#032: Beyond the Feed: Community and Social Media
Show notes
How do you build a culture and grow talent across continents? How do you carve out genuine space for diverse perspectives? And how do you keep teams deeply connected when they’re thousands of kilometers apart? In the 31st episode of AnsweRED Podcast, we dive into these questions to explore what it really takes to lead international teams and build a culture that grows with them. Joining our hosts — Senior Communication Manager Paweł Burza and Art Director for Project Hadar Paweł Mielniczuk — are Chief People Officer and Board Member Karolina Radziszewska and VP, Head of People Strategy and Operations, Marta Fortuna. Tune in as they discuss the role of People & Culture in the game dev industry, how they support leadership growth, the value of diverse perspectives, women building careers in game development, and fostering connections between our Warsaw and Boston teams.
Show transcript
00:00:01: Hello and welcome to the answer podcast.
00:00:02: My name is Paweł Buża, And I am joined by Paweń Milniuczyk with
00:00:05: the art director
00:00:06: for project...
00:00:07: Hey everyone!
00:00:09: Today we'll dive into the community management here at CD Projekt RED With Amalia Kożycka expert community & social media manager and Marcin Momot Global Community & Social Media Director.
00:00:22: It's gonna be an amazing episode.
00:00:24: i can't wait To meet our guests so let's just meet them.
00:00:27: All right, Amelia Marchin.
00:00:32: Welcome to the podcast.
00:00:33: officially my favorite topic today community a topic I feel very familiar with.
00:00:37: but before we start Could you both introduce yourselves?
00:00:41: Especially people who are listening to us so they can associate your name With the sound of your voice.
00:00:47: yeah
00:00:47: absolutely well hello.
00:00:48: i'm amelia courgette.
00:00:49: claim experts Almost at senior expert community and social media manager set up record And I've been here eleven years already.
00:00:58: Wow counting
00:00:59: nice.
00:01:00: My name is Marcin Momot and I'm a global community, and social media director here at CD Projekt Red.
00:01:05: And i've been with the company for fifteen years now.
00:01:08: Wow nice!
00:01:09: Together twenty six years in two seats.
00:01:13: I never thought about it that way but whenever you start to combine people's tenures of the company It always then adds up to like insane numbers.
00:01:22: Yeah So its'nice probably brought it out actually A lot.
00:01:25: experience All right, so community.
00:01:28: So please let's start from maybe unpacking what actually community means for us in the project, right?
00:01:35: Well it is a good question and to be honest To me like the definition is broad but its brought by design.
00:01:46: Let say if you played our game, if you play Cyberpunk or if you've played any of the Witcher games play one of our board games or read a comic book, or watch ad runners.
00:01:57: To me you're part of our community because with all the people around world share that same passion and love for what we do here in this studio.
00:02:09: And obviously there are some who say active on our channels and they choose to engage with us, you know.
00:02:17: They follow us on Instagram, Facebook or Twitter for acts.
00:02:22: some people in community driven initiatives such as Reddit also sign up for our Discord server right?
00:02:31: And these people actively engaged with us however... It doesn't matter if you're actively engaging with us or just playing, watching whatever we are doing and enjoying it to meet your part of the community.
00:02:46: Beautiful!
00:02:48: Because sometimes there is this overall appearance from outside that Community Management kind of boils down into posting stuff on social media.
00:02:59: but there's an aspect like building almost a global society around a certain game in this case, or a certain anime.
00:03:14: Or a certain product for example?
00:03:17: So would you say that?
00:03:19: because as you both introduced yourself there is the social media aspect and there's community aspect And I feel like there is a justification why these two things are.
00:03:27: they're mentioned together.
00:03:28: so Is it just posting or is their more?
00:03:31: I know the answer, but I want to hear from you.
00:03:33: It
00:03:33: would be easier to say what we don't do than what we do because this is really big.
00:03:39: like when the game in production?
00:03:42: We also play our games.
00:03:44: We test our games and provide perspective of players might not like or it's going to hit.
00:03:50: maybe should focus on these aspects more.
00:03:57: Obviously, social media is still a big part of it.
00:03:59: We are like obviously the ones pushing the buttons.
00:04:03: go live on whether there's a patch update partnership, a meme or a fan art right?
00:04:08: Um we look for those things and do research what our companies other companies are doing.
00:04:14: And Is It Something?
00:04:16: Maybe We Can Look At And See How We Can Do It Our Own Because We Never Did It Before.
00:04:21: So Our day-to-day is very long in terms of those eight hours.
00:04:28: Social media's part of it, but talking to people or responding to emails, responding to comments looking for new initiatives that our players like do this.
00:04:37: maybe we can do this for them and obviously partnerships content creators all that.
00:04:43: so again...
00:04:44: Yes community ambassadors projects are a big part of work because Like one of our values is being ambitious, right?
00:04:52: And every time with every release we're trying to beat what we did for the previous title.
00:04:59: We are trying do better and more engaging things in our community.
00:05:03: if you were thinking about cosplay contests or any sort of contest or activation that can be done on parts like fandom This is something that sometimes takes weeks, months or even years in extreme cases to deliver.
00:05:20: So there's a lot of also behind the scenes stuff going on.
00:05:23: later then comes out and people can enjoy it.
00:05:28: Perfect I feel like correct me if i'm wrong That community team overall kind bridges gap between developers And The community.
00:05:42: The voice of the community can be heard by the developers through the means.
00:05:47: Of?
00:05:48: Community team and like you kind of mentioned, Like th-the things that you see early in development That can potentially Be good or bad let's say And how they Can be received By the community Or also what the community might kinda like to See Once a game is launched When an update Is pretty much coming out.
00:06:08: So How In your own view this part of like working with developers, working with the community.
00:06:16: Bridging the gap and kind of trying to hear both sides of the world?
00:06:21: let's say
00:06:22: It is actually important that this bridge goes both ways.
00:06:25: so it's not just from deaf to community but also from the community to devs.
00:06:30: So whether you release a patch or we have I don't know hands-on session We talk to people and try to hear them what they disliked what's missing.
00:06:42: And then we do reports, you know it is part of our job.
00:06:47: So
00:06:47: with sentiment report?
00:06:48: Yes,
00:06:49: sentiment reports like numbers this feature got picked up.
00:06:55: or maybe this social media trend that we used to showcase a feature from the game was actually very likable and people would love to see more.
00:07:06: for example that was ages ago for Cyberpunk when we added more hairstyles and then a gif with different hair styles.
00:07:15: We were like, what hairstyle do you wear today?
00:07:17: And we got massive response to asking people can I have more?
00:07:23: Can't
00:07:24: they have more hair since there's already so much!
00:07:27: So using those little bits on our own... Then send it to devs focus on this aspect in the next patch or maybe... This is more important for people than we thought about.
00:07:42: So, We gather all those things even like simple messages from community Like our game.
00:07:50: It's meaningful to many people and they say oh I love your game!
00:07:55: I met my husband i met my wife through Your Game And also send us two devs because They sometimes are hard and this is a message to uplift them that what they do What you guys?
00:08:07: Do.
00:08:08: it's actually very meaningful not just for you as a Developer but also for people who play those games, and it actually means a lot.
00:08:15: And as Martin said they might be just lurking on our socials But they send this one message.
00:08:20: Yeah, and that message will stay with you for much longer than someone was sending like thousands messages each day.
00:08:27: Yeah, and if I may speaking of sending us stuff like we also have a very soft spot in our hearts for physical stuff that is unfortunately more rare than there are with each day.
00:08:36: but um i'm sure all of you know We have a special place A room In our office where?
00:08:41: We store All those physical letters the fan-made creations You Know sculptures And and then all The other cool things That people send Us and some Of them Are even displayed around the Office Right?
00:08:52: We have the Eridin's head, it is carved out of stone.
00:08:55: Oh yeah!
00:08:56: And we also have some wood cravings... Carvings, sorry.
00:09:00: A lot different things that are displayed around the office because they mean so much to us.
