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CD Project Red wants to be "known for treating developers with respect"



The company is pushing for a "non-binding crisis policy" for the development of Cyberpunk 2077, urging workers to withdraw if the classes are too

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The development studio Witcher CD Projekt Red joined the ongoing industrial crisis talks, saying it would point out the existing "non-mandatory crisis policy" because it completes the development of the next title, Cyberpunk 2077.

Speaking with Kotaku, co-founder Marcin Iwiński said that politics has been in place for some time, but that the studio will push it harder, and that although employees may be asked to work nights and weekends, they do not have to. He adds that he hopes that a public statement will encourage employees to speak with managers if they do not want to work for those extra hours.

However, while the CD Projekt Red Crisis can not be compulsory, it can still be a common practice. Some employees who arrived in Kotaku after the investigation into the development of the hit have noticed similarities between the developmental story of the Ansamma and the Cyberpunk 2077. They also said that the studio ordered the team to work through Polish holidays this year and set aside mandate periods for vacations that need to be taken – one in summer, another winter.

The studio's management has confirmed that this policy is in force this year, but pointed out that the need for work overtime is due to the development of development.

"From a broader perspective, we should remember that the whole production lasts, for example, four years, sometimes five years, and most of the time, as well as three years, there is no crisis," said studio director Adam Badowski. "No extra hours. Sometimes before the E3 [we crunch], but most of the time, production is super-normal. It's the last round of liberation. And it's always difficult to handle, but you know there are some complications. It's really hard not to use all the forces at the very end.

"Plus there is another factor – sometimes we have unique specialties, very unique people and you can not clone. We have to work on very specific things. And we should ask them to spend more time on something very specific, because there is no other way to do it. It's mainly research and development or very special requirements, like tools. "

Ivinsky said the company wanted "to be known for treating developers with respect", a desire that might have been caused by the talks that followed the release of The Witcher 3: Wild Hunt. In October 2017, the studio received numerous negative views from Glasgow, which criticized the company for excessive crisis, poor pay and poor management.

At that time, Ivinsky and Badowski reacted to concerns in a joint statement that largely focused on counterfeit fans about the status of Cyberpunk 2077.

"This approach to making games is not for everyone," she read. "It often requires a conscious attempt to" discover the wheel "- if you personally think it already works like a charm. But you know what? We believe that discovering this wheel at any time of the frigid is what makes it a better game. and allows us to say that we really worked hard on something and we think it's valuable for your hard-earned cash. If you're making games with a "good enough good enough" attitude, you're done in the comfort zone and you know where the magic is going. "

Now, as the studio looks forward to Cyberpunk 2077, Badowski said that in the final sprint to release "I think we can promise that it will be better than ending the witch period."


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