5:00. A DEMO OF "PSYCHONAUTS 2" TO WRAP UP THE DAY. BEFORE THAT, WE'VE GOT LOTS OF GREAT PANELS. YOU KNOW, COLISEUM IS ALL ABOUT BRINGING GAME CREATORS CLOSER TO YOU GUYS. THE FANS. TALKING ABOUT THEIR GAMES. WHAT THEY'RE DOING. WE ARE GOING TO KICK OFF THIS MORNING WITH A COMPANY THAT HAS A LOT OF BUZZ HERE. [LAUGHS] YOU GUYS ARE INTO CYBERPUNK? THAT IS PART OF WHAT CD PROJEKT RED DOES. AND IT IS MY HONOR TO WELCOME THE CEO OF CD PROJEKT RED, MARCIN IWINSKI. NICE TO SEE YOU, MAN. HOW IS EVERYTHING? I'M JEALOUS WITH THIS JACKET. >> WE HAVE A PUNK SYMBOL IN THE LOGO. >> EXACTLY. FIRST OF ALL, CONGRATULATIONS. LAST YEAR, YOU GUYS HAVE THE BIG E3. YEAH. IT'S INCREDIBLE. I THINK WE HAVE TO START WITH WHAT IS THE BIGGEST BUZZ OF E3, WHICH IS KEANU REEVES IN CYBERPUNK. I PUT UP POLL UP ON MY TWITTER, AND THE THING WITH THAT IS YOU KNOW, IT WAS AMAZING TO HAVE HIM ON STAGE AND HAVE HIM IN THE GAME, BUT I THINK ONE THING THAT WE ARE TALKING ABOUT, WE HAVE TO REALIZE THAT IT'S NOT JUST A CAMEO, RIGHT? HE'S A BIG PART OF THE GAME? >> HE ENTERS THE STAGE, PEOPLE STARTED CHEERING. WE WANTED HIM TO HAVE A VERY MEANINGFUL CHARACTER. FOR US, IF YOU LOOK AT ALL OF THE ACTORS, IT IS KEANU REEVES. SO WE HAD A LOT OF BACK AND FORTH. AND WE DECIDED TO APPROACH HIM. IT WAS ABOUT A YEAR AGO. SO THE MEETING WAS ARRANGED. I THINK IT'S REALLY WORTH TO MENTION THAT MAYBE IT'S A CAMEO, MAYBE IT'S SHORT, NO IT'S ONE OF THE MAIN CHARACTERS WITH A LOT OF SPOKEN TEXT. HE DID SOMEWHERE AROUND 15 DAYS OF VOICE RECORDING AND THE STUDIO. SO YOU SEE A LOT OF KEANU. >> THAT'S A LOT. THANK YOU. THANK YOU. >> THERE SO MUCH TO TALK ABOUT WITH CD PROJEKT RED. THAT IS A BUZZ WHERE THE MOMENT THAT HE IS IN THE GAME. WE ARE ALL HERE BECAUSE WE LOVE YOUR GAMES. WE LOVE "CYBERPUNK." WHAT THAT IS, OF COURSE. YOU KNOW, I WANT TO TURN BACK THE CLOCK A LITTLE BIT SO THAT PEOPLE UNDERSTAND A LITTLE BIT MORE ABOUT YOU AND THE STUDIO. KIND OF THE HISTORY. BUILDING THE COMPANY INTO WHAT IT IS TODAY. WHEN YOU GUYS WERE FIRST STARTING OUT, I'M IN WHAT WAS THE VISION COMPANY YOU WANTED TO BUILD, AND HOW MUCH DIFFERENT IS IT NOW? >> GOING BACK IN TIME. I STARTED A LONG TIME AGO. I STARTED RIGHT OUT OF HIGH SCHOOL. THE POINT OF THE COMPANY WAS TO BE IN THE GAMES. THAT IS FINE TOO. THAT IS OUR VISION OF THE COMPANY PRETTY MUCH. SO I STARTED WITH MY HIGH SCHOOL FRIEND. WE WERE PLAYING GAMES. SKIPPING