00:09:06: It always a special moment too when you're sending messages from fans which sometimes are heartbreaking.
00:09:11: Sometimes there just amazing stories people share about what happened in their life and playing our games.
00:09:17: You forwarded them as a developer.
00:09:21: It makes us feel that we are making meaningful stuff, something very special for those people.
00:09:27: And a lot of companies outsourcing the community management to external companies.
00:09:33: and what is the biggest true value in having them inside?
00:09:39: In my opinion there's two layers to this.
00:09:42: The first layer is definitely... part of being the culture, a regular employee in the studio and living breathing by the same values.
00:09:51: By the same standards knowing that developers are working hand-in-hand on stuff And just having good communication day to day basis.
00:10:03: The second layer which is very important today's time is reaction because quite often when you're working with an external partner Yes, they can be.
00:10:13: you know the best there can't beat but.
00:10:14: There will always been a delay right like when we're sitting side by side and I could just walk to you an he can have conversation about this issue that were having right now in what we can do about it.
00:10:24: yeah It's always much faster Much more rapid than just sending email or send me message waiting for someone get back too You and so those two combined.
00:10:35: Um, there's obviously a lot of different factors like they're probably smaller.
00:10:38: But to me these two play the biggest part when it comes to advocating for having an in-house community team that is responsible for communicating with your players around the world
00:10:48: and I think It's also like both at the personal level Like i feel That's why our discord is so So alive because we are there Obviously were faces off their company but people feel more engaged I think more happy when they see actual person from the studio responding to their even the weirdest comments, right?
00:11:12: Or like just saying hello.
00:11:13: I think this means much more than them and you wouldn't be able do it via agency or external partner.
00:11:22: I feel like if it's coming straight from someone who is an employee of a studio that, and you're playing the game or your admiring what they do.
00:11:30: It's having some one come out form the studio actually talk to you feels little bit being starstruck And i'm gonna use this story that always used whenever marching in my room when im recording something.
00:11:45: I joined community team ten years ago as assistant on the team And I remember, at the time when i was playing The Witcher III and before I joined had a problem.
00:11:59: Had a bug.
00:12:00: it was before patch one point oh eight for The Witcher Three Wildlands.
00:12:03: Great
00:12:04: memory!
00:12:04: It's
00:12:04: good memory.
00:12:05: yes good memory because
00:12:06: no wolf chest?
00:12:08: No Wolf Chest!
00:12:09: So in part of that game where you're in Cairmorran You were supposed to talk to Lambert but there is this bug which would collapse go underground so he couldn't interact with him.
00:12:19: And I wrote that on the forums.
00:12:20: Like, I have a problem with this bug.
00:12:22: is there any?
00:12:23: no like ETA?
00:12:24: I wasn't expecting anything.
00:12:25: I was not expecting an answer.
00:12:26: margin actually answered.
00:12:27: us said like oh it's coming in to update that he's coming at the end of this month and I was like wow!
00:12:32: I contacted out-of-the-blue On the forum and i got response from CDPR whose games haven been playing since Witcher one.
00:12:41: It's like mind blowing and I know before that whenever I would send any type of bug reports or whatever I would go to like an automated thing and talk to a no name, let's say.
00:12:52: And then kind of feel like my problem wasn't even handled.
00:12:55: Then II didn't get it like a proper interaction here.
00:12:58: I was surprised that there is so much thought put into this in the people who are coming in from the community or you feel seen?
00:13:09: That's what I'm trying to stay here through all these whole story time.
00:13:13: So this was very cool on.
00:13:15: something really sold me initially on what CDPR does for players.
00:13:21: And from that point I was sold, so yeah...
00:13:24: It's also like the story of Ryan from our German team right?
00:13:28: He always
00:13:29: a
00:13:29: fan of Gwendolyn and i remember meeting him at one of the gamescoms.
00:13:33: we had King who is part of the community and they're still here actually employed in doing this same job.
00:13:44: But on the other side
00:13:45: now,
00:13:46: we're all connected by that one good experience and kind of defined us in how community management should be done.
00:13:55: And yeah it's incredible that quality is still there like keeping that.
00:13:59: Yes but also started with you being part of a community.
00:14:02: so tied into what I said at beginning You played game then decided to engage with us.
00:14:08: Now your here together.
00:14:10: however as we grow It is more and more difficult because we get a lot of messages.
00:14:17: We got a lot context from all over the world in way that our community's growing, which is great!
00:14:24: And we are growing as team.
00:14:25: however there are some challenges related to it again like its much harder to get back every message.
00:14:34: And now it would be even more hard because we became a multi-project studio.
00:14:38: So there are multiprojects running at the same time, patches being released all the time.
00:14:42: you know foundational content etc.
00:14:44: so there's some more and more interaction happening.
00:14:47: What is moment when the community team is being engaged into new projects?
00:14:51: I think like let say Phantom Liberty right... It was months before release and even months before we kicked off internal campaign planning.
00:15:03: We could play the game, so we know what's there.
00:15:07: And it's not about just us planning a campaign but actually knowing the game.
00:15:11: because imagine if someone is reaching out to you and asking questions... About I don't know.. Is this person like that?
00:15:20: Or how can i adjust my talents or something and then you dont' know?
00:15:25: Then theres a problem.
00:15:27: You as committee manager who are talking with players should know those things like to sit down and play the game, even if it's all grey blocks.
00:15:38: but the plot is there.
00:15:39: Quest lines are implemented stories implement.
00:15:42: so we know things.
00:15:43: It not just for the campaign But
00:15:44: actually for us as well.
00:15:45: From ground up right?
00:15:46: From beginning of development you see how it changed How it evolved.
00:15:49: You now what kinds of changes were implemented during production So that can be better also for example respond You have a whole context answering questions from community or forwarding their feedback And
00:16:01: we can still report bugs if there is something that's not working in our minds, like maybe this shouldn't be like that.
00:16:10: So it could also useful for developers.
00:16:13: I think one of the greatest thing about a company basically you know.
00:16:17: obviously as we have procedures and work flows with pipelines If there is something that's really of importance to the community, you know we can just reach out one design and say like hey.
00:16:28: We're having a problem with this.
00:16:29: I would like escalate it so make sure they get brought up.
00:16:34: You could actually succeed.
00:16:35: So everyone is approaching issues at hand with an open mind and the proper attention.
00:16:43: So that's why I love working here, everyone is bonded by this one goal to really deliver meaningful experience for their players And if there are stuff that needs fixed we work together on fixing it You know?
00:16:55: Yeah i think this has always been kind of core value of CDPR.
00:16:59: We have
00:17:00: it as a values like always remember about gamers but its' always been that way.
00:17:03: If comes down how do our products interact with the community, like through every aspect when it comes to us as a company.
00:17:11: We always have gamers in the forefront so we're kind of thinking about them.
00:17:17: That's, I feel like super important.
00:17:19: And you also mentioned that when I worked on Gwent we always had to know how every card interacted and works.
00:17:25: so it really needs to be a jack of all trades.
00:17:27: You need to know everything.
00:17:29: It must have been more difficult now.
00:17:30: Like Pavel mentioned We're doing multiple projects.
00:17:34: But apart from that... ...we are also doing a lot of things that kind of expand the franchise as we do in the animes.
00:17:38: We're playing board games, we're doing TCG, we've done multiple other things Also doing collaborations having our characters go into different games and stuff like that.
00:17:48: So it's really just more, and more interactions in more communities from different places.
00:17:55: coming into our community and kind of seeing the people are already there.
00:17:59: so its scale seems to be ever-growing must be incredible too.
00:18:05: Scale is one thing I think changed a lot over recent years the fandom and how many people we have in our community.
00:18:17: When I joined, you know?
00:18:18: We only had people who were into The Witcher One and Witcher Two because it was before The Witcher Two right.
00:18:22: so people who are anticipating the second part of Adventures Of Geralt.
