Cyberpunk 2077 - Interview & Layered Design Elements

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Spaceman
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VideoGamesChronicle interviewed a level designer for Cyberpunk 2077 about building the game while Wccftech took a look at the layered design elements.

Do you have a checklist of considerations when you build a level for Cyberpunk?

We do try and make sure that the levels feel consistent in terms of options, but it's about the narrative as well, because for CD Projket Red the story is king. We do try to make sure that everything is balanced, but if for example the story needs certain things then we take that into consideration.

Have you had to change anything in your levels based on playtesting? We imagine different character types might have brought up unexpected results.

I think that has been one of the most interesting parts, watching people play. Whether you're watching teammates or even playing yourself, you encounter different experiences that the player has. There was definitely constant tweaking and iteration, because in one playtest the player might not even touch certain routes. It's been interesting to try and highlight which play style can lead you down which path: that's been one of the most crucial tweaks, making sure that we highlight all the options for the player.

It's about making sure a certain character doesn't bypass important areas, but also that they don't get stuck halfway down a route for example. Maybe you've made a Netrunner and then the only way past something is for a strong player. And because it's a fluid class system and people can mix and match their characters, you constantly give different options to tackle different challenges.

[...]

In a recent interview with GamesIndustry, CD Projekt RED's Marthe Jonkers (Senior Concept Artist and Coordinator) explained how the developers are trying to inject more believability into the game world by designing a layered Night City, where players will be able to recognize the district and the history of its inhabitants simply by looking at it.

[...]
Thanks Farflame!

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