CLASSES, WHATEVER. WE WERE LOOKING AT OUR ABSENCES. WE WERE BOTH MISSING AT THE SAME TIME. GOING SOMEWHERE TOGETHER TO PLAY GAMES. RIGHT AFTER HIGH SCHOOL, THERE WAS THE WHOLE CD-ROM REVOLUTION, HENCE THE NAME CD PROJEKT. IT IS KIND OF SIMPLE. AND SO WE HAD GAMES ON CD-ROMs. IT WAS A HUGE REVOLUTION FOR ALL LOT OF YOUTH. IT WILL MAYBE NOT MEAN A LOT. A FLOPPY DISK. YOU CAN SEE THEM ONLINE OR IN A MUSEUM. IT WAS 400 TIMES MORE DATA. SUDDENLY, YOU HAVE THE OPTION TO HAVE MUSIC AND THEN AMAZING 3D GRAPHICS. HUGE, HUGE REVOLUTION. WE STARTED AS A DISTRIBUTION COMPANY IN POLAND. THEN SELLING IT OVER THE WEEKEND AT A LOCAL GAME STORE. THEN WE STARTED GROWING. WE STARTED LOCALIZING. IT IS WORTH MENTIONING THAT IT WAS NEVER A BUSINESS. IT WAS KIND OF A LIFESTYLE. SO WE WERE ACTUALLY PRETTY BAD WITH COUNTING MONEY. ACCOUNTING. OUR COUSIN TOLD US WHAT KIND OF ERRORS WE HAD. TWO WEEKS OR MORE. WE STARTED WITH GAMES. THEN WE WERE ADDING ALL OF THE ELEMENTS. INITIALLY, THE MOTIVATION WAS TO GET THE GAMES FOR US. WE HAD A PRETTY GOOD PULSE OF THE MARKET. WE WERE CHECKING IN OURSELVES. >> Geoff: DOING IT IN POLAND, IN WARSAW, THAT IS FASCINATING. THERE IS A PRETTY COOL COMMUNITY OF DEVELOPERS THERE NOW. WHEN YOU ARE STARTING OUT, THIS WAS -- >> Marcin: YES. RIGHT NOW, THERE IS A LOT OF GREAT GAMING COMPANIES IN POLAND. IT'S AN AMAZING ENVIRONMENT. WE HAD A ROLE IN PIONEERING ALL THAT. I STILL REMEMBER BACK IN THE DAY, FIVE YEARS, RUNNING THE COMPANY, WE WENT TO THE BANK. WE WANTED TO GET CREDIT. WE HAD ALL THE PAPERS, I WAS DOING THAT. IT WAS A NIGHTMARE FOR A FEW WEEKS. TALKING TO THESE LADIES. THEY SAID YEAH, GOOD REVENUES, SOLID PROFITS. ALL IS WELL. THERE IS HOWEVER, ONE PROBLEM, BOYS. SOME COLLATERAL. HOW ABOUT YOUR PARENTS HOUSES AND CARS? WE WERE LIKE HOLY MOLY. SO WE DIDN'T GET THE CREDIT. >> Geoff: MOM AND DAD -- >> Marcin: A FEW YEARS LATER. BACK THEN, GAMING WAS LIKE -- WHAT'S THAT? I TOTALLY DON'T GET IT. IT WAS SOME KIND OF FUNNY, SILLY THING FOR KIDS. SO IT HAS TOTALLY CHANGED. IT IS AN IMPORTANT PART OF THINGS NOW. I THINK THE DEFINING MOMENTS WAS WHEN THE PRESIDENT OBAMA CAME TO POLAND FOR THE FIRST TIME. YEAH. IT MIGHT NOT BE A BIG THING, BUT IT'S THE THING I'M CONSTANTLY REPEATING. WHAT IS POLAND FAMOUS FOR? THE THINGS COMING TO MY MIND WORKS SAUSAGE AND VODKA. AND I'VE BEEN REPEATING IT ON AND ON, BUT THAT WAS REALLY IN MY HEAD. WELL, WHAT