00:18:26: And then over the years You know...we started having People Who Are Really Into Cyberpunk!
00:18:31: They might not necessarily care about The Witcher Right but still..you Know....We also Have People into both franchises, right?
00:18:38: We also have people who are only into anime and they just watch their runners.
00:18:42: So it's awesome that we have so many people with all these interests And some of them share them.
00:18:50: They're really into their thing.
00:18:52: That is beautiful as well because they came here, they chose to support us To be part this community.
00:18:58: I think this is great.
00:19:00: I also like that you have a platform to kind of talk with the community.
00:19:04: If it's forums, if its Reddit or any type of social media such as Twitter and Facebook there are just more communities on different platforms.
00:19:17: but one thing i want touch upon.
00:19:20: This wasn't in the original script.
00:19:22: What I think is also very cool, Is that you set up a tone of voice Very early on when project starting.
00:19:28: Where kind define how social media will actually talk with the community.
00:19:34: So I want to kind of touch a little bit on that because we saw that tone of voice for example, for The Witcher was a little different than For Cyberpunk Because Of The Different Setting And How Different The Two Games Were.
00:19:45: so can you talk about this process and how do you define how The Witcher Speaks vs CDPR speaks versus how Cyberpunk Speaks?
00:19:56: It's A Team Effort.
00:19:58: this is something I can start with and also to tap into the question of how, when we are involved in the game dev process.
00:20:07: So basically... When we learned more about obviously with The Witcher it was easier because The Witcher was already there but Cyberpunk was a bit more challenging Because It Was A New Franchise For Us.
00:20:17: so We Had To Learn More About The Source Material, We Had to Learn More about The Game And Then Figure Out Okay How Can We Match what is happening in that world?
00:20:31: How can we Talk like you know a bit.
00:20:35: Like the characters how can be read, how can we be relevant to The audience?
00:20:40: so when they finish the game They go and check out.
00:20:44: You know What's Happening on our socials new patch coming or whatnot but don't immediately get taken out of the immersion, but this is sort of like an extension.
00:20:55: Obviously we really want to go all way overboard and be cringy or whatever right?
00:21:00: I mean obviously as with everything sometimes it happens unfortunately.
00:21:03: But thanks everyone's feedback We do better And try to implement It.
00:21:09: Of
00:21:09: course correct.
00:21:10: So its something that We we design at the beginning before that did the campaign kicks off and then we start working on it.
00:21:22: Obviously, the tone a bit you know adjusts and changes as the campaign progresses And thanks to their feedback from players and also internally.
00:21:31: But I think it's an iterative process Honestly like the foundation is there but we don't hesitate too.
00:21:38: Also Asu said correct the course and see if there are any adjustments that need to be made because we really, again like... We don't want it take too far.
00:21:46: And first and foremost when you're engaging for a community or being insightful about them as I said before they link between the studio and players.
00:21:55: so whenever someone is going to check out patch notes Yes!
00:21:59: They should be lore friendly sometimes in character but first and most of all they shouldn't be informative a good resource for them to see, okay well that bug I really wanted you know.
00:22:09: To be gone from.
00:22:09: the game is now fixed.
00:22:10: cool i can like identify it immediately.
00:22:13: so yeah there's um like really a lot of work that goes into prep work way before the campaign even starts and then once we're actually in the campaign There's a lot Of Work.
00:22:25: as Well.
00:22:25: It Goes Behind The Scenes again That We Just Work On Stuff When the game is finally released, you said that we're getting feedback.
00:22:34: So can you share some examples of what kind of feedback taken from community was actually implemented in the game?
00:22:41: I think one of the biggest changes that we did implement to Cyberpunk was our photo mode.
00:22:50: We've seen... ...the potential of our tool and we have seen the potential for our devs like What we could do more better and bigger.
00:23:00: And obviously the community who was making those screenshots, they still are making those screen shots.
00:23:07: sometimes I actually have to look very closely.
00:23:09: is this a screenshot?
00:23:10: Is maybe like a proper picture because we have talented people within the communities.
00:23:16: so for one of our last patches two free patches ago We did contact several content creators in the virtual photography field and ask them like, what can we do to make it even better?
00:23:30: What's their
00:23:31: missing?".
00:23:32: And they provided us our feedback.
00:23:35: Their feedback... We did straight with a team and we actually got all of the changes that they wanted implemented.
00:23:42: sometimes In the first part some times were added few extra things on the latter patch but its there.
00:23:48: Radio station is I think the other example that I know.
00:23:53: people wanted to listen to radio while walking on streets.
00:23:56: So not just in a car, it's there.
00:23:59: so that for sure and I... The Witcher IV?
00:24:03: No, the Witcher IV!
00:24:03: The Witcher III!
00:24:05: We'll get there eventually!
00:24:06: But
00:24:07: like for Witcher III again the next gen update we do hear our community when it comes to mods and consoles And..we do hope its finally coming at some point, so we do listen.
00:24:20: Sometimes it takes more time sometimes It's faster but its there and I think like yeah photo mode for me is the biggest
00:24:27: one.
00:24:27: Yeah huge shout out to the virtual photographer community because these guys are amazing And so talented!
00:24:33: And i think regarding Cyberpunk in general The whole post-launch support has been very much influenced by feedback from the community metro system, right?
00:24:45: Which we should finally add it.
00:24:47: The whole UI overhaul.
00:24:52: there's a bunch of changes that came with Phantom Liberty... Exactly, Minimap, Perk redesigns, talent redesign and also the police system did all AI.
00:25:04: so Thanks to the feedback from the community and I think that's beautiful.
00:25:12: It is just amazing because we are a limited amount of people working on game for years, five or six year sentence.
00:25:19: sometimes you get used something some things problematic but don't consider them as being problematic then finally release it to players.
00:25:27: all this feedback was obvious but didn't even thought about fixing something to get this amount of people playing the game, testing it giving their opinion.
00:25:39: After all we are making a game for them right?
00:25:42: But the photo mount was also.
00:25:44: I remember that because yeah you know... We're artists and made a game but then we were getting stuff from the community which is just amazingly beautiful for us as well And people finding street photography proper, beautiful shots, photographing characters.
00:26:00: i think those are the receptionists.
00:26:04: It was just an appearance.
00:26:05: I made it and okay, I'm just bashing the appearance now.
00:26:09: I wasn't putting that much attention to it then.
00:26:12: you know when i saw this character in a photo mode like absolutely beautiful in his context people were crazy
00:26:17: about
00:26:17: him.
00:26:17: she's one of them community favours actually yeah so its amazing.
00:26:22: actually
00:26:23: same with Aurora there is like so many beautiful portraits over Aurora.
00:26:28: we definitely have talented communities when it comes to virtual photography And it's just like mind blowing to wake up.
00:26:36: Even today after the PS five pro update, I was scrolling through Twitter earlier this morning and I saw one of our core virtual photographers posting pictures.
00:26:49: Dude, it's not possible
00:26:51: just in this game.
00:26:53: But really let's give a shout out to all the other pillars of the fandom because we have illustrators and people who cosplay.
00:27:01: And how about you as a person working on characters?
00:27:04: We're close to my heart Exactly!
00:27:06: To create characters that resonate so deeply with people... ...to create their costumes and bring them live is amazing.
00:27:15: But we can also kind of bounce it back to you because you guys do the cosplay, which let.
00:27:20: people who are maybe getting into cosplay don't know how to design a certain character.
00:27:24: They have all the close-ups they have all their renders The models is like super high resolution so there's... You see all the seams and connecting tissue in everything And bring that back.
00:27:38: What you've always been very good at is whenever we launch a game, there are guys coming out on time and people can like oh next event do go to.
00:27:46: You have people cosplaying this and that character?
00:27:49: I remember for Cyberpunk.
00:27:51: it's pretty smooth but if you remember how it was with Witcher three where we were releasing some of them even before the game came out... Some stuff still in the works let's say!
00:28:02: And trying put those cosplays together was fun memories Yeah, but we always try to design the costume scene.
