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  • 5:00.

  • A DEMO OF "PSYCHONAUTS 2" TO

  • WRAP UP THE DAY.

  • BEFORE THAT, WE'VE GOT LOTS OF

  • GREAT PANELS.

  • YOU KNOW, COLISEUM IS ALL ABOUT

  • BRINGING GAME CREATORS CLOSER TO

  • YOU GUYS.

  • THE FANS.

  • TALKING ABOUT THEIR GAMES.

  • WHAT THEY'RE DOING.

  • WE ARE GOING TO KICK OFF THIS

  • MORNING WITH A COMPANY THAT HAS

  • A LOT OF BUZZ HERE.

  • [LAUGHS]

  • YOU GUYS ARE INTO CYBERPUNK?

  • THAT IS PART OF WHAT

  • CD PROJEKT RED DOES.

  • AND IT IS MY HONOR TO WELCOME

  • THE CEO OF CD PROJEKT RED,

  • MARCIN IWINSKI.

  • NICE TO SEE YOU, MAN.

  • HOW IS EVERYTHING?

  • I'M JEALOUS WITH THIS JACKET.

  • >> WE HAVE A PUNK SYMBOL IN THE

  • LOGO.

  • >> EXACTLY.

  • FIRST OF ALL, CONGRATULATIONS.

  • LAST YEAR, YOU GUYS HAVE THE BIG

  • E3.

  • YEAH.

  • IT'S INCREDIBLE.

  • I THINK WE HAVE TO START WITH

  • WHAT IS THE BIGGEST BUZZ OF E3,

  • WHICH IS KEANU REEVES IN

  • CYBERPUNK.

  • I PUT UP POLL UP ON MY TWITTER,

  • AND THE THING WITH THAT IS YOU

  • KNOW, IT WAS AMAZING TO HAVE HIM

  • ON STAGE AND HAVE HIM IN THE

  • GAME, BUT I THINK ONE THING THAT

  • WE ARE TALKING ABOUT, WE HAVE TO

  • REALIZE THAT IT'S NOT JUST A

  • CAMEO, RIGHT?

  • HE'S A BIG PART OF THE GAME?

  • >> HE ENTERS THE STAGE, PEOPLE

  • STARTED CHEERING.

  • WE WANTED HIM TO HAVE A VERY

  • MEANINGFUL CHARACTER.

  • FOR US, IF YOU LOOK AT ALL OF

  • THE ACTORS, IT IS KEANU REEVES.

  • SO WE HAD A LOT OF BACK AND

  • FORTH.

  • AND WE DECIDED TO APPROACH HIM.

  • IT WAS ABOUT A YEAR AGO.

  • SO THE MEETING WAS ARRANGED.

  • I THINK IT'S REALLY WORTH TO

  • MENTION THAT MAYBE IT'S A CAMEO,

  • MAYBE IT'S SHORT, NO IT'S ONE OF

  • THE MAIN CHARACTERS WITH A LOT

  • OF SPOKEN TEXT.

  • HE DID SOMEWHERE AROUND 15 DAYS

  • OF VOICE RECORDING AND THE

  • STUDIO.

  • SO YOU SEE A LOT OF KEANU.

  • >> THAT'S A LOT.

  • THANK YOU.

  • THANK YOU.

  • >> THERE SO MUCH TO TALK ABOUT

  • WITH CD PROJEKT RED.

  • THAT IS A BUZZ WHERE THE MOMENT

  • THAT HE IS IN THE GAME.

  • WE ARE ALL HERE BECAUSE WE LOVE

  • YOUR GAMES.

  • WE LOVE "CYBERPUNK."

  • WHAT THAT IS, OF COURSE.

  • YOU KNOW, I WANT TO TURN BACK

  • THE CLOCK A LITTLE BIT SO THAT

  • PEOPLE UNDERSTAND A LITTLE BIT

  • MORE ABOUT YOU AND THE STUDIO.

  • KIND OF THE HISTORY.

  • BUILDING THE COMPANY INTO WHAT

  • IT IS TODAY.

  • WHEN YOU GUYS WERE FIRST

  • STARTING OUT, I'M IN WHAT WAS

  • THE VISION COMPANY YOU WANTED TO

  • BUILD, AND HOW MUCH DIFFERENT IS

  • IT NOW?

  • >> GOING BACK IN TIME.

  • I STARTED A LONG TIME AGO.

  • I STARTED RIGHT OUT OF

  • HIGH SCHOOL.

