GB
  
You are currently viewing the United Kingdom version of the site.
Would you like to switch to your local site?
10 MIN READ TIME

STUDIO PROFILE

FOOL’S THEORY

How a studio in Poland’s secluded south caught the eyes of Larian, 11 Bit and CD Projekt Red

During the half-decade he worked at CD Projekt Red, Jakub Rokosz rose to the rank of senior quest designer and contributed to Geralt’s two most beloved adventures, Assassins Of Kings and Wild Hunt. 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.”

Several years later – and by then the CEO of his own studio – Rokosz met with a few former colleagues to reminisce about the fun they’d had developing The Witcher 3. And just a few weeks after that, CDPR studio head Adam Badowski called with a proposal: that Rokosz and his team tackle the remake of the very first Witcher game. 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. “First and foremost, we need an honest, down-toearth analysis of which parts are simply bad, outdated, or unnecessarily convoluted and need to be remade,” he says. “While at the same time highlighting the parts that are great, should be retained, or are direct key pillars that can’t be discarded.” After that, Fool’s Theory can begin the redesign process: “This involves removