: The team built REDengine 4 simultaneously with the game itself, a decision that slowed early production as they adapted to new first-person mechanics and complex city rendering.
The development process was defined by a shift from horizontal exploration to a dense, vertical urban environment.
: To handle the verticality of Night City, the developer's staff grew to over 500 people, roughly double the size of the team that built The Witcher 3 .
While the first cinematic trailer debuted in early 2013, full-scale development did not begin until after the release of The Witcher 3: Wild Hunt – Blood and Wine in 2016.
: Developers have noted that the project didn't undergo a single "reboot" but rather a constant evolution of creative direction as they defined what "modern cyberpunk" meant beyond classic tropes like neon rain. Designing the "Future"
: The team built REDengine 4 simultaneously with the game itself, a decision that slowed early production as they adapted to new first-person mechanics and complex city rendering.
The development process was defined by a shift from horizontal exploration to a dense, vertical urban environment.
: To handle the verticality of Night City, the developer's staff grew to over 500 people, roughly double the size of the team that built The Witcher 3 .
While the first cinematic trailer debuted in early 2013, full-scale development did not begin until after the release of The Witcher 3: Wild Hunt – Blood and Wine in 2016.
: Developers have noted that the project didn't undergo a single "reboot" but rather a constant evolution of creative direction as they defined what "modern cyberpunk" meant beyond classic tropes like neon rain. Designing the "Future"