- Joined
- Jan 28, 2011
- Messages
- 98,337
![Codex Year of the Donut Codex Year of the Donut](/forums/smiles/campaign_tags/campaign_2022c.png)
![Who the fuck is Dawn_? Serpent in the Staglands](/forums/smiles/campaign_tags/campaign_staglands.png)
![I support RPG Zombie Vapourware! Dead State](/forums/smiles/campaign_tags/campaign_deadstate.png)
![I gave money to Larian's relationship simulator. Divinity: Original Sin](/forums/smiles/campaign_tags/campaign_divinityos.png)
![I just love real-time with pause fantasy crap! Project: Eternity](/forums/smiles/campaign_tags/campaign_projecteternity.png)
![What does one badge matter? Torment: Tides of Numenera](/forums/smiles/campaign_tags/campaign_tidesofnumenera_cmcc.png)
![I support prestigious turn-based combat in a post-apocalyptic environment. Wasteland 2](/forums/smiles/campaign_tags/campaign_wasteland2.png)
![I supported HBS actually doing INCLINE. Shadorwun: Hong Kong](/forums/smiles/campaign_tags/campaign_shadowrun_hongkong.jpg)
![I can't get enough of Larian's relationship simulators. Divinity: Original Sin 2](/forums/smiles/campaign_tags/campaign_dos2.jpg)
![I'm easily impressed by pretty graphics of strange giraffe-like creatures. A Beautifully Desolate Campaign](/forums/smiles/campaign_tags/campaign_desolate.jpg)
![I support better than average sequels. Pillars of Eternity 2: Deadfire](/forums/smiles/campaign_tags/campaign_poe2.png)
![It's easy to live life when 'at least they're not Obsidian' is your only criteria for approval Pathfinder: Kingmaker](/forums/smiles/campaign_tags/Campaign_KingMaker.png)
![It's easy to live life when 'at least they're not Obsidian' is your only criteria for approval Pathfinder: Wrath](/forums/smiles/campaign_tags/Campaign_Wrath.png)
![I'm very into cock and ball torture I'm very into cock and ball torture](/forums/smiles/campaign_tags/campaign_knightsofthechalice2.png)
![I helped put crap in Monomyth I helped put crap in Monomyth](/forums/smiles/campaign_tags/campaign_monomyth.png)
https://www.thegamer.com/gamescom-latam-2024-pawel-sasko-interview-cd-project-red-cyberpunk/
Gamescom Latam 2024 - Finding Growth Through The Pain With Pawel Sasko
It’s a characteristically hot day in Brazil, but I’m quite comfortable in gamescom latam 2024’s well-cooled press lounge. In front of me sits Pawel Sasko, associate game director at CDProjekt RED, and we find ourselves talking about what lies on the horizon for him after the launch of Cyberpunk 2077: Phantom Liberty.
“Right now, I’m an associate game director for a new Cyberpunk video game, so I'm based in Boston with other members from the RED Team. We have moved from Europe to America to build a studio, and we are hiring [for] and working on the new Cyberpunk game,” he tells me. “It's in the early stages, but we are really excited!”
Of course, since this is gamescom latam, previously known as the Brazil Independent Games Festival, I wanted to ask Sasko about his early days at Metropolis Software and Reality Pump Studios, and what can be learned from the past as the Latin American indie gaming industry begins to rise in recognition.
“I started as a game dev when I was 19 years old; I’m 39 right now, so I've been over 19 years in the industry. At first, I started in small indie teams; we made a couple of games, or should I say prototypes, that were never released,” he confesses. “We didn't even use the term ‘indie’, so at that time it was more like a demo scene, rather than actual indies”.
![]()
When I ask him about the biggest challenges of those days years ago, he says, “For me, it was just really a learning process. At that time YouTube existed, but there was nothing on it, right? So, at that time, there were just cat videos, and for me to learn, I had to buy books in America and import them to Europe, and they were already dated, so you had to learn mostly by doing it yourself or thanks to other devs.”
“Everything was just really garage companies at that time, and the first serious company that I joined was Metropolis Software, where we did a game that was never released. I also remember there was a time when our server broke at Reality Pump and we lost the whole game. The only backup was in the computer of one of the graphic designers, who was on paternity leave, so we had to bring back his computer very carefully to the company to copy the game from his drive back onto the server dude.” He laughs. “Those were the days”.
A lot of independent studios are showcased at gamescom latam, and several of them face financial and creative challenges, especially during such a volatile period for the industry. A psychologist by education, Sasko has shared on previous occasions that he has a mindset of working through a rough situation rather than pretending it isn’t happening.
“The important thing about therapy is that the best way to grow and become better is through [feeling] your pain, not avoiding it. I believe that when you have scars, you should become proud of your scars and carry them. There were many hardships in my past, games that I worked on that were canceled and then, of course, Cyberpunk,” he says. “To sum it up, Phantom Liberty worked significantly better at its launch because we completely changed the production style, something that couldn’t have been possible if the initial reception of the game wasn’t as negative as it was. And it changed me and us as a studio.”
![]()
While having a healthy attitude in the face of difficult times helps people to grow, material factors still have major impacts on the well-being of developers. The industry is facing a time when studios big and small are facing waves of layoffs and closures, and many developers have to live with the knowledge that their livelihoods are perpetually at risk. Do smaller developers still have enough opportunities to find success?
“Oh, absolutely. If anything, I think that the whole scene is fertile for indie developers right now. For example, during [Summer Games Fest], they were showing multiple indie games on the big stage, with a viewership of 80 million people around the world,” Sasko reflects. “Nowadays, everyone knows that big financial success can be found in the indie scene, and there's so much creativity in those titles that everyone is opening up and working on them, from publishers that [are] solely dedicate[d] to work[ing] with independent developers, to even major companies like Nintendo”.
![]()
However, creativity must be fostered for indie developers to thrive, and indie-focused events like gamescom latam, are the ideal places for it, something that Sasko agrees with. “Giving the spotlight to indies and talking about these games helps so much to encourage them to keep making games, and even the biggest publishers have more labels now, to support smaller devs,” he says. “Nowadays, video games come from more places around the world; Guacamelee, for instance, has a Mexican director, and then Tales of Kenzera: ZAU, which just came out, has a director of Kenyan descent. There are so many more independent studios popping up, and it's quite nice to see them.”
After we wrapped up, I complimented his work before saying my goodbyes, and I couldn’t help but notice how, in his humble demeanor, Pawel’s earnestness and energy mirrored the vibe of gamescom latam. We might have arrived a bit late to the game, but today, it’s nice to see that the Latin American gaming industry is a place where independent developers from all paths of life converge to collaborate, and hopefully, work together through their hardships to lift each other.