00:28:11: The characters in such a way that they can be cosplays right?
00:28:14: So it's easy to recreate so you don't use rubber armors and etc.
00:28:17: And then is just fantastic To see those things being executed In real life on real photography with real people.
00:28:24: That something... We enjoy a lot.
00:28:26: It has been
00:28:27: always cool talking about cosplayers because They were also saying like for some of them Like the characters You guys do are very cosplayable.
00:28:37: So this whole costume together and you can actually wear it is.
00:28:40: And It's, it works right?
00:28:42: Of course was different maybe for the wild hunt I know but we had like super experienced people in The community that made these armors and wore them.
00:28:51: so it Was also incredible to see These things just come To life.
00:28:55: whenever You go to an event have awesome cosplayers You're doing any type of like hands on or just a community gathering and people are coming dressed up.
00:29:03: That's so cool, right?
00:29:05: So you see the passion.
00:29:07: this is to me because one thing is to see them online but when you actually meet a cosplayer in person at an event it just blows my mind When I see that craftsmanship And the passion is just so amazing.
00:29:23: And it totally makes my day every time I meet someone from the community who puts so much work and effort, and time into bringing these characters to life.
00:29:33: It's amazing!
00:29:34: Yeah...
00:29:35: ...and its not always about just costume itself but like we had cosplayers of Lizzie Weezy you know?
00:29:40: Like when i saw the first cosplayer in Lizzie Wheezy outfit i was mind blown because she actually wearing steel on herself.
00:29:51: that has to be so heavy and is so uncomfortable, but she was smiling all the time.
00:29:56: She was at the event all day wearing this exact costume.
00:30:00: So there's also passion not just for like costume But general characters even before playing the game because I thought it wasn't even Before they release.
00:30:09: um?
00:30:10: It's no Just only about their regular clothes and what regular cosplay by like.
00:30:15: oh so those big i think.
00:30:17: on Percon last year, we had Leshen doing a cosplay.
00:30:21: This is also
00:30:22: huge!
00:30:23: Yeah it just shows the dedication of the community that's around the game.
00:30:29: Circling back to sentiment and kind of tracking what the community saying.
00:30:34: do you have certain tool or way where you gather sentiment?
00:30:38: And then you sift through all things and define like okay this... the highest priority, kind of like if you take an example out of game development.
00:30:47: You have your P-Zero's and down on the road.
00:30:51: how would you track it when it comes to this sentiment that is coming through the community?
00:30:55: Because as we know social media there are a lot opinions There is a lot of sentiment positive negative neutral.
00:31:03: How do you track all these?
00:31:04: And what was most important thing here?
00:31:08: It's the tricky part because as you said, there are a lot of voices out there.
00:31:12: And obviously people were responsible for listening to what they're saying.
00:31:19: We constantly try to monitor it and we have tools that is relevant in our time period Because we have recurring reports that we supply teams with.
00:31:36: But also, let's say we release a patch.
00:31:38: So shortly after the patch has been released We try to see what are The top issues?
00:31:45: What our people are talking about on social media and what Are People Talking About On Our Community Channels.
00:31:51: And Together With The Player Experience Team Who're Also Responsible For Taking Care Of The Requests of Players Reporting Debugs We Are Distilling What Is Let's Say The Highest Priority And then we are submitting that stuff to the dev team.
00:32:08: So, that's how it is in a nutshell and obviously again when launch of the game.
00:32:18: So this is when their reports are a lot more frequent, we're like closely monitoring what's going on with the game?
00:32:24: What people talking about?
00:32:26: right but in between campaigns let say obviously yes we do monitor it and then focus on patches or bigger beats.
00:32:37: other than that whatever happens just as usual business everyday stuff.
00:32:43: It was very important during development sometimes for purpose putting some stuff in our gameplay, footage or trailer.
00:32:50: Something we just want to see.
00:32:52: what's the reaction of the community actually?
00:32:54: Do they like it?
00:32:55: Is that right?
00:32:56: and those are very own spoils here at specific moments.
00:33:00: but this is also a really important development tool for us checking the sentiment from people who first time were showing something.
00:33:07: Yeah especially very important characters brought into life or other parts of game world.
00:33:15: so yeah Yeah.
00:33:17: What about if the developer or the company wants to somehow communicate something?
00:33:22: So we're talking about sentiment that, where gathering information from something that we've put out to the community what about If we a CDPR want to test something are actually ask something in the community like how-what means you would use it order to say I don't know do think and update this and now maybe we should introduce This And That Like What Do You Guys Think?
00:33:43: Have You Done Things Where Your Kind Of gauging the sentiment before we introduce something, or maybe want to communicate as a company.
00:33:54: We haven't really been doing direct questions like that but do support our UX lab with, let's say promotional efforts to help them advertise the playtesting sessions and to bring players on board.
00:34:12: And help us test our upcoming projects.
00:34:15: so I'd rather working in this direction.
00:34:18: Yes!
00:34:19: If we're working as a partner We don't necessarily do polls.
00:34:23: when it comes like or would you have keyboard?
00:34:27: Or mouse right?
00:34:28: Um, but we suggest that if they want to test their words on their channel.
00:34:33: This is also the way to go.
00:34:35: But like as Martin said where?
00:34:36: We don't necessarily do it
00:34:38: up.
00:34:38: when it comes to overall communication though you use your platforms and the reach that you have us a community team that you built in order to send out a message.
00:34:47: let's say That has come again within The company so maybe this Is kind of how I was trying To phrase phrases.
00:34:53: question Also okay
00:34:54: i mean A lot of, as we said like where the link between that company and outside world?
00:35:00: Let's say when it comes to the players right because there are also other departments communicating with the external world.
00:35:05: However When It Comes To The Communication Of Players Its Asked And PX Team Right Player Experience.
00:35:09: so So Quite often when someone wants to communicate something, they just come to us and then together we craft this messaging.
00:35:20: So as you said it can be business, partnerships too right?
00:35:24: It could be marketing or a UX lab.
00:35:28: There are many different departments.
00:35:29: We also do stuff that is not really talked about so much but training for our employees using social media appearing on them, right?
00:35:40: Because again as we all know like We have our company accounts but also some of our developers Some of our folks are active under social media.
00:35:48: So this is where were come in.
00:35:50: when it comes to Making sure people have a smooth Of an onboarding as possible When they start interacting with the community that's out there Right.
00:36:00: so that's one other aspect That worth mentioning here I guess.
00:36:04: also preparing people for going to conferences, or before the game is released.
00:36:08: Teaching them what they can say and shouldn't... When it comes to social media aspect?
00:36:12: Yes because of interviews done by the PR team as well as the media fluency team that's part of Power was a part-off.
00:36:19: however we are focusing on the social media aspects.
00:36:21: so online let us say realm
00:36:23: We send messages from our developers like hey this is happening you know but please wait For example, for the official communication.
00:36:35: So you don't send a wrong message as well?
00:36:38: I think this is a good problem to have because everyone's just so excited working in our company that they would love to shout it out.
00:36:45: Yeah yeah...I mean quite often- I've been here fifteen years but quite often i'm very frustrated and cannot say something.
00:36:51: And y'know..that's just how it is.
00:36:52: Unfortunately when we work with secret stuff You have play by rules.
00:36:56: Sounds like crisis management.
00:36:58: I
00:37:00: don't know.
00:37:01: How did you make that association?
00:37:04: Something someone wrote, something they shouldn't or thought about a game... I think
00:37:09: Pablo naturally wants to move on the crisis management.
00:37:13: For
00:37:13: communication
00:37:15: and community.
00:37:16: So yeah as you might well guess it's tough right And more you interact with folks The more prone your are post something or say that maybe taking it not the way you would like for to appear.
00:37:37: So there were situations but also positive situation as well, right?
00:37:41: I think its quite interesting.
00:37:46: in fact we have so many eyeballs on everything we do.
