I often find it’s best to share the not-so-great news first, so let’s get that out of the way: we’re probably going to have to wait quite a bit before we can sink into our couches and enjoy The Witcher 4. Up until now, we’ve had very little beyond the reveal trailer showcased during The Game Awards in 2024, which left us yearning for more details.
But here’s the silver lining: things are looking up! Just this Wednesday, CD Projekt Red released an enlightening behind-the-scenes video detailing the making of the six-minute cinematic trailer we saw back in December 2024. Interestingly, this isn’t their first dive into the trailer’s production. The day after the trailer premiered, they initially put out an eight-minute exploratory video with insights from game director Sebastian Kalemba.
This latest video offers a treasure trove of intriguing content. It features extensive concept art and fascinating interviews discussing how virtual cameras were animated to mimic the movements of handheld cameras as opposed to those mounted on cranes or dollies. The storytellers also delve into the connections between Ciri and the village maiden she aims to rescue, the maiden’s relationship with her father, and Ciri’s bond with Geralt of Rivia, the legendary protagonist of the original Witcher trilogy. There’s rich discussion around themes common in Andrzej Sapkowski’s Witcher series and Central/Eastern European folklore. Notably, the video includes clips from three days of test shoots that could pass as outtakes from Midsommar, which helped developers understand lens optics such as distortion and bokeh – insights they then integrated into the trailer using Unreal Engine 5.
For me, the most captivating part of this 10-and-a-half-minute feature is how they constructed the battle scene between Ciri and the menacing creature known as the Bauk. This beast is intriguing, with the head of a goblin, a snake-like neck, jaguar arms, scorpion-like pincers, and hindquarters akin to a dinosaur.
Maciej Kwiatkowski, who goes by the professional alias Alpha 7, shared, “We created a physical representation of Bauk’s shoulders and his attacking arms. With four operators, we collectively brought the monster to life, and on screen, Bauk moved in real time.”
It’s moments like these that make me appreciate the creativity in this industry. I’d certainly have fun playing the part of a mythical monster by moving giant plastic parts around, although I might draw the line at wearing one of those snug motion-capture suits!