IS THE POLISH ECO ECONOMY? TWO THINGS. MAYBE I AM NOT VERY VOCAL ABOUT IT. I THINK I CAN HONESTLY SAY NO COMPUTER GAMES. >> Geoff: NO, I WOULD AGREE. THAT IS A CREDIT TO YOU AND THE COMPANY THAT YOU BUILD. DO YOU SEE THE COMPANY AS ALWAYS EXISTING ONLY IN POLAND? I KNOW YOU HAVE A SMALL OFFICE HERE IN L.A. IN THE FUTURE, DO YOU SEE A STUDIO IN THE STATES OR OTHER PARTS OF EUROPE? >> Marcin: NEVER SAY NEVER. WE MAKE GAMES. THE MAIN HEADQUARTERS IS IN THE CAPITAL. PRETTY BIG STUDIO IN SOUTHWEST POLAND. SO I THINK FOR US, MAYBE IT WILL CHANGE, BUT AS OF NOW AND IN THE FORESEEABLE FUTURE, WE REALLY WANT NOT TO WASTE TIME ON COMMUNICATION BETWEEN THEM. EVEN LIKE WE ARE TALKING BACK IN THE DAY. IT JUST MAKES THINGS SLOWER. FROM THE PERSPECTIVE OF MARKETING AND P.R., I THINK WE CAN HANDLE THAT. MAKING CERTAIN DEVELOPMENT DECISIONS ARE CREATIVE DECI DECISIONS, WE HAVE TO WAIT THIS LONG IN THE PRODUCTION PROCESS, IT JUST MAKES IT SLOWER, AND I WOULDN'T WANT THAT. I WAS ASKING HOW OTHER PEOPLE DO THAT. >> Geoff: I THINK THERE IS SOMETHING UNIQUE ABOUT YOU BEING IN POLAND. I WAS WONDERING, DO YOU HAVE ANY SENSE OF -- DO YOU KNOW, BEING IN POLAND, HOW DO YOU THINK THAT CHANGES LIKE KINDS OF GAMES YOU MAKE? DOES THAT INFLUENCE YOU? >> Marcin: YEAH, FOR SURE. ASKING AROUND MANY TIMES. HIS CREATIONS, A LOT OF SLAVIC MYTHOLOGY. FOR WHICH WE ARE USING THE BLUEPRINTS OF THE CASTLES. IT IS VERY AUTHENTIC. I THINK IT ALSO HAS QUITE A LOT OF SENSIBILITY. WE MOVED IT TO 2077. IT IS DIFFERENT. IT IS CALIFORNIA. YOU FEEL A LITTLE BIT OF THAT. >> Geoff: TALKING ABOUT SORT OF THE EVOLUTION OF THE COMPANY, THE "CYBERPUNK" PROJECTS, FOR MANY, MANY YEARS INSIDE OF TH THERE. COULD WE MAYBE TALK A BIT ABOUT YOUR PHILOSOPHY AND HOW YOU DECIDE WHICH GAMES YOU MAKE AND HOW YOU MAKE THEM? YOU OBVIOUSLY HAVE A UNIQUE CADENCE AS TO HOW YOU BUILT THE COMPANY. A VERY LARGE, PUBLIC COMPANY THAT IS DEFINED BY A COUPLE OF GAMES. CONVENTIONAL WISDOM ESPECIALLY IN THE WEST IS YOU CAN'T REALLY WORK THAT WAY. YOU HAVE TO HAVE ALL OF THESE THINGS. QUICKLY TURN OUT SEQUELS AND WHATNOT. YOU ARE COMING TO SWITCH, WHICH IS COOL. YOU ARE CERTAINLY DOING THINGS. TELL ME A BET ABOUT THE SORT OF PHILOSOPHY OF HOW THE COMPANY HAS EVOLVED. >> Marcin: WHEN YOU SAY BIG AND PUBLIC, IT SOUNDS SCARY. >> Geoff: BUT, TO YOUR CREDIT, WHAT IS THE MARKET CAPITAL? >> Marcin: OH, I DON'T REMEMBER. >> Geoff: BILLIONS OF DOLLARS? THAT'S OKAY. >> Marcin: IT'S NOT MY FAULT. >> Geoff: BUT IT'S SO IMPRESSIVE. YOU HAVE BEEN ABLE TO BUILD A COMPANY WITH THAT KIND OF CAPITALIZATION. IT STILL HAS CREATIVITY AT THE HEART OF IT. YOU CAN TAKE THE TIME TO BUILD THESE THINGS. >> Marcin: YES, LET'S START FROM THE END. OUR PHILOSOPHY, FIRST OF ALL, IT IS PERSONAL. STILL ONE OF THE KEY SHAREHOLDERS. WE ARE IN TOUCH. IN TERMS OF THE BOARD, WE ARE A GROUP OF FRIENDS WORKING TOGETHER FOR 15-20 YEARS. ALSO, WE CONTROL A SPECIFIC PART OF THE COMPANY. THIS IS FUNDAMENTAL TO WHAT WE ARE DOING. THERE IS NOBODY TELLING US WHAT TO DO. THESE ARE OUR CHOICES. I THINK THAT IS WHY WE CAN TAKE THESE DECISIONS CREATIVELY. IT IS NOT THAT I AM SO SMART RIGHT NOW. THAT'S HOW I AM. OBVIOUSLY, WE HAVE BUILT THE COMPANY. WE NEEDED FINANCING FOR THE PROJECT. WE KEPT ALL THE INTELLECTUAL PROPERTY RIGHTS. THE CONTROL. LOOKING AT ATARI. THE THINGS THAT WE ARE STRUGGLING WITH, LIKE THE INITIAL LAUNCH INTO THE U.S. JUST A DVD BOX. THE EASTERN EUROPEAN ONE. A SOUNDTRACK WITH HUGE GAME CONVENIENCE. WE ARE LEARNING SORT OF INCREMENTALLY. IF WE WANT TO REALLY DELIVER WHAT WE WANT TO DELIVER, WE HAVE FULL FREEDOM. DECIDING WHETHER WE WANT TO DO IT AT THE MOMENT, THAT THE GAMER HOLDS IT, ON THE HARD DRIVE, SO I THINK THIS IS FUNDAMENTAL. IF IT IS STUCK SOMEWHERE, IT'S ON US. IF IT SUCCESS, IT IS SUCCESS OF THE PEOPLE. I THINK THE WHOLE TEAM. THEY ARE TELLING US WHAT TO DO. WE SEE IF THERE IS A LOT OF PASSION AROUND IT, THEN THAT WAS EXACTLY "CYBERPUNK." WE BROUGHT IN SOME DIFFERENT THINGS. THE AMOUNT OF EXCITEMENT WAS INCREDIBLE. WE SAID THAT'S THE WAY TO GO. WITH "CYBERPUNK" BEING MORE HOT. IT WAS TOTALLY NOT OBVIOUS. ALREADY SEVEN YEARS AGO. THE FIRST ONE. SORT OF A VISION OF THE WORLD. OUR INTERNAL GOALS IN TERMS OF NUMBERS OF REVIEWS, IF WE GET TO 1 MILLION, IT WILL BE REALLY AMAZING. AND WE GOT 10 MILLION VIEWS. IT WAS LIKE OUR THINKING VERSUS THE REALITY, ONE IS GREAT. AND IT WAS TEN. WE REALLY TOUCHED BY A HIDDEN GEM, SO TO SPEAK. >> Geoff: SO "CYBERPUNK," SO TO SPEAK, YOU HAD THAT VISION PIECE, AND THERE WAS A LONG WAY TO FIND OUT ABOUT IT. HOW IS THE COMPANY-LIKE STRUCTURE TODAY? THE MAJORITY OF THE COMPANY, ARE THEY ON "CYBERPUNK" RIGHT NOW? >> Geoff: YES, JUST STRUCTURALLY MAYBE. JUST TO PUT IT INTO WORDS. WE ARE GETTING CLOSE TO 1,000 TALENTED INDIVIDUALS. WE HAVE SMALLER MARKETING AND