00:37:52: Like someone might tweet tomorrow is going be an exciting day And people will think that we're about to drop in your trailer for our unannounced game or announced doesn't matter, but still.
00:38:05: So it really you have be careful.
00:38:07: That's why also we had these trainings right?
00:38:09: To make folks realize how much anticipation and how much excitement there is out there.
00:38:16: It's a great thing and like helps us actually create things here on the inside.
00:38:21: We all love it.
00:38:26: However, you also have to realize that because of all that what comes with it is managing expectations.
00:38:32: So this is something where you have to be like super, super careful and sometimes It's easy to get carried by the hype.
00:38:41: But unfortunately some times we have to say hey You know Like This feature Unfortunately its not going To Be in The Game And That way you kill Some anticipation but you help Managing Expectations.
00:38:55: Then in the end, you help avoiding that's a bigger disappointment.
00:38:59: Disappointment?
00:39:00: Yeah yeah
00:39:01: but also transparency and openness.
00:39:03: I feel like it's super important.
00:39:04: whatever your craft any type of communication especially going out to players.
00:39:08: don't try tell someone something might happen or is there possibility?
00:39:13: because you can just nip into button say this isn't gonna happen.
00:39:16: sorry But if ever changes whenever we craft communications Always leave a door open just in case something might change.
00:39:26: In the future, but if we know that something won't happen I think it's better to say openly instead of trying to like drag someone and saying who knows maybe?
00:39:36: But for me personally there are number times where somebody asks about this game so i'm not sure they will stay in the game or maybe with the caveat.
00:39:52: But if you say this, then later on like people will get excited.
00:39:56: And some folks might forget that.
00:39:58: we also said that this is work in progress and they know it's really a tough situation.
00:40:06: but again the number of times.
00:40:08: I would love to give straight answer because its an iterative process right?
00:40:14: Things can be here today or next day just not there.
00:40:18: How do you keep the community engaged and going in between campaigns?
00:40:22: Because we know sometimes, We launch stuff but there's always like since we work on AAA games.
00:40:28: There is this long period of a waiting time before our game is ready Before campaign starts.
00:40:33: where can start actually openly talking about the game?
00:40:36: Start putting out trailers And other assets Like all the graphics stuff?
00:40:42: What are doing it in-between?
00:40:43: how to keep the Community engaged?
00:40:45: I Know people in the community who will be engaged, even if you don't post anything.
00:40:49: They still will be there.
00:40:51: showing up every day is like where's my source of information?
00:40:54: How do we keep these people also happy?
00:40:56: I think for me what's the most important part Is to be visible.
00:41:01: so i'm gonna give example again Like our discord server Even To My Fellow Colleagues In A Team I Always Try To Say Just Come And Say Hello That's all what they need to be there, talk about things.
00:41:18: And if you see a comment or I don't know someone watched the movie that you watch during this weekend just say something like comment on it and i'm very proud of our interaction as community managers.
00:41:31: so no brand but we are real.
00:41:40: I'm sorry PR team, but like this behind PR curtain that you know.
00:41:44: You always say the right words.
00:41:46: so connecting on the human.
00:41:47: yes
00:41:48: it's Like people like to speak as Human-to-human as friends two friend and This is The I love about our community That they treat us as their friends And They sometimes come To Us saying like oh i have this problem?
00:42:00: And I Know you can help me with whether It's a game Problem or Community related Problem because Sometimes There Is A Drama And they just need to be heard.
00:42:10: So I think... Just trying to show you're there for them, your human even if nothing is happening?
00:42:18: Just say hello!
00:42:19: Say
00:42:20: what you had for breakfast, maybe they have the same thing and there's a connection.
00:42:23: They're
00:42:23: ready right?
00:42:24: For example people are coming to our social media channels showing like oh I did those screenshots And we'd like to comment on all of these things Like hey great job.
00:42:34: or i'm just about to start The very first gameplay of Witcher three Dude.
00:42:40: well done, ten years later enjoy.
00:42:45: So we try to do those things.
00:42:47: We obviously lurk not only on our socials, so like our official channels but like... ...we have these groups in Facebook that we know they're there and we'll look at them as well.
00:42:58: I know several people are here And sometimes you know Obviously when we see the conversations then yes we jump into it saying oh i also watch this or.. ..i actually don't agree.
00:43:09: maybe this character is better than this one connecting with people like in those moments.
00:43:19: But when nothing is happening, I'm very proud we have our fun at Friday that we always feature our community.
00:43:26: We look for fan arts cosplays drawings screenshots whatever to showcase and Our G-Rise always well planned in advance Like what you wanna show.
00:43:38: Thank
00:43:38: you Amelia For doing this.
00:43:40: And we still look for ways To showcase them even more.
00:43:45: Especially that, yeah nothing is really happening right now.
00:43:50: Why not to showcase our community and they work more before crazy times start?
00:43:56: But there's also the whole lineup of events during the year that are happening in Poland other countries, for example that are like this first April.
00:44:04: For example.
00:44:04: they happen every year and we're trying to prepare something special.
00:44:07: And once I saw the lineup of the design team who was making illustrations for you for social media it's just incredible.
00:44:15: They have so
00:44:16: many.
00:44:16: It is a long line.
00:44:18: Yeah We try to make something cool for everyone and also like the illustration Try to prepare bespoke illustration pieces different, let's say occasions in different countries.
00:44:31: Right?
00:44:32: Because our communities international we communicate and many languages And then we try to be as inclusive possible when it comes to making sure that folks feel welcome to our community.
00:44:44: So for sure yeah What are your favorite moments in the air In the year?
00:44:49: like, you know that Christmas card for example.
00:44:51: That's my favorite.
00:44:52: always enjoy whole process of creating it.
00:44:54: You
00:44:56: have a favorite Like let's say I don't know because we used to do things first specific seasons.
00:45:00: Yeah in which are you started doing now?
00:45:03: Things for birthday for main characters from cyberpunk and stuff like that?
00:45:06: Oh yeah Is there something that kind of like comes your mind?
00:45:09: I was like.
00:45:09: all this is really cool that we did this
00:45:11: Melia
00:45:14: Like from let's say small things.
00:45:17: I really like those illustration for Mother's Day and Father's day Because I know how
00:45:25: much
00:45:26: family means to our players.
00:45:28: So we've seen a lot of messages, like My dad showed me this game or you know my my story For example.
00:45:37: i remember my uncle playing video games And I was sitting next to him watching.
00:45:41: so Those illustrations always get, I think one of the most positive sentiments when it comes to our connection.
00:45:50: But like bigger projects...I think ARG was my favorite!
00:45:55: Like i had so much fun designing all the clues and then watching people looking for those little things in fighting things we didn't even hide anywhere And they were like oh this must be a clue or this must mean something.
00:46:12: No, it doesn't.
00:46:13: So and even if we don't do have ARG like active when we post something And I know our design team likes to add those random numbers on graphics There's always what does that mean?
00:46:26: Is there a secret message?
00:46:28: Why is actually they're not in the other corner?
00:46:31: so i think Yeah, that would be my favorite.
00:46:33: Yes especially for cyberpunk sometimes they are not random but most of the time I think they are.
00:46:38: it's just a matter when we're starting or in face another like ARG.
00:46:42: then yes there is deeper meaning behind us yeah?
00:46:47: I think Christmas card will probably also be my favourite if i had to say and then Lunar New Year.
00:46:52: I always love what our illustrations crazy stuff super talented people always coming up with really nice ideas.
00:47:01: so
00:47:02: So when it comes to now moving in, since we used to kind of work in a way.
00:47:07: We finished Witcher three uh...we did Gwent as a standalone then we did Cyberpunk and now we're moving into a place where were doing multiple IPs.
00:47:17: Were also doing multiple different franchise related stuff.
00:47:21: How do you like manage to keep communication going out for all these things at the same time?
00:47:27: Like You know one minute that your are doing stuff the Witcher, then you need to do something for cyberpunk.
