Before leaving CD Projekt Red, Tomaszkiewicz co-directed Cyberpunk 2077. It raises the question: why would a successful director choose to part ways with such a celebrated company? “I wanted to create something unique with people I trust,” Tomaszkiewicz explains. “We’re passionate about RPGs and respect what’s been achieved so far. However, I believe the genre’s conventions can be pushed further. We had bold ideas—things so unconventional that we realized we needed our own studio to make them happen. Convincing a large corporation to take such risks without an established IP would’ve been nearly impossible.”
He continues, “Another advantage of a smaller studio is the direct communication within the team. It’s easier to share a unified vision and maintain a creative spark, which can sometimes be lost in bigger organizations.”
Rebel Wolves has assembled an impressive roster of talent, including former CD Projekt developers such as Daniel Sadowski, who serves as design director, and Mateusz Tomaszkiewicz, the studio’s creative director. Both have significant experience from working on The Witcher series.
Konrad Tomaszkiewicz is now leading the development of The Blood of Dawnwalker, a new fantasy RPG centered on Coen, a protagonist who is half-human and half-vampire. The game follows Coen’s journey to rescue his family from powerful vampires who have taken control of their homeland, the Vale Sangora in the Carpathian Mountains.
The studio aims to innovate within the RPG genre by introducing unique mechanics, such as “time as a resource.” This system ties the game’s day-night cycle to player decisions, adding weight to every quest and task. Players must carefully prioritize their actions, as completing one objective might mean sacrificing another opportunity to weaken their vampire foes.
On the reasoning behind this system, Tomaszkiewicz shares, “In The Witcher 3, you could know that Ciri needed help but still choose to play Gwent, and it felt very game-like. It’s an incredible game, but that kind of detachment makes you aware it’s just a game. We wanted to add a mechanic that ties the narrative and gameplay together, so your choices have a tangible impact, increasing immersion and emotional engagement.”
Source: PC Gamer
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