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by WorldMaker
1326 days ago
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> The more interesting part of the story is Unreal is being used. For a while Unity and Unreal have been pushing out in-house engines. This is exactly the case for CD Projekt Red. They built their own engine (RED Engine) for Witcher 1 and built on top of it for the two Witcher sequels and also pushed it to its very limits for Cyberpunk 2077. A lot of useful criticism of the technological pains (delays, marketplace reception issues) they experienced with Cyberpunk was that they were using an in-house game engine unprepared for that genre (jumping from a game series where the fastest vehicle was a horse to one with cars and flying cars and planes is maybe not the easiest straight line). CDPR responded to that criticism, especially from their shareholders, that they would be minimizing that risk in future games development and externalizing that dependency and moving to an out-of-the-box game engine moving forward (including in that announcement that it would be Unreal). This announcement for the Witcher 1 remake seems like a proper and interesting "full circle" for this story: CDPR's last engine was built entirely for Witcher 1. Using off-the-shelf Unreal to remake Witcher 1 sounds like a smart way on paper to get their feet wet and move on from the old engine to the new one using a project they are already familiar with and can help them realign from old pipelines to new ones. |
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Close. REDEngine was created for Witcher 2: Assassins of Kings. Witcher 1 was built on a modified copy of Bioware's Aurora Engine (the Neverwinter Nights engine).
REDEngine versions were:
REDEngine 1: The Witcher 2: Assassins of Kings
REDEngine 2: The Witcher 2: Assassins of Kings – Enhanced Edition
REDEngine 3: The Witcher 3
REDEngine 4: Cyberpunk 2077