00:47:33: And then you needed to promote I don't know any type of like new clothes drop let's say that we have at the gear store or something and there are multiple things happening At The Same Time.
00:47:42: How Do You Keep All That Together And Planned?
00:47:46: What Goes Out?
00:47:48: When Does That Go Outs?
00:47:49: How Do We Not Have These Things Clash Between One Another?
00:47:53: We Shouldn'T Be Probably Posting Things At The same time because some people want To Follow Everything.
00:47:58: How do you manage all these things?
00:48:00: And this is like an ever-growing thing because it's not getting smaller.
00:48:03: It's just getting bigger and bigger, and
00:48:04: bigger.".
00:48:05: It's a lot of teamwork... Yes!
00:48:07: ...and then a lot effort.
00:48:10: A lot of GRO.
00:48:12: The team has also been growing rapidly as there are more people joining to divide the workload I would imagine.
00:48:20: So we currently have twenty three in our teams so pretty big.
00:48:27: We have obviously our international team, taking care of the regions.
00:48:31: we have global team and it's always like one person or two people leading kind of the project.
00:48:38: so they are main contact people.
00:48:41: And then yeah which is just...we look at JIRA at the calendar and say okay So we need to place those puzzles, make sure that works.
00:48:54: this puzzle doesn't necessarily fit on Tuesday, but fits on Friday.
00:48:58: Then we make the decision.
00:49:00: We need to move it to friday were sorry But It is what it Is because we actually already have I don't know patch drop On that day.
00:49:07: so we need To focus on that.
00:49:10: So even though The team on global site is also big for English speaking channels?
00:49:18: What's actually important and what can be moved to later or maybe earlier as well?
00:49:22: So
00:49:23: yeah, it all depends where we are in the campaign.
00:49:25: because um As we talked before about involvement In that end.
00:49:31: And then stage of campaign but also whenever We are let's say like we have our calendar of like the main assets.
00:49:37: Let's see right.
00:49:37: so we're announcing game.
00:49:38: there is a trailer.
00:49:39: There was some you know additional components too with them Fast forward, right?
00:49:43: There's launch.
00:49:44: There is a bunch of stuff happening.
00:49:45: but like in between those phases there are pre-orders and all that stuff.
00:49:49: so In between these phases we need to have our Tailormate community activities as well.
00:49:58: We've been preparing for this for months And obviously they do the same thing.
00:50:03: you mentioned partnerships just pure engagement content To keep people entertained.
00:50:09: So theres alot to juggle And all that stuff needs to have proper place, proper timing.
00:50:15: That's why I said there is a lot of effort and also our team has really good internal communication.
00:50:22: when it comes to let us just keep each other up-to-date or aligned so we can make the most out for players.
00:50:33: obviously yes misunderstandings happen but they are big company.
00:50:37: this is unavoidable.
00:50:38: however It's important to just stay connected and keep talking with each other.
00:50:45: Just being able to rely on one another when it comes working together in those projects, making sure that the communication comes out on time is relevant
00:50:56: I think what also makes a little bit more harder.
00:50:58: if you talk about multiple projects that span across different franchises You have an aspect of having over a hundred channels and thirteen languages.
00:51:10: And
00:51:11: communicating in all those languages on throughout, all those channels and keeping that still in line with the main comms coming out of English and Polish.
00:51:20: That must be also difficult to keep everybody aligned knowing how the internal processes work.
00:51:29: but if you could talk about managing this from this aspect?
00:51:34: So like I mentioned, we have project owner let's say and that person is taking care of making sure.
00:51:41: We have copy ,we have assets .We have translations if needed right?
00:51:47: In advance especially it fits a bigger thing.
00:51:50: And then we like Martin mention-like give each other updates so there are sudden changes to look at.
00:51:58: That person says hey please can you check out because We adjusted something if it's good or not.
00:52:05: And then we give each other green lights, like hey this is good to go.
00:52:09: that person actually has to follow our internal calendar.
00:52:13: Hey please you know It's ready-to-go Or it can be scheduled because sometimes things can't be scheduled and take from there.
00:52:22: so far It's working pretty well, I would say.
00:52:26: I just want to say that i'm incredibly proud of the team we've built and as you mentioned like thirteen languages Players in a country that are willing to communicate with us and their language.
00:52:47: We're trying to be there.
00:52:48: we're trying To make them feel heard, to engage In the conversation with them And also localize our materials.
00:52:57: like however were promoting The game.
00:53:00: Were trying to Make sure That let's say we have a VO We Have a rule that we have certain number of VOs So voice over languages.
00:53:12: We try to have a bespoke person, dedicated person.
00:53:16: A community manager... ...to engage with those players in that particular country right?
00:53:21: So because we want them make sure the assets are just being there for the players and also the players can count on that person too To communicate with them, hear them pass their feedback.
00:53:35: sometimes you know we have local issues that are arising, like certain localization aspects of the game that need to be addressed with the localization team or things that really tight to specific versions.
00:53:48: Which if we didn't have a person who speaks their language would not able address right?
00:53:54: So so this is very important.
00:53:56: I also wonder how do you handle working in all those time zones?
00:53:59: Because we are, in development... ...working with Boston for example just six hours away or Vancouver is nine hour away and that's it right.
00:54:07: And i think your the most special team but you're working around a globe With the teams there scatter on their globes.
00:54:12: So How to handle communication harder?
00:54:15: People you never met because they're on the other side of the globe, for example.
00:54:18: You know?
00:54:19: Thankfully to our quarterly meetings we don't have people who had ever met everyone!
00:54:25: We've got a whole crew coming over twenty people actually just not so long ago that were all here.
00:54:32: and then we are able work from office talk about plans get a feel how it is in the office and a larger group, yes exactly.
00:54:44: So obviously there are challenges such as time zones.
00:54:47: is you said?
00:54:47: we have a significant number of people working from Asia so they're nine hours ahead of us.
00:54:52: We try it... And then we need to be communicated in way that we want to have meetings that everyone attends.
00:54:58: So we have agreed on timing that more or less works for every one?
00:55:05: All right!
00:55:05: It's not too late for some well.. Not being early for others.
00:55:09: And this is, for example when we have our weekly meeting that happens once a week.
00:55:12: Right?
00:55:13: Okay and obviously there are like other meetings and chats and calls in things you know are required because we work on projects together as Amalia said.
00:55:21: so those are being arranged at also appropriate times to make sure everyone's able to attend.
00:55:27: but yes it sometimes its not the most convenient But I feel like we've been able.
00:55:37: So so yeah, but it is challenging.
00:55:39: It is challenging however.
00:55:42: we feel like we were doing a good job at it.
00:55:45: But even when comes to releasing the communication on socials We also agreed that there are certain Windows like time windows When we can post those things Like what if makes sense for certain regions?
00:55:57: For example when when we're posting in the call-up with Korean community creators We agreed that Korea goes first and then global follows.
00:56:11: So, you know we are adjusting because we know certain regions need their time as well And obviously the time difference This is more relevant for Chinese community or Korean community... ...and we can just support them.
00:56:28: The same thing goes for Global.
00:56:30: like we know our hours For example four five p.m it's for Global.
00:56:36: But if this is not like a crucial asset, China and Japan they can post it earlier.
00:56:41: It's okay.
00:56:42: Yeah there's flexibility because obviously If its' not something critical Like the release of game or patch that we all align on and agree to set time Then theres alot of flexibility And also right?
00:56:53: There are science part where people know when they're post like this, you know then there's the most engagement right?
00:57:00: The post performs best.
00:57:02: So we leave that space for them as their experts to kind of take over here.
00:57:09: How do you balance transparency versus how game development is done?
00:57:15: in CDPR We always very often hear mentioned it sometimes a chaotic process.
00:57:21: There are lots changes and pivots very often talk about, you know changes when it comes to releasing things because we need to work on something a little bit more or We need to add some thing.
00:57:34: Or maybe get rid of something and then update.
00:57:38: And how do you manage this transparency with like?