  • THE POINT OF THE COMPANY WAS TO

  • BE IN THE GAMES.

  • THAT IS FINE TOO.

  • THAT IS OUR VISION OF THE

  • COMPANY PRETTY MUCH.

  • SO I STARTED WITH MY HIGH SCHOOL

  • FRIEND.

  • WE WERE PLAYING GAMES.

  • SKIPPING CLASSES, WHATEVER.

  • WE WERE LOOKING AT OUR ABSENCES.

  • WE WERE BOTH MISSING AT THE SAME

  • TIME.

  • GOING SOMEWHERE TOGETHER TO PLAY

  • GAMES.

  • RIGHT AFTER HIGH SCHOOL, THERE

  • WAS THE WHOLE CD-ROM REVOLUTION,

  • HENCE THE NAME CD PROJEKT.

  • IT IS KIND OF SIMPLE.

  • AND SO WE HAD GAMES ON

  • CD-ROMs.

  • IT WAS A HUGE REVOLUTION FOR ALL

  • LOT OF YOUTH.

  • IT WILL MAYBE NOT MEAN A LOT.

  • A FLOPPY DISK.

  • YOU CAN SEE THEM ONLINE OR IN A

  • MUSEUM.

  • IT WAS 400 TIMES MORE DATA.

  • SUDDENLY, YOU HAVE THE OPTION TO

  • HAVE MUSIC AND THEN AMAZING 3D

  • GRAPHICS.

  • HUGE, HUGE REVOLUTION.

  • WE STARTED AS A DISTRIBUTION

  • COMPANY IN POLAND.

  • THEN SELLING IT OVER THE WEEKEND

  • AT A LOCAL GAME STORE.

  • THEN WE STARTED GROWING.

  • WE STARTED LOCALIZING.

  • IT IS WORTH MENTIONING THAT IT

  • WAS NEVER A BUSINESS.

  • IT WAS KIND OF A LIFESTYLE.

  • SO WE WERE ACTUALLY PRETTY BAD

  • WITH COUNTING MONEY.

  • ACCOUNTING.

  • OUR COUSIN TOLD US WHAT KIND OF

  • ERRORS WE HAD.

  • TWO WEEKS OR MORE.

  • WE STARTED WITH GAMES.

  • THEN WE WERE ADDING ALL OF THE

  • ELEMENTS.

  • INITIALLY, THE MOTIVATION WAS TO

  • GET THE GAMES FOR US.

  • WE HAD A PRETTY GOOD PULSE OF

  • THE MARKET.

  • WE WERE CHECKING IN OURSELVES.

  • >> Geoff: DOING IT IN POLAND,

  • IN WARSAW, THAT IS FASCINATING.

  • THERE IS A PRETTY COOL COMMUNITY

  • OF DEVELOPERS THERE NOW.

  • WHEN YOU ARE STARTING OUT, THIS

  • WAS --

  • >> Marcin: YES.

  • RIGHT NOW, THERE IS A LOT OF

  • GREAT GAMING COMPANIES IN

  • POLAND.

  • IT'S AN AMAZING ENVIRONMENT.

  • WE HAD A ROLE IN PIONEERING ALL

  • THAT.

  • I STILL REMEMBER BACK IN THE

  • DAY, FIVE YEARS, RUNNING THE

  • COMPANY, WE WENT TO THE BANK.

  • WE WANTED TO GET CREDIT.

  • WE HAD ALL THE PAPERS, I WAS

  • DOING THAT.

  • IT WAS A NIGHTMARE FOR A FEW

  • WEEKS.

  • TALKING TO THESE LADIES.

  • THEY SAID YEAH, GOOD REVENUES,

  • SOLID PROFITS.

  • ALL IS WELL.

  • THERE IS HOWEVER, ONE PROBLEM,

  • BOYS.

  • SOME COLLATERAL.

  • HOW ABOUT YOUR PARENTS HOUSES

  • AND CARS?

  • WE WERE LIKE HOLY MOLY.

  • SO WE DIDN'T GET THE CREDIT.

  • >> Geoff: MOM AND DAD --

  • >> Marcin: A FEW YEARS LATER.

  • BACK THEN, GAMING WAS LIKE --

  • WHAT'S THAT?

  • I TOTALLY DON'T GET IT.

  • IT WAS SOME KIND OF FUNNY, SILLY

  • THING FOR KIDS.

  • SO IT HAS TOTALLY CHANGED.

  • IT IS AN IMPORTANT PART OF

  • THINGS NOW.

