Character Design

Introduction
In the five years during The Witcher was in production, the means of creating game characters changed many times. The changes were made in response to increasing expectations regarding computer game graphics and to new ideas for improved character presentation. Initially, each model was made up of barely over one thousand triangles mapped with a single color map (texture) having a resolution of 512 by 512 pixels. The character models were modular, consisting of a dozen or more volumes. Currently, each character model in The Witcher is a single volume constructed, in many cases, of more than five thousand triangles and enhanced with an entire palette of shaders that utilize four textures with a resolution of 1024 by 1024 pixels each. Thus, as our methods evolved, the work that went into each model increased several fold. We wanted to produce the best possible game with the best possible graphics, to make The Witcher stand up to srcutiny and to competition from other contemporary titles.

Characters
The game ultimately includes over one hundred thirty figures, many of which have several texture options. Over two hundred characters populate Vizima and its environs. Men, women of all states – peasants, townsfolk, and nobility – walk the city's streets. They include craftsmen, traders, wealthy merchants, as well as priests, beggars, and prostitutes. This diversity and multiplicity was required to create a living city where life proceeds as in a real city. Our figures stroll about, sweep the sidewalks in front of their homes, practice fencing, and even conduct alchemical experiments. All these activities required various animations that we created using motion capture technology. Geralt can interact with any character, so a system of emotional indicators was added to assist expression. The system produces the impression that game characters live their own lives reacting to the experiences life throws at them with sadness, delight or anger.

The protagonist, Geralt of Riva, is our most important character. Geralt had to be absolutely exceptional and polished. In producing the concept drawing, Przemysław "Trust" TruÐciÐski underlined the 'dark' side of the witcher's profession, equipping him with the tools of his trade: a trophy hook, a slotted belt for potion vials, and silver-studded gauntlets. "Trust" also made the character "handsome as a bandit". With time, the white-haired, scar-faced witcher evolved into a charismatic man who looks at once handsome and ominous. In final form, Geralt is made up of more then ten thousand triangles that enabled us to present all the nuances of the character.

Monsters
In a game about a professional monster slayer, the models of creatures are as important as those of other supporting characters. The creators of these models faced the difficult task of breathing life into beasts proposed by designers. The game includes approximately thirty monster models, though this number grows to seventy if textured versions are included.

The technology for producing monsters differs from that for producing human or humanoid figures. Monsters do not need seperate, high poly heads, because they rarely engage in dialogue. However, producing a design and then a model based on a brief written description taken from a book can be challenging. On the other hand, monster design is limited only by technical barriers, so one can let one's imagination run free.

Sapkowski's world lacks monsters typical of the fantasy genre like orcs and goblins. The author himself devised most of this world's creatures, while casting others, deeply rooted in mass culture, in new, highly non-stereotyped roles. Monsters in The Witcher had to be both original and realistic, while befitting the world as portrayed. Fleders that hang like bats from the rafters of abandoned buildings, drowners that lurk just beneath the surface of swamp waters, or noonwraiths that dance in fields when the sun is at its zenit are not only providers of experience points, but pieces that shape this particular fantasy world as a whole.

We drew inspiration from animals and especially insects, amazing for their deversity and exotic body structures. The frightener, koshchey, and kikimores are based on enlarged photos of arthropods. Elements of animal anatomy can be seen in almost all models, from the fish-like vodyanoi to the snake-like wyvern.

Charakter Design