Tuesday, February 6th 2024
Cyberpunk 2077 Sequel Team Bolstered with Veterans from Ubisoft Massive & Playground Games
CD Projekt has been on a recruitment kick in the USA and Canada—"Project Orion"—AKA a sequel to 2020's Cyberpunk 2077—is in the early stages of development at the company's Boston studio (according to earlier reports). An official announcement—issued a few hours ago—outlines a series of new hirings destined for their New England and Vancouver, BC offices. Additionally, multiple members of the original Cyberpunk 2077 development team have moved from CD Projekt Red's principal Warsaw location to the East Coast NA operation—most notably game director Gabriel Amatangelo, associate director Paweł Sasko, and creative director Igor Sarzyński. The company's executive team confirmed (last month) that their Poland office(s) will preside over the embryonic "Project Polaris"—the next mainline entry in their Witcher franchise.
CD Projekt Red North America's hiring of Anna Megill's has received the most press coverage—she will become the Cyberpunk sequel's Lead Writer. The company press release documented her work history: "narrative contributions to such titles as Control (Remedy), Dishonored: Death of The Outsider (Arkane), Avatar: Frontiers of Pandora (Ubisoft Massive), Guild Wars 2 (ArenaNet), and the upcoming Fable (Playground Games)." The Executive Producer position will be filled by Dan Hernberg, previously Head of Production at Amazon Games and Panic Button, as well as Lead Product Manager at Blizzard Entertainment—his CV includes "contributions" to New World, Apex Legends, and Diablo III. Ryan Barnard has been hired as Design Director, his past credits include: "Game Director at Massive Entertainment and Ubisoft, as well as Gameplay Director at Hitman developer IO Interactive." Alexander Freed (a former BioWare lead writer) will be contributing additional plot content. Cyberpunk multiplayer elements have been teased by CD Projekt leadership, so it would make sense to have several MMO-experienced senior staffers onboard.
Sources:
Eurogamer, VGC, Wccftech, CDP News
CD Projekt Red North America's hiring of Anna Megill's has received the most press coverage—she will become the Cyberpunk sequel's Lead Writer. The company press release documented her work history: "narrative contributions to such titles as Control (Remedy), Dishonored: Death of The Outsider (Arkane), Avatar: Frontiers of Pandora (Ubisoft Massive), Guild Wars 2 (ArenaNet), and the upcoming Fable (Playground Games)." The Executive Producer position will be filled by Dan Hernberg, previously Head of Production at Amazon Games and Panic Button, as well as Lead Product Manager at Blizzard Entertainment—his CV includes "contributions" to New World, Apex Legends, and Diablo III. Ryan Barnard has been hired as Design Director, his past credits include: "Game Director at Massive Entertainment and Ubisoft, as well as Gameplay Director at Hitman developer IO Interactive." Alexander Freed (a former BioWare lead writer) will be contributing additional plot content. Cyberpunk multiplayer elements have been teased by CD Projekt leadership, so it would make sense to have several MMO-experienced senior staffers onboard.
11 Comments on Cyberpunk 2077 Sequel Team Bolstered with Veterans from Ubisoft Massive & Playground Games
I bought the game, on PC, on release night, started playing it and was blown away.
I had very few bugs (mostly T-posing characters) and I played through it twice in a row.
The lack of censorship and the graphics on my Core i7 5960x/ 3090/32 GB DDR4/ SSD machine were fantastic - probably the greatest I'd ever scene up till that point.
Hopefully they'll take more time to properly finish the sequel and release it in proper working condition.
Fact is they're not dedicated, and the best games come from truly dedicated teams that put heart and soul in it. For these guys its just the next project though. And yeah yeah, they say every time, like a broken record 'I've put all my effort in this one'. Imagine if they said anything else...
Its unfortunate, but the true gems come from new studios, new teams that have put their heads together and said 'we will make this happen'. Not from top-to-bottom directed teams that are making sequels. Just forget it. Das war einmal.