P.R. SO AROUND 700 IS THE DEVEL DEVELOPMENT. SO THE VAST MAJORITY OF OUR TEAMS ARE WORKING ON IT. OUR DIGITAL DISTRIBUTION PLATFORM. WHATEVER YOU SEE OUT THERE IN THE ARTS, THE COLLECTORS EDI EDITION. IT IS ALL IN TERMS OF OUR PRODUCTION. WE ORGANIZE OUR PRODUCTION. >> Geoff: BUT THEY ARE SORT OF LIKE -- IS IT FAIR TO SAY THAT "THE WITCHER" TEAM MOVED ON? >> Marcin: YES. AND OUR DREAM FOR THE FUTURE IS TO HAVE TWO TEAMS. TWO GAMES AT A TIME. IT'S A DREAM BECAUSE IT IS WAY EASIER. THERE IS "CYBERPUNK." WE SET UP THE TEAM FOR "CYBERPUNK." NO BIG DEAL. IT WENT SMOOTHLY. THEN WHEN YOU EMBARK ON THE VENTURE OF ACTUALLY FINISHING THE GAME, YOU REALIZE THAT YOU NEED ALL THE RESOURCES. SMALL SORT OF PREPRODUCTION TEAM ON "CYBERPUNK." EVERYBODY ELSE MOVED ON TO THE WHICH ARE THREE. >> Geoff: I WANTED TO ASK YOU KIND OF MORE OF A VISION QUESTION OF WHERE YOU SEE GAMES GOING. EPIC, OPEN WORLD. INCREDIBLY RICH, STORY EXPERIENCES. YOU KNOW, AND A WORLD WHERE THERE IS OBVIOUSLY A LOT HAPPENING. COMING INTO THE PICTURE. DO YOU THINK THE STYLE OF GAMES THAT YOU MAKE WILL CHANGE OR EVOLVE IN MULTIPLAYER DIRECTION OR CLOUD DIRECTION? OBVIOUSLY, "CYBERPUNK" IS WHAT IT IS. IT DO YOU THINK IT WILL START TO SHIFT? >> Marcin: I THINK -- ACTU ACTUALLY, WHEN KEANU IS ON STAGE, IT IS A FASCINATING ST STORY. THAT IS THE BEAUTY OF THE GAMES WE ARE DOING. PEOPLE ALWAYS LOVE GREAT STORIES. WE ARE GREAT STORYTELLERS. I DON'T THINK THIS IS GOING TO CHANGE ANYTIME SOON. WITH THE DEVELOPMENT OF TECHNOLOGY, IT WILL JUST ALLOW US TO DELIVER TWO MORE GAMERS ALL AROUND. MAYBE WE WILL BE ABLE TO STREAM THE GAME SOMEHOW. I THINK THIS IS SUPER EXCITING. IN TERMS OF THE ONLINE EXPERIENCE, WE DEFINITELY WOULD LIKE TO LEARN. IT'S A HUGE LEARNING LESSON FOR US IN TERMS OF HOW TO INCORPORATE THE LIVE GAME. HAVING SAID THAT, I THINK WE ARE FULLY FOCUSING ON THE STORY. THE EPIC EXPERIENCES. HERE AND NOW, IT'S A BIG STORY OF GAMES. [APPLAUSE] >> Geoff: NOTHING WRONG WITH THAT. BUT PEOPLE, I THINK, WANT MORE STORY. WHEN YOU THINK OF "CYBERPUNK," HOW THE GAME OF AWLS, IT'S GOING TO BE GREAT. BUT DO YOU THINK THE EXPANSIONS AND ALL THAT CONTENT, DO YOU HAVE A PLAN TO HOW YOU ADD MORE STORY? >> Marcin: OF COURSE. WE ARE ALL WELL ORGANIZED COMPANY. IT'S ALWAYS THIS LIKE HEY, WHAT IS GOING TO BE IN THE FIFTH ONE? LET ME TELL YOU. [LAUGHS] >> Geoff: I AM CURIOUS ABOUT THE CADENCE. >> Marcin: WE HAVE