The Witcher 3 director says solely aiming for high sales is a great way to make a game "fail," and he wants to measure his new RPG The Blood of Dawnwalker by the "opinions of fans"

Making a massive RPG like The Blood of Dawnwalker requires striking a balance between understanding that such projects require time and investment, and not letting financial targets distract from the creative vision. In fact, as far the game's director is concerned, worrying about money is a surefire way for a release to flounder. In an interview with Radio Times (below), Konrad Tomaszkiewicz, the director of The Blood of Dawnwalker and co-founder of studio Rebel Wolves (and a CD Projekt Red veteran who directed The Witcher 3), explains his perspective on sales targets. "We don't want to measure our games in millions of sales," he says. "I mean, you need to have money, of course, to create the next part," he continues. "But we want to create those challenges in front of us to fulfil our artistic and creative needs."https://www.youtube-nocookie.com/embed/snbobgMJs_w The real goal is to garner a positive reception from the game's fanbase. "I would prefer to measure the game in the opinions of fans," Tomaskiewicz adds, "and the energy when they like the game. If possible, maybe some awards for us, which will be achievements for us as artists." Strong aspirations, but good principles upon which to build a game. The Blood of Dawnwalker's an ambitious debut; a horror RPG set in the 14th century where a half-human, half-vampire has 30 days to save his family. It's high-concept, and stands out as a result. In Tomaskiewicz's mind, "the sales are secondary," because he has a core belief that, "if the game is good there will be the sales," and if you're worried about shifting copies from the jump, your project is doomed. "If you are thinking about sales as you create the game, when you try to make the game to match the sales, it will fail at the start," he says, definitively. Given that Tomaskiewicz directed The Witcher 3: Wild Hunt, he's got on the ground experience shipping a large game while maintaining the team's creative integrity. Geralt's last big adventure is testament to the notion that people gravitate to good games if the execution is there. We have just over a month to wait before we find out if The Blood of Dawnwalker will be another hit. Regardless, the real reward will be seeing who actually connects with the ideas Rebel Wolves is putting out there. Former Witcher 3 devs "can't" and "don't want to challenge" bigger games and companies with new RPG The Blood of Dawnwalker, and staying smaller let them "focus on the player's agency." [/url]

Jul 29, 2026 - 00:40
 1
The Witcher 3 director says solely aiming for high sales is a great way to make a game "fail," and he wants to measure his new RPG The Blood of Dawnwalker by the "opinions of fans"
Making a massive RPG like The Blood of Dawnwalker requires striking a balance between understanding that such projects require time and investment, and not letting financial targets distract from the creative vision. In fact, as far the game's director is concerned, worrying about money is a surefire way for a release to flounder.

In an interview with Radio Times (below), Konrad Tomaszkiewicz, the director of The Blood of Dawnwalker and co-founder of studio Rebel Wolves (and a CD Projekt Red veteran who directed The Witcher 3), explains his perspective on sales targets. "We don't want to measure our games in millions of sales," he says.

"I mean, you need to have money, of course, to create the next part," he continues. "But we want to create those challenges in front of us to fulfil our artistic and creative needs."

https://www.youtube-nocookie.com/embed/snbobgMJs_w The real goal is to garner a positive reception from the game's fanbase. "I would prefer to measure the game in the opinions of fans," Tomaskiewicz adds, "and the energy when they like the game. If possible, maybe some awards for us, which will be achievements for us as artists."

Strong aspirations, but good principles upon which to build a game. The Blood of Dawnwalker's an ambitious debut; a horror RPG set in the 14th century where a half-human, half-vampire has 30 days to save his family. It's high-concept, and stands out as a result.

In Tomaskiewicz's mind, "the sales are secondary," because he has a core belief that, "if the game is good there will be the sales," and if you're worried about shifting copies from the jump, your project is doomed. "If you are thinking about sales as you create the game, when you try to make the game to match the sales, it will fail at the start," he says, definitively.

Given that Tomaskiewicz directed The Witcher 3: Wild Hunt, he's got on the ground experience shipping a large game while maintaining the team's creative integrity. Geralt's last big adventure is testament to the notion that people gravitate to good games if the execution is there.

We have just over a month to wait before we find out if The Blood of Dawnwalker will be another hit. Regardless, the real reward will be seeing who actually connects with the ideas Rebel Wolves is putting out there.

Former Witcher 3 devs "can't" and "don't want to challenge" bigger games and companies with new RPG The Blood of Dawnwalker, and staying smaller let them "focus on the player's agency."

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