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Yet he couldn’t shake the sense that he’d arrived late.
“It always bothered me that I missed the first [Witcher game],” he says.

“I wanted a chance to give it the justice it deserved.”
The one he hadn’t managed to put his stamp on.
Rokosz calls it serendipity, and there’s a certain amount of romance in the telling of his story.

Yet he’s clear-eyed about the task ahead.
Serendipity
Game development is as much about throwing work away as it is creating something new.
“This served as my first real lesson in project scope,” Rokosz says.

Some of that team clung onto the dream of making an old-school RPG, however.
“To be able to make the game of your dreams, with childhood friends, in your hometown?
Who wouldnt agree?”

This feature originally appeared in Edge Magazine.
Immersive-sim-style stealth rubbed up against rooftop parkour and an impudent thief who shares his head with a disapproving AI.
Players could unlock fast travel across its open world by hacking its transit system.

“Seven was a fantastically chaotic project in some respects,” Rokosz says.
“But we love it all the same, and fans continue to appreciate it to this day.”
This stability has enabled Fool’s Theory to grow to 80 employees while retaining its creative freedom.

“The Thaumaturge is Sevens older, wiser and more articulate sibling,” Rokosz says.
“The narrative is much more mature.
The characters are better developed.”

Kuzia-Rokosz identifies overlapping themes with Seven.
“We enjoy witty humour and cheeky ruffians,” she says.
“Nothing is ever simply black or white,” Kuzia-Rokosz says.

To be able to make the game of your dreams, with childhood friends, in your hometown?
“To be honest, we’re not alone in this mindset.
Check out all theupcoming CDPR gamesto learn more.

Rokosz sees the project as another step in his studios growth.
(“We dont require anyone to relocate,” Rokosz says.
“Although we highly recommend it.

Our mountains are awesome.")
This feature originally appeared inEdge magazine.













