CD Projekt Crimson will not be utilizing REDengine for The Witcher 4, however the developer’s vp of expertise has made it clear the engine is not why Cyberpunk 2077 suffered.
It is fairly uncommon for many builders to make use of their very own engines. Sq. Enix lengthy struggled with its Luminous Engine, the one Remaining Fantasy 15 was made in, for instance, and Kingdom Hearts 3 even began off there earlier than making the swap to Unreal Engine. CD Projekt Crimson too made the choice to develop The Witcher 4, or no matter it is known as, in Unreal Engine 5, main some to suspect that the developer desires to keep away from one other Cyberpunk state of affairs. However in a brand new interview from Eurogamer with Charles Tremblay, the VP of expertise made it clear that the change is not due to the developer not liking its personal engine.
“I do know lots of people are interested in it, so I will attempt to clarify,” Tremblay mentioned, noting that it has been a “very polarising query basically, for the corporate and for everybody.” The developer shared that regardless of what many consider, REDengine wasn’t the principle motive as to why Cyberpunk 2077 had such a tough growth, and even the principle motive why CD Projekt Crimson is transferring to Unreal Engine. “The very first thing I need to say once more, to make certain, 100% clear, is that the entire workforce, myself included, are extraordinarily happy with the engine we constructed for Cyberpunk. So it’s not about, ‘That is so dangerous that we have to swap’ and, you understand, ‘Kill me now’ – that’s not true. That’s not true, and this isn’t why the choice was made to change.”
Tremblay mentioned it was just because it desires to have a number of initiatives in growth without delay, i.e. this upcoming Witcher sport, Cyberpunk’s sequel codenamed Orion, and a totally new IP codenamed Hadar. “The best way we constructed stuff previously was very one-sided, like one challenge at a time. We pushed the restrict – but additionally we noticed that if we needed to have a multi-project on the identical time, constructing in parallel, sharing expertise collectively, it’s not straightforward.”
He went on to say that “the thought was that we will push the expertise, we will lastly have all of the technical individuals within the firm working collectively on totally different initiatives, slightly than tremendous centralised into one expertise that may very difficultly be shared between different initiatives.”
It clearly nonetheless stays to be seen whether or not the following Witcher sport even has a clean growth or not, the sport solely began manufacturing this month in any case, however hopefully as Tremblay notes with the ability to have the technical aspect of the devs working extra collaboratively will make it a bit simpler.