CYBERPUNK 2077

Genre

Action-RPG

Engine

Red Engine

Team Size

Around 40

Role

QA Tester

GAME DESCRIPTION

Cyberpunk 2077 is an open-world, action-adventure RPG set in the dark future of Night City — a dangerous megalopolis obsessed with power, glamor, and ceaseless body modification.

I worked on the 2.3 and 2.31 Patches of the game. This patch added new content such as new quests, vehicles and new features, including auto-drive, photo mode overhaul and new customization and quality of life.

INTRODUCTION

I joined the production of the 2.3 patch in the later stage of its development. I needed to quickly familiarize myself with the game, the process and the internal tools as the final milestones were in the coming months.

NEW QUESTS

One of the most important additions from this patch was the four new vehicle quests.

These quests brought three new unique vehicles that can be obtained by completing them.They also involved characters that the player met previously in the game, so we had to keep track of what players did in previous sections of the game.

AUTO DRIVE & DELAMAIN TAXI

The second major feature from the patch was the auto-drive and Delamin Taxi. This allowed players to travel through the city automatically, by just selecting a destination. The auto-drive works with any car the player is able to drive themselve, while the Delamin Taxi is a car that you can call at any point of the map, as long as there’s a road nearby for the taxi to drive.

This feature was a true technical challenge, the city of Cyberpunk is large, with various environments, layout and events.

During the production, we faced a lot of different interactions that would break the player experience and immersion. It was a difficult task to accomplish, we needed to test the feature regularly in different situations to ensure a smooth auto-drive experience for the players.

PHOTOMODE

Another major feature was the Photo Mode overhaul. This feature was added in a previous patch. The 2.3 Patch brought many new features and content to it, such as time of day control, new characters, game speed management etc.

This feature was quite a challenge test-wise as there were many edge cases due to the complex link between the different elements of the Photo Mode.

POST MORTEM

I joined this project right after finishing the New World project. What struck me was how different the productions were. There was less content on the Cyberpunk patch, but it was spread across the whole game, while everything we did on New World was connected. Suddenly, I needed to know way more things that what I was working on. The Cyberpunk patches are a continuity to the main game and it was challenging to keep track of every aspect of them.
It was also the first time I worked with a full tech team in a professional environment. I learned what are their needs on a video game project, and how to communicate with them about the technical aspects.

What I learned from this project:
       – Working along a technical team
       – The production on a large-scale game is hard to keep track of

Learn More about the 2.3 Patch