The Witcher 3 was that one-time affair for CDPR. And we all know how poor that project was managed. Its a miracle it turned out as well as it did. Cyberpunk confirmed that notion in every possible way, with far worse project management. It looks like CDPR has learned, so now we get a fully corporate driven, managed experience. Things will still be broken at launch, but now there's a solid PR story behind it.
Mark my words.
A counterargument would be : poaching talent from a recent Indy studios that's been successful in their endeavor might not be as easy as it sounds: small studios often means a more laid-back environment, more creative control, the possibility of working on a game that really feels like it's "yours". If you join an AAA studio, to work on an AAA title, you have to give up on that. Even more so if said studio got a super talent (the like of Sam Lake, or Yoko Taro). Indies talent might feel like they haven't finished what they needed to do yet, or have more projects closer to them that they want to realize rather than working on "someone else game". It's the kind of people that often leave a studio that got too big for "creative differences" and end up starting a new studio again.
The Big vs Small studio thing is something that happens in every creative industry: Big studios, big clients pay well, and looks nice on the CV, but can be mentally taxing and frustrating if you have the soul of an artist. If you don't work at the top, you can get the impression that you are just a tiny cog in a gigantic machine. Small studios are often more fun, get you really more involved in the meat of the project, but you don't get paid as well, or your work don't get the same reach. They don't attract the same profile, I've met people who have the skill to work in a big company choosing to stay in a smaller one because it gives them more time to work on stuff that they really like.
The ony successful company can be, if they are combined from the scattered professionals, that were "burned" by the failed company's business decisions. That took the damage and yet have the vision, willing to intentionally make the great game, notwithstanding the amount of money they will get, by learning their lesson, and accepting bitter experience. Otherwise, they all are doomed. Every of them.
Look how these countless of studios are "successfull" only financially, and eventually being watered down inside the publisher parent companies, or even straight away fired/closed. This is because the companies ideas are shortlived, narrowminded and have no creativity. They are doomed to repeat the same pattern, by making some PR, making sales, push some filthy DLC, or silly sequel, and then say goodbye to all guys/gals who serviced the C-suit "brilliant" strategy.
This is indeed ideological decision, not financial. Surely, nobody would make a game without money, let alone a good one. But there's some thin line of "enough" many of them missing. It's not up to hire big studios, and many "experienced" people. It's about managing a direction, in which the product will go (mad profits or fun) beforehand. And yes, none investor will fund a company, if they won't give 'em big money numbers. The only way to get the game successful is an enthusiastic route.
Vanilla cyberpunk obviously lacked focus and a clear direction to follow, the released game still had vestigial ideas that were of no use in the actual gameplay, and many ideas that were presented to the public never made it to the final game. If the leads were humbler, the launch would have been less painful. Cyberpunk 2.0 is a good game. Yes, it didn't have the impact that TW3 had, but honestly, focusing too much on outdoing your previous achievement can also prevent a game from blossoming into its best form. Not every Zelda game reached an iconic status, but every one of them are at least solid games in their own right.
Nintendo work ethic and development model on some of their games is something that other studios could learn from : each sequel uses the strong foundations of the prequel, but adds a new core mechanic that make the game different. Zelda OOT and Majora's Mask are a prime example of how you can keep the basic elements of a game, but still make something that doesn't feel the same once you play it. A good balance of risk and rationality is ideal.
What I hope is that the sequel of CP2077 is going to refine the core gameplay, while bringing enough novelty and risk taking where it counts to make it feel fresh. I don't want to hear anything about how it's going to be a revolution of the gaming industry. No one who said that ever managed to fill those shoes.
About that news, though, we need to keep in mind that CDPR lost a few vets, and are trying to work on several games at the time. All the people that they're hired are going to be leads and director. My guess is that they just don't have enough hands on deck to manage everything. IIRC, the remake of TW1 is the one being handled by an external studio made of old timers of CDPR. While Warsaw is focused on TW4, but without Geralt, while also developing a new undisclosed IP.