RyanSchou

RyanSchou



30 Oct

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This month we’re participating in #Blocktober, highlighting the work of our talented Level Designers. For our last post, Sebastian McBride and Mariusz Kubów share a behind-the-scenes look at the main quest “The Killing Moon”.

💬As with most of the Space Port, the Maglev station went through heavy iteration — I think I made about 5 radically different versions of it. Knowing that this would be one of the last locations in Phantom Liberty where the player would engage in heavy combat, I pushed for a more circular approach when considering movement. The location had to have a very...
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23 Oct

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This month we’re participating in #Blocktober, highlighting the work of our talented Level Designers. Now up: Sebastian McBride sharing a behind-the-scenes look at the “Dicky Twister Club” location.

"This blockout was done relatively quickly around the middle of the project. I wanted a location where the player could lean into a non-hostile experience that they could walk around in before switching up to more traditional stealth gameplay. The goal was to embrace the tone and vibes of stealth game staples but done the Cyberpunk 2077 way.

The idea of the main office overlooking the whole club was something I leaned into early on. The moment you enter the club, the objective is right in front of you: you see your goal and now y...
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02 Oct

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This month we’re participating in #Blocktober to highlight the work of our talented Level Designers! First up is Bartłomiej Pyrko, sharing a behind-the-scenes look at the level design for the gig “The Man Who Killed Jason Foreman”.

"First, I wanted to determine the dimensions and general flow of the area with an early, very basic, and raw version of the blockout. The entire boss fight was designed with a minimum of three exits from each room, encouraging continuous movement in a circular pattern — and with plenty of cover spots for the player. This design was made to give the player freedom of movement throughout the whole battle.

From the very beginning, I knew I wanted a pretty tough boss her...
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22 Sep

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We’ve completely changed our approach to cyberware with Update 2.0 and there are many reasons for that. First of all, we want to treat cyberware as part of your build — specific gear that supports and enhances your playstyle and gameplay.​
Another reason is our dedication to style over substance. This is why we moved nearly all armor stats away from clothes and onto your cyberware, which gives you the freedom to wear what fits your style instead of looking for the best stats on your clothes. Only where it makes sense do your clothes still impact your armor, like on a bulletproof vest — but even then it’s to a much lesser degree than through your cyberware. And with the existing transmog system, you can make sure ...
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12 Sep

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Today, we’re taking a look at another new feature coming to the Cyberpunk 2077 base game as part of the free Update 2.0, which will be available for current-gen consoles and PCs: vehicle combat and car chases!

There are in fact three new ways to take out enemies from the safety of your car besides just running into them. Don’t get us wrong, that’s always an option — but make sure not to explode and flatline yourself!
  1. The first new option is shooting your pistols or SMGs either from the back of your motorcycle, straight through your car’s windshield, or out of its side window. In the case of cars with CrystalDome tech, you can instead open the sliding doors and shoot out that way. Whi...
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