A SOLID PLAN, BUT AS I MENTIONED WITH "THE WITCHER 3", IT IS ALL WE HAVE. GETTING IN FRONT OF YOU GUYS. WE WOULD LIKE TO HAVE MORE. IT IS INTERESTING, FROM SORT OF A MARKETING P.R. STANDPOINT, WE DO NOT WANT GAMERS TO LOSE FOCUS. LET'S TALK ABOUT THE GREAT THINGS THAT ARE COMING. I THINK THERE WILL BE SO MANY THINGS TO DO IN SO MANY DIFFERENT WAYS TO EXPLORE. BECAUSE ON TOP OF THE OPEN WORLD, THE CHARACTER CUSTOMIZATIONS. YOU WANT TO BE IN THE GAME. THEN YOU HAVE THE FREEDOM OF GAMEPLAY. THOUGH WAY TO THERE WILL BE A LOT OF -- WE LIKE TO TELL THE STORY AND "CYBERPUNK." >> Geoff: ONE OF THE BIG REVEALS IS THE RELEASE DATE. I THINK EVERYONE IS EXCITED TO HAVE A TARGET DATE THERE. YOU HAVE ON PUBLICLY -- A COUPLE OF WEEKS AGO, YOU TALKED ABOUT THE IDEA OF DEVELOPMENT AND THE CHALLENGES OF BIG TEAMS BUILDING THESE GAMES THIS IS A LONG PROJECT FOR YOU GUYS. IT FEELS LIKE YOU'RE FINALLY GETTING TOWARDS THE END. CAN YOU TALK ABOUT YOUR PHILOSOPHY AND DEVELOPMENT? CAN YOU TALK ABOUT WHAT IT IS TO GET A GAME READY FOR NEXT APRIL? >> Marcin: THE MORE GAMES RELEASED, I THINK THE BETTER WE ARE. THE BEAUTY AND THE TOUGH PART OF GAMES DEVELOPMENT, THEY ARE CONSTANTLY MOVING. YOU HAVE THE TECHNOLOGY. YOU MAYBE HAVE A NEW VERSION EVERY ONCE IN A WHILE, BUT THAT'S THE THING. WE HAVE ALL OF THESE TECHNOLOGIES. ESPECIALLY IN TERMS OF THE FINAL STAGES. WE CAN PLAN THAT WE WILL HAVE WAY MORE THAN WE PLANNED. BUT THAT'S AS FAR AS WE CAN GO. WE ARE MANAGING QUITE WELL. WE CAN START TO LOAD BETTER AS WELL. >> Geoff: SO YOU THINK YOU KNOW ABOUT THOSE FIVE YEARS FROM NOW, I THINK OBVIOUSLY FANS WANT MORE. DO YOU THINK IT'S MORE LIKE YOU ARE GOING TO ALTERNATE FRANCHISES? DO YOU HAVE A SENSE OF HOW THAT IS GOING TO EVOLVE? >> Marcin: WE HAVE A PLAN. >> Geoff: ARE YOU GOING TO SHARE IT? >> Marcin: YEAH. [LAUGHTER] >> Marcin: OKAY. WE CAN GO HOME. >> Geoff: I THINK WHAT IS INTERESTING, IS THE FANS -- >> Marcin: I WANT TO TELL YOU HOW WE APPROACH IT. THEN WE LOOK AT THINGS. WE ARE REALLY LOOKING AT HOW GAMERS RELEASE -- HOW THEY LIKE IT. THEN WE ACTUALLY TWEET THE PLANS. SO WE WILL LAUGH AT CERTAIN POINTS, LAUGH AT CERTAIN THINGS ABOUT THE FUTURE. ONCE WE FINISH THE GAME, HOPEFULLY YOU GUYS LIKE IT. OKAY, SO THAT'S WHERE WE ARE. THAT'S WHAT WE'VE LEARNED. ONE THING WHICH I HOPE IS VISIBLE, WE ARE NOT A GAMES FACTORY. WE TREAT GAMES AS AN ART. WE WANT TO PUSH IT HIGHER EVERY