  • I THINK THE DEFINING MOMENTS WAS

  • WHEN THE PRESIDENT OBAMA CAME TO

  • POLAND FOR THE FIRST TIME.

  • YEAH.

  • IT MIGHT NOT BE A BIG THING, BUT

  • IT'S THE THING I'M CONSTANTLY

  • REPEATING.

  • WHAT IS POLAND FAMOUS FOR?

  • THE THINGS COMING TO MY MIND

  • WORKS SAUSAGE AND VODKA.

  • AND I'VE BEEN REPEATING IT ON

  • AND ON, BUT THAT WAS REALLY IN

  • MY HEAD.

  • WELL, WHAT IS THE POLISH ECO

  • ECONOMY?

  • TWO THINGS.

  • MAYBE I AM NOT VERY VOCAL ABOUT

  • IT.

  • I THINK I CAN HONESTLY SAY NO

  • COMPUTER GAMES.

  • >> Geoff: NO, I WOULD AGREE.

  • THAT IS A CREDIT TO YOU AND THE

  • COMPANY THAT YOU BUILD.

  • DO YOU SEE THE COMPANY AS ALWAYS

  • EXISTING ONLY IN POLAND?

  • I KNOW YOU HAVE A SMALL OFFICE

  • HERE IN L.A.

  • IN THE FUTURE, DO YOU SEE A

  • STUDIO IN THE STATES OR OTHER

  • PARTS OF EUROPE?

  • >> Marcin: NEVER SAY NEVER.

  • WE MAKE GAMES.

  • THE MAIN HEADQUARTERS IS IN THE

  • CAPITAL.

  • PRETTY BIG STUDIO IN SOUTHWEST

  • POLAND.

  • SO I THINK FOR US, MAYBE IT WILL

  • CHANGE, BUT AS OF NOW AND IN THE

  • FORESEEABLE FUTURE, WE REALLY

  • WANT NOT TO WASTE TIME ON

  • COMMUNICATION BETWEEN THEM.

  • EVEN LIKE WE ARE TALKING BACK IN

  • THE DAY.

  • IT JUST MAKES THINGS SLOWER.

  • FROM THE PERSPECTIVE OF

  • MARKETING AND P.R., I THINK WE

  • CAN HANDLE THAT.

  • MAKING CERTAIN DEVELOPMENT

  • DECISIONS ARE CREATIVE DECI

  • DECISIONS, WE HAVE TO WAIT THIS

  • LONG IN THE PRODUCTION PROCESS,

  • IT JUST MAKES IT SLOWER, AND I

  • WOULDN'T WANT THAT.

  • I WAS ASKING HOW OTHER PEOPLE DO

  • THAT.

  • >> Geoff: I THINK THERE IS

  • SOMETHING UNIQUE ABOUT YOU BEING

  • IN POLAND.

  • I WAS WONDERING, DO YOU HAVE ANY

  • SENSE OF -- DO YOU KNOW, BEING

  • IN POLAND, HOW DO YOU THINK THAT

  • CHANGES LIKE KINDS OF GAMES YOU

  • MAKE?

  • DOES THAT INFLUENCE YOU?

  • >> Marcin: YEAH, FOR SURE.

  • ASKING AROUND MANY TIMES.

  • HIS CREATIONS, A LOT OF SLAVIC

  • MYTHOLOGY.

  • FOR WHICH WE ARE USING THE

  • BLUEPRINTS OF THE CASTLES.

  • IT IS VERY AUTHENTIC.

  • I THINK IT ALSO HAS QUITE A LOT

  • OF SENSIBILITY.

  • WE MOVED IT TO 2077.

  • IT IS DIFFERENT.

  • IT IS CALIFORNIA.

  • YOU FEEL A LITTLE BIT OF THAT.

  • >> Geoff: TALKING ABOUT SORT

  • OF THE EVOLUTION OF THE COMPANY,

  • THE "CYBERPUNK" PROJECTS, FOR

  • MANY, MANY YEARS INSIDE OF TH

  • THERE.

  • COULD WE MAYBE TALK A BIT ABOUT

  • YOUR PHILOSOPHY AND HOW YOU

  • DECIDE WHICH GAMES YOU MAKE AND

  • HOW YOU MAKE THEM?

  • YOU OBVIOUSLY HAVE A UNIQUE

  • CADENCE AS TO HOW YOU BUILT THE

  • COMPANY.

  • A VERY LARGE, PUBLIC COMPANY

  • THAT IS DEFINED BY