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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

A Ticket to Redemption: How CD PROJEKT RED Utilized Technical Support Data and Insights to Improve 'Cyberpunk 2077'

Karolina Nieweglowska  (Associate Director of Player Experience and Safety, CD PROJEKT RED)

Location: Room 3016, West Hall

Date: Thursday, March 21

Time: 10:00 am - 11:00 am

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Production & Team Leadership

Format: Session

Vault Recording: Video

Audience Level: All

After 'Cyberpunk 2077's' release, the whole CD PROJEKT RED studio focused on both improving the game and its own way of working. CDPR's Technical Support team (now Player Experience & Safety), which is an example of a team that works between dev and publishing with strong connections to both, actively participated in the 'Cyberpunk 2077' fixing and improvement process. An example of the journey of a 'Cyberpunk 2077' bug reported to support shows how different perspectives are used throughout the process of improving a game. The speaker argues that using all those perspectives results in more relevant actions on the part of the studio, which wouldn't be possible without teams from the whole dev-publishing spectrum working together. Furthermore, CDPR taking the direction of greater togetherness and closer internal cooperation after 'Cyberpunk 2077's' release is discussed.


Attendees will learn about CD PROJEKT RED's approach to tracking and addressing player reports, and follow the journey of a bug from a report to an update being published. The positive effects of close cooperation of the whole game dev-publishing spectrum for accurately assessing and addressing issues will also be discussed. Studios where teams from all walks of game-making life work together create larger diversity of perspectives and, ultimately, better outcomes for the games.

Intended Audience

The presentation is intended for anyone who works in games. Several examples used will employ jargon, but to provide illustration, not be analyzed in detail. The speaker would like the presentation to also carry value for those who would like to learn more about making games.

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