Came across that post again where Senior Quest Designer Patrick Mills (originally on SomethingAwful forums) explains in detail about the storyline cut from the game, and about quest design at CDPR in general which I found very interesting. This is what he had to say:

    For an idea of what we need to do to even add a small quest. First I need to draft the quest in paper, get approval from quest lead and the director. This can actually take a couple of weeks, longer if the quest is important. Level design, environment art, character art, audio, cinematics, animation all need to get asset requests. For a small quest I'd try to avoid making more than one new character request, more than 2-3 locations. Some of the assets will go to outsource, most will be done in house.

    While that's taking place (months and months of work) the quest and story teams draft the quest. This can take a while, since a lot of stuff that works on paper doesn't work in game, for many many possible reasons.

    Once story is done, the text goes to localization (our writers all write in PL). From there lines are translated into a dozen languages, then sent to the studio to get actors to perform them. Those lines flow back to audio and cinematics, who put them into the game and make sure they sound right.

    Meanwhile QA and quest bug-fix and iterate on the quest, basically until we ship. This includes bugs of course, but also general feedback. During this phase entire locations might be moved or redone, characters change, etc, and each team needs to respond to each change. So if QA realizes that we made a mistake and actually this character shouldn't say this or this... also he should have a red sash instead of a blue one... also his house is in a swamp and it needs to be in the forest... etc. Each of those changes means that different teams need to jump in. Textual changes are particularly nasty because it means literally hundreds of people, producers, translators, managers, actors, directors, audio technicians, cinematic artists, etc, all have to deal with it.

    So I mean, in the super abstract, yes, you are right. Giving Iorveth his own side quest wouldn't have been hard. Actually, we gave him a huge quest and multiple side quests and it was even playable*. But it got cut and it wouldn't have been simple to replace it at that stage of the project.

    *Asterix to remind you that as a dev, my definition of playable is not the same as yours. No one who hasn't worked in gamedev really has any idea how janky and ugly games are until very very late in development.

    Lastly here's a youtube video where Pawel Sasko, Lead Quest Designer at CDPR giving an extremely in-depth presentation at how they made quests for the Witcher 3 and their general philosophy for quests design and anatomy, which will most likely apply to Cyberpunk 2077 as well. I like the part at 51:00 where he talks about methods to avoid cliches.

    submitted by /u/cupcakes234
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    A Splash page of various Nomad rides, from the NeoTribes Sourcebook

    Posted: 14 Jun 2020 04:46 AM PDT

    PSA: World of Cyberpunk lore book delayed till July 28

    Posted: 14 Jun 2020 11:11 AM PDT

    What Are The Gameplay Features Or Random Things You Guys Are Most Excited About?

    Posted: 14 Jun 2020 06:09 AM PDT

    Do we know when the cyberpunk 2077 xbox one controller will no longer be sold?

    Posted: 15 Jun 2020 12:26 AM PDT

    I want to pull the trigger and buy myself the special cyberpunk 2077 xbox controller but I'm waiting to save up a little more for it since it costs more than a regular controller. Was wondering if we know how long it'll be on sale for or if I'm just gonna see it unavailable one random day with no warning?

    submitted by /u/AdonisGaming93
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    Buy directly from cdproject with the physical goodies?

    Posted: 14 Jun 2020 11:40 PM PDT

    Hi,

    I am wondering, is there a way to buy the game directly from cdproject and get all the physical goodies, like the sticker, postcards etc?

    The only way I found is via gog and that's only the digital version.

    Thanks

    submitted by /u/HAse-ONE
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    can anyone please tell me, that where I can get this full image of V ? I saw this in therelaxingend's video. on box of steel series headphones. please give me link of picture

    Posted: 14 Jun 2020 09:20 PM PDT

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