Warhorse Studios and Kingdom Come: Deliverance II at GDS Prague 2024!
Kingdom Come: Deliverance II Playable Demo!
Enjoy this exclusive opportunity to try Kingdom Come: Deliverance II at GDS Prague 2024. Warhorse Studios joined forces with Smarty.CZ and the city of Kutttenberg to present their flagship title in a glorious way!
In a historically themed booth designed by Warhorse Studios themselves, Smarty.cz will provide their powerful gaming PCs TIGO, especially configured with their expert staff for the best experience with Kingdom Come: Deliverance II. A 20-minute playable demo will be available for the first time in Prague also with Czech voice overs.
And that's not all! You will be able to chat with the developers at the event, print your own coin, and even purchase the Kingdom Come merchandise!
Historical RPG Brought To Life!
Kingdom Come: Deliverance II is a unique game, that is not only an incredible achievement in the genre of RPGs and the flagship title of Warhorse Studios, it is also set in a real historical period of the Kuttenberg city (as it is showcased in this amazing live action series shared by Warhorse). This beautiful city is filled with stories and significant historical importance, and to celebrate the upcoming release of KC:D 2, Kuttenberg has prepared a special tour of their city, that will be presented at GDS Prague 2024.
Inspiring Talks By Legendary Devs!
Warhorse Studios as the GOLD partner of GDS Prague is having a big presence at this year's event that goes even beyond their booth. Many developers, including Daniel Vávra, Martin Klíma, and Viktor Bocan, will hold a talk at the event, that will share valuable lessons and interesting stories from the development of Kingdom Come!
Daniel Vávra
Warhorse Studios
Kingdom Come 2 has a completely redesigned user interface that took us several years to develop, is almost entirely in 3D, and is so complex that it took as long to develop as a small game. Let's take a look at how it went from first design to final implementation.
About Speaker
Daniel Vávra is a Czech video game writer, director, designer and co-founder of Warhorse Studios. He is best known as the lead writer of the video games Mafia (2002), Mafia II (2010) and Kingdom Come: Deliverance (2018) and upcoming Kingdom Come 2.
Viktor Bocan
Warhorse Studios
When designing a large open-world RPG, you face the challenge of creating inherently complex systems in a way that doesn’t overwhelm or intimidate players. Behind straightforward mechanics — such as an NPC kicking the player out of their room — lies a fascinating web of interconnected elements. Let’s take a look at how we approached these aspects in Kingdom Come 2.
About Speaker
Game designer with over 30 years of experience — from small adventure games to groundbreaking titles like Operation Flashpoint, Kingdom Come: Deliverance, and KCD 2, with smaller platforms like the Nintendo DS and mobile phones explored along the way. Passionate gamer, avid reader, and occasional writer.
Martin Klíma
Warhorse Studios
KCD II contains over 250 thousand lines of voice overs, totaling over 240 hour of recording. There were 2.6 million words of translate. In order to manage this extraordinary volume of text and audio, we had to develop robust pipelines and our own tools. This talk will start with the data model we use in our dialogue system, branch into description of translation and recording pipeline and showcase the tools that we use.
About Speaker
Created Dračí doupě, Czech fantasy pen-and-paper RPG, had been developing videogames since 1997, founded Warhorse Studios in 2011, worked i.a. on Original War, UFO: After* series, ArmA, OF: Dragon Rising and most recently on Kingdom Come: Deliverance.
Adam Sporka
Warhorse Studios
A game-side music logic module in the game code was implemented to receive and process and respond to the game’s real-time input. The Sequence Music Engine middleware was used to schedule the individual scenes and their transitions. Sibelius has been equipped with custom macros to enable the scoring of non-linear music. Custom macros have been written also for REAPER, to enable the transfer of timing data from Sibelius, as well as the recording the non-linear music in near-real-time.
About Speaker
Adam Sporka is a creative technologist in-game audio. He designs and develops software for interactive (adaptive) music and sound. He supervised the music technology of Kingdom Come: Deliverance I and II and as a composer he contributed to these two soundtracks. Adam recently joined Embody, a California-based developer of software technology for personalized spatial audio in AAA titles. He is a guest lecturer at the University of California, Santa Cruz.
Prokop Jirsa
Warhorse Studios
Storytelling in RPGs is far more complex than just plot and writing. This talk explores the surprising number of elements that shape a narrative in games and how these unseen factors are key to creating an immersive player experience.
About Speaker
Prokop Jirsa is the Lead Designer at Warhorse Studios, where he has been shaping Kingdom Come: Deliverance and its sequel since 2014. Starting as a designer, he worked on crafting quests and directed the game’s voice overs. Now overseeing both narrative and gameplay design, Prokop ensures a seamless blend of story and mechanics as Warhorse prepares for the release of Kingdom Come 2.
Petr Nohejl
Warhorse Studios
The lesson will show the path we took from KCD to KCD2 regarding CI (continuous integration) and the tools connected to it, challenges we needed to overcome including the CryEngine-specific struggles connected to it, how we overcame challenges and give some tips what needs to be considered when developing such a robust system. We will talk about how our build pipeline works and explain the technologies used, such as Teamcity, ansible, cloud services, and our custom tools built on top of it.
About Speaker
I graduated from CTU FIT and started working at Warhorse Studios after release of KCD in 2019. Originally my expretise is cyber security, but I was always drawn to games.
Martin Labuť
Warhorse Studios
Kingdom Come: Deliverance 2 features a vast simulated open world, where nearly 2400 persistent NPCs follow their daily schedules at all times. Since the game aims to be realistic and historical, NPC daycycles can be quite complex. This not only challenges the game's performance but also requires a nontrivial amount of manual labor to place all these NPCs in the game. Furthermore, many NPCs are featured in various quests, which interact with their daycycles. Let's have a look on how we have dealt with these issues in Kingdom Come: Deliverance.
About Speaker
Martin Labuť has worked as scripter on Kingdom Come: Deliverance and later as AI programmer on Kingdom Come: Deliverance 2.
Martin Ziegler
Warhorse Studios
A few lessons that we at Warhorse Studios have learned from making the first Kingdom Come: Deliverance and then applied to making the sequel, mostly from the technical and organisational perspective.
About Speaker
Martin has worked in Warhorse Studios as an AI scripter on Kingdom Come: Deliverance and as the lead scripter on Kingdom Come: Deliverance II.