The_Witcher_-_Artbook.pdf

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This book summarizes work done on the graphics for The Witcher in the years 2002-2007. Initially consisting
of three members, the art team expanded over time. Ultimately twenty people – all employed by CD Projekt
Red – created the game visuals.
We drafted the artistic concept at the turn of 2002 and 2003. Familiar with Andrzej Sapkowski’s prose,
having a clear idea of how it should look in game form, we devised the overriding visual formula within a few
weeks. The Witcher would draw on the ‘dark fantasy’ genre and the best available example of it – Diablo
2 . This was consistent with our vision of a brutal and grimy game world that would afford little room for
charming illusions. It had to be a thoroughly believable world, a convincing backdrop for the contemporary
social problems that would play out within it.
We looked to historical sources to strengthen the credibility of our vision. I believed combining a ‘dark
fantasy’ aesthetic with the realities of 15th and 16th century Europe would be our best option, so the
architectural, costume, character, weapon and furniture designs reference late Medieval and early
Renaissance trends.
Producing the right mood was ultimately more important than achieving historical accuracy. Rather
than limiting ourselves to the late Middle Ages, we also incorporated elements from the late Renaissance
(especially in its German and Dutch varieties), drew inspiration from Baroque paintings, the Dutch masters
of the landscape and genre scene. Slavic culture also provided numerous aesthetic ideas.
The visuals would be a background for the postmodern world of Andrzej Sapkowski’s novels. This in itself
provided artistic freedom, the lexibility to blend different conventions with little restraint. Thus, like the
author’s books, the game contains many anachronisms.
The concepts and designs in this volume describe our process. Many ideas never made it into The Witcher ,
but without them certain game elements would not have arisen. This book is the sole outlet for presenting
them.
I recommend the chapter about the two ilms Tomasz Bagiƒski produced. Providing a unique look at the
differences between game and ilm production, it simultaneously notes the similarities between the two
mediums.
I wish to thank all the art team members. The Witcher ’s visuals are a product of their vast talents,
enthusiasm, and dedication. I can’t name everyone, but the following deserve special mention: Damian
Bajowski, Patryk Brzozowski, Michał Buczkowski, Marian Chomiak, Piotrek Chomiak, Bartek Gaweł, Adam
Kozłowski, Kamil Kozłowski, Adrian Madej, Paweł Mielniczuk, Seweryn Niedzielski, Tomek Polit, Dominik
Redmer, Przemek TruÊciƒski, Lucjan Wi´cek, and Łukasz Ziobrowski.
Adam Badowski
Head of Art
The Witcher
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WORLD MAP
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MAPA ŚWIATA
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MAPA ŚWIATA
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