SINGLE GAME. IT IS NOT ABOUT GETTING "THE WITCHER 3" OUT THERE, WHICH WOULD BE FAIRLY EASY FOR US. IT IS STILL VERY DIFFICULT. THE SAME STORIES, THE TECHNOLOGIES AND STUFF. THAT'S WHY WE ARE WORKING ON CP RIGHT NOW. WE WILL LEARN ABOUT IT IN DUE COURSE. AND HOPEFULLY WORK ON MORE GREAT STUFF. IT IS AN AMAZING GAMING EXPERIENCE. PUSHING THAT GAMING AND I GAMEPLAY FURTHER. THIS IS REALLY OUR PHILOSOPHY. I'M KEEPING FROM LAUGHING. IF WE WERE FILMING OUR BOARD MEETINGS, IT WOULD BE A FREAK SHOW. BECAUSE PEOPLE EXPECT IT TO BE LIKE SAYING THESE GUYS SITTINGS, MAKING PLANS, CALCULATIONS. MASTER PLAN. SOMETIMES WE TURN THINGS UPSIDE DOWN, THROW THINGS AWAY. WE REALLY PLAY WITH IT. FOR US, AT FIRST IT'S FUN. WE REALLY WANT TO KICK IT DOWN. AT A CERTAIN MOMENT, IT BECOMES REALLY BORING. SO EXPECT THE UNEXPECTED. [CHEERS AND APPLAUSE] >> Geoff: ALTHOUGH WE CAN EXPECT "CYBERPUNK" APRIL OF NEXT YEAR, RIGHT? TELL US A BIT ABOUT -- TO WRAP UP, THAT'S A VERY PUBLIC STATEMENT. SO WHAT IS THE KIND OF STATE OF DEVELOPMENT ON IT? HAVE YOU PLAYED THROUGH IT? >> Marcin: YES. WE FEEL VERY GOOD ABOUT IT. THIS IS ALWAYS THE MOST CHALLENGING PART. IT IS BASED ON THE NEW RED ENGINE. OUR OWN PROPRIETARY TECHNOLOGY. WE WILL SEE. GRAPHICALLY, THAT IS ALSO IMPORTANT, BUT WE ALWAYS TREATED AS A PART OF THE STORY. WE ARE QUITE CONFIDENT RIGHT N NOW. WE ARE WORKING HARD TO DELIVER IT ON TIME. >> Geoff: IN TERMS OF THE SCALE OF THAT, IS THERE ANY SENSE OF LIGHT COMPARED TO "THE WITCHER," THE SCALE AND EXPERIENCE, HOW MUCH THERE IS? >> Marcin: AS THE GAME IS NOT -- >> Geoff: FINISHED? >> Marcin: IT'S NOT FINISHED. IT IS VERY HARD TO GIVE YOU A NUMBER. THE SHORTCUTS HERE, FOR SURE. SO ACTUALLY, WE WILL HAVE TO HAVE THINGS REALLY CLOSE TO BE ABLE TO MAKE ANY CALCULATIONS. IT WILL BE PROBABLY DIFFERENT, GOING THROUGH THE DRUM SOLO, SHOOTING YOU RIGHT THROUGH THE GAME. VERY DIFFERENT EXPERIENCE. >> Geoff: THE DIALOGUE IT, DO YOU HAVE A SENSE OF HOW MUCH STORY? >> Marcin: THE NUMBERS, THE NUMBERS. >> Geoff: NO, NO NUMBERS. I'VE GOT TO SAY, THIS GAME IS CLEARLY ONE OF THE MOST ANTICIPATED UP THERE. IT CAPTURES THE IMAGINATION WHEN IT COMES TO THE STUDIO. THE GAME OF THE YEAR. FOR YOU GUYS TO FOLLOW IT UP WITH THIS, IT MAKES ME EXCITED FOR WHERE YOUR GAMES ARE GOING. THANKS TO YOU AND EVERY ONE PUSHING INNOVATION FORWARD CONTINUALLY. WE LOOK FORWARD TO PLAYING IT NEXT APRIL. GUYS, GI