00:57:41: You mentioned the anticipation of players that is ever there waiting.
00:57:47: So How do you find the balance like went to be transparent fully when to say oh I need a little but more time or wherein do you know, like okay we can finally communicate this.
00:57:56: It's ready to go let's push the button and everything is going well unless it maybe doesn't work
00:58:02: out.
00:58:03: as I hinted in a little bit earlier i think that its tough quite often because again We would like say something And we cannot Because Again The situation may change and we might not have something In game there today tomorrow.
00:58:22: But also We are a big company.
00:58:27: There're a lot of layers of approvals, let's say so whenever.
00:58:30: for example even for easier things when we were trying to confirm certain features that stuff is there and what not.
00:58:39: sometimes you have to go through multiple steps or departments.
00:58:41: make sure everyone aligns with the green light which obviously was not the case many years ago, like fifteen years ago when I started.
00:58:57: We were much smaller right?
00:59:00: That's even the fact that i was the only community manager back in twenty eleven and now we have over twenty people.
00:59:05: so things have changed.
00:59:07: however it is a constant... I'd say conversation ongoing internal process where you just have to balance all out.
00:59:22: Also, like we don't want to go into hiding and then.
00:59:24: We need to make sure that we keep communicating right?
00:59:27: And because it's always the easiest just they pretend I'm not seeing this question what oh wow so To maintain The values that with you know, we've all agreed to follow there is a company and two be open and transparent.
00:59:44: We try sometimes mean tried we have too.
00:59:47: Sometimes Take this extra step and make sure that.
00:59:50: okay, maybe.
00:59:50: This is not the easiest question to answer But we are well equipped to answer.
00:59:54: it's.
00:59:55: We just need to put a bit more effort.
00:59:57: Maybe we need to talk to some extra people.
00:59:59: may be we need To get some additional approvals for this but we could you know?
01:00:03: We could answer this And then People will be happy because they were learned out.
01:00:07: hey ok oh this Is true.
01:00:09: or hey we're working on fixing this.
01:00:11: Because again like with working on patches, right?
01:00:14: It's always the case that you know the team is working super hard to fix this for example a certain issue but we can never be sure if it's going to be fixed.
01:00:22: Right unless its already fixed.
01:00:25: so and then And we would love to tell people that, hey, were looking into this.
01:00:37: We're working on it right?
01:00:38: So and its better than just like pretending not see it.
01:00:42: so This is also something I'm a firm believer of.
01:00:45: Like really try to acknowledge.
01:00:48: sometimes even if you cannot answer We tried give some sort of any sort of acknowledgement That they will be looking at us trying figure out this but obviously can't promise If these will get addressed.
01:00:59: however You know.
01:01:02: So that's how I see it.
01:01:03: I don't know if you have anything
01:01:05: else?
01:01:06: We also try to build a trust with our community by, for example showing early gameplay right.
01:01:13: so we have our streams about patches.
01:01:15: those are always before the patch drops and its easy just sit down talk about patch saying like oh this car would look cool.
01:01:26: though there was someone who said no this one will be better It's better to show it rather than talk about.
01:01:35: So that why?
01:01:36: on pretty much every hour stream, there is always gameplay and visible this work in progress early development or beta-development.
01:01:48: so while its still sometimes very difficult to get approval like how can we actually show?
01:01:55: because We see the reaction of people We will see if they're hyped or maybe we need more work on that.
01:02:02: Yes, I'm going to get a
01:02:03: couple of mentions here.
01:02:05: So it's also important to showcase sometimes and you know...I know its difficult And would love just show people like the actual thing Like final version and before but not.
01:02:18: But some times is worth showing even those T-poses on our stream.
01:02:23: People will say that were honest and we don't have anything to show.
01:02:28: And obviously times, when time is right.
01:02:31: so it's not like six months before the patch and you know gray blocks and everything but like when it's actually close to being ready yeah?
01:02:38: I think this also important.
01:02:40: Yeah, for me that would be so stressful because you know whenever I have to post some.
01:02:44: we are sending screenshots.
01:02:45: All right?
01:02:45: I'm writing a comment.
01:02:46: I don't do it very often but when doing and sending it thing about all those eyes of this people waiting having something You know things they're waiting for getting some information And the wedding will there be any article?
01:03:00: We'll most likely.
01:03:02: yeah I admire.
01:03:05: I admired at a lot.
01:03:06: you know that and whenever you know I see tweets you know messages from CDPR being sent there, they're bright smart.
01:03:12: It's always the best thing.
01:03:13: I would never figure out how to answer those questions and their own point.
01:03:17: very often funny you know?
01:03:19: And smart.
01:03:20: so yeah i really appreciate it.
01:03:22: On behalf of whole team thankyou.
01:03:25: Do have any favorite standout moments or projects that you worked on Or something like that?
01:03:30: You feel kind of established throughout years working in a community team That say oh im super proud we did this.
01:03:37: Are there any things that kind of come to the top of your mind when you think about?
01:03:41: The projects, you've
01:03:43: done.
01:03:45: That's
01:03:45: the crown jewel I think.
01:03:47: our work and how it brought literally almost every department in the company to work together all started as an idea of like hey let's have a radio station with some songs from the community And then ended up being like two years plus project as in every department and ended up highlighting really cool songs by artists just from the community, from around the world.
01:04:16: And they are featured in The Phantom Liberty also available on Cyberpunk Base Game because there was a radio station that was added.
01:04:25: but the amount of work went into it.
01:04:29: how the whole company again I will emphasize this is to me mind-blowing.
01:04:34: how every department was able to work hand in hand.
01:04:38: You know, we worked with the audio team right obviously?
01:04:41: With the composers that picked the songs... Yes!
01:04:47: We worked then with our design team too create covers.
01:04:53: We also worked with the video team to create behind-the-scenes.
01:04:57: And music tracks?
01:04:58: Yes, our legal, accounting or finance teams were preparing contracts for their artists.
01:05:06: like literally everyone in a company had their hand on this project and I think it just embodies what for the gamers remember about that player stands for Because we didn't really care that it would be hard, That it will take us years to accomplish.
01:05:28: But hey let's do something cool for our community.
01:05:31: And now every time you launch... Everytime I play Cyberpunk honestly i always put on girlfm.
01:05:39: I rarely listen to any other radio station and might be biased but so.. This is like a true testament of what?
01:05:48: We can achieve as a company if we really all work together.
01:05:52: And so they growl at them.
01:05:53: for me, number one thing.
01:05:55: Yeah.
01:05:55: Growl of them from you as well and I've been part of girl FM team.
01:05:59: So there was just a lot off blood tears in sweat
01:06:04: maybe not
01:06:07: but it was just out of work on.
01:06:10: when you see the reception?
01:06:12: You forget instantly to get about those tough two years with.
01:06:17: Yeah, there's also a lot of submissions.
01:06:18: Right?
01:06:19: We had like eight to nine thousand how many
01:06:21: something like that.
01:06:22: and
01:06:23: it was a lot Of songs.
01:06:24: And what was?
01:06:25: for me What was the coolest aspect of that?
01:06:28: It wasn't just one or two genres of music.
01:06:32: because you hear cyberpunk You instantly go okay.
01:06:34: so its synthwave probably right but we actually Had everything.
01:06:39: we had classic Music we had jazz Heavy metal and I mean like real heavy metal.
01:06:46: We had pop we had techno everything you wanted to hear.
01:06:51: And it was just sometimes refreshing because he had like five techno songs in a row, and then You listen to like the sixth one.
01:06:57: It wasn't completely different and you could already likes...you know..You were constantly engaged with all those songs and it Was very difficult To pick Because every single person on team we made our shortlist like, oh I liked this song.
01:07:12: And then you combine them and it's like two hundred!
01:07:17: We need to pick ten.
01:07:18: Composers also had their votes right?
01:07:20: Yes It was definitely
01:07:23: something
01:07:23: But it was such a nice project.
01:07:26: Another thing that i would point out is the streams because This started off in Covid era.
01:07:32: So we are celebrating this year five years Right fifth anniversary of these projects That you kicked off.
01:07:39: Yes, Streams is also something I'm very proud that we actually have as a team.
01:07:48: Because yes... We started at home locked in and remembered the first stream from my house.
01:07:58: I had two PCs next to me!
01:08:02: And it was really hot!
01:08:04: I was very stressed, like what if something breaks and you know stream goes to hell?
01:08:09: And we actually prepared months before that.
01:08:13: So it wasn't just a week before Patrick were like okay so let's do a stream.
01:08:18: no!
01:08:18: It wasn't...it was three months or so.
01:08:24: We had Miles dialing in from Germany, we have Patrick from Warsaw.
01:08:29: so it is an international experience.
01:08:33: And then when I look where we are now, We have like this amazing studio.
01:08:57: We're trying very hard to push our international folks, too.
01:09:01: Also do streams for their communities right because not everyone speaks English and Our streams are live so we cannot have subtitles?
01:09:08: We can do it afterwards but It's also still very difficult because it's like an hour long video almost every time.
01:09:17: So where were working very actively to encourage our International community managers to also do streams cuz this is like really something that people want.
01:09:28: People like to watch, and I'm very proud because... ...I'd like to think we're a benchmark of streams when it comes again trust in this transparency showcasing the real gameplay not scripted ones having actual deaths Not just obviously public faces but QA as well or people that you know Work behind closed doors and nobody thinks about them also come to stream and talk about their work.
01:09:57: About his or her teams.
01:09:59: This is like really, really cool for me too To work on an.
01:10:03: I'm very proud of the entire team who's working on streams because it's not just only me.
01:10:07: We have.
01:10:08: we have video team?
01:10:09: We have our team.
01:10:11: We have my other moderators Who all succumbed.
01:10:13: our streams help us with a chat.
01:10:16: So its i think It's Like twenty plus people effort.
01:10:20: so
01:10:21: Also, our amazing engineering team.
01:10:23: Yes!
01:10:24: Our video team who is making sure it's on point and they always come up with extra ideas like oh maybe we can do smoke here or are going to play with flies?
01:10:33: And this really cool because you know... It makes you want to do more.
01:10:38: I think the quality also very important.
01:10:40: Yeah yes
01:10:43: We could go back to streaming from home.
01:10:46: It's easy, but we wouldn't be ourselves to push that boundary even more and more.
01:10:53: We want it bigger and better.
01:10:57: Perfect!
01:10:58: Can you share with us any kind of emotional stories you remember connected the community?
01:11:04: Something that really touched your...
01:11:06: ...or resonated with you?
01:11:09: You mentioned some people met their other halves or stuff like that.
01:11:12: But is there anything that pops into your mind when it comes so...?
01:11:16: Cool emotional stories.
01:11:17: I think every story that was shared with us, whether it's on socials or in person or via email You always think about those people like weather.
01:11:26: you know they.
01:11:28: They found them their true selves Via our games order.
01:11:33: met someone or?
01:11:35: they remember about parent Or brother or sister.
01:11:40: Those stories stays with you and It's very hard to pick one because there were way too many heartbreaking ones and really heartwarming ones as well.
01:11:53: And I don't want to play favorites!
01:11:56: I will not single anyone out, but i'll single one event-out.
01:12:00: That is the twentieth anniversary of our studio that we organized in twenty twenty two... ...that was at HQ right after Covid where everyone was still wearing masks and we obviously took all the precautions when it comes to safety.
01:12:14: However, you know after sitting at our homes for two years just being limited only online... We came from this international because people from over the world literally flew in with community members to our HQ And we had, you know special cakes.
01:12:35: We have like a witcher cake... ...we had the studio cake and- Went cake!
01:12:38: Sorry went cake in the cyberpunk cake So we didn't have us to know.
01:12:41: No, no!
01:12:41: We had four.
01:12:42: Okay
01:12:42: so four cakes?
01:12:43: I remember right okay cool... So yes..we got a lot of cakes.
01:12:46: it was good day
01:12:47: and
01:12:48: summer
01:12:49: also
01:12:49: very
01:12:49: nice outside too.
01:12:50: We hit with a bunch of festivities happening around then even adrunners.
01:12:59: before the release.
01:13:02: there were lots of things happening for me just after Being stuck at home for almost two years and not being able like we.
01:13:10: there were no events.
01:13:11: basically, right?
01:13:11: No games comes.
01:13:12: No no E threes And all the others and when you're able to host these people here and again Like really exchange experiences talk about our games.
01:13:23: that was also first proper event after their release of cyberpunk.
01:13:27: so To hear people in person talking about your experience is how much the game meant to them and then also for the Witcher, I this like really stuck with me because again too just experience.
01:13:45: This love coming from all over the world and just be able to spend some time with these folks who are so clearly passionate about our games.
01:13:54: it was just a very defining moment for me let's say
01:14:00: beautiful right?
01:14:03: To wrap things up One question and then a follow up question to end it all.
01:14:09: Um,
01:14:10: if someone's listening or watching this and they would want to get into community management Or maybe think about becoming a community manager for gaming company What advice you will give these people today?
01:14:22: Play video games.
01:14:23: That one thing
01:14:25: was waiting for that.
01:14:26: Yes I mean like we're all gamers than.
01:14:28: yes i know marching is very proud of.
01:14:31: We might play very different games within the team but We play video games and we can exchange opinions, expertise or experience.
01:14:40: like this worked in the video game.
01:14:44: This didn't how to connect it?
01:14:46: Or
01:14:47: they did for their community right?
01:14:49: So you form a community of other products.
01:14:52: Yes You could say that
01:14:56: And talk about those games online.
01:15:01: if you are looking into our like, for example, team.
01:15:05: You know be active on social media.
01:15:08: do your own portfolio because this is still also important whether it's.
01:15:13: I'll give an example of Bashai.
01:15:15: hope she's watching cause he doing very great job.
01:15:19: She running community as well on Facebook group and one of the admins This pretty much being a community manager.
01:15:28: just try to manage your own community, whether you're streaming.
01:15:32: I don't know.
01:15:32: start around discord and then talk about Your game?
01:15:35: And what do like to do?
01:15:37: an interact with people in this is pretty much the very easy beginning.
01:15:41: This is it's been very Easy too Like i want to say super easy but like.
01:15:46: It's a Very good base To be translated into professional environment right like to Start working With your own communities Or start being an admin or a moderator on communities of other games, let's say.
01:15:58: And then you gain that experience right?
01:16:00: So this is very good start to just be involved into what really excites you Be part of those communities for those other games or projects or movies Whatever floats your boat but still like Just starts somewhere.
01:16:14: Have that experience and build up from it.
01:16:18: Perfect.
01:16:19: Last question.
01:16:20: I don't know if you'll like this one or not.
01:16:23: If you had to describe the CDPR community in one word, what would your use?
01:16:29: Passion for me is passion.
01:16:32: Passion
01:16:36: all right!
01:16:52: just so lovely, so passionate.
01:16:57: I mean like by saying hi to someone and exchanging a few first words with them.
01:17:03: you can clearly see that they care deeply for our games.
01:17:06: That is really inspiring.
01:17:11: So yeah much love from the community all over the world.
01:17:16: Those are all the questions we have today.
01:17:23: Thank you
01:17:23: very much for having us!
01:17:27: Yeah, it was a true pleasure.
01:17:28: thank you.
01:17:29: Thanks so much for joining us.
01:17:33: Thank You for tuning in.
01:17:34: this is great episode about social media and community management
01:17:38: And there has been A very deep look into how the team operates Over one hundred channels and thirteen different languages Communicating everything that We do here at CDPR talking About our games building a Community around It.
01:17:53: But when it comes to community, remember the most important things are as always to comment like and subscribe.
01:17:59: Let us know what you're thinking about episodes.
01:18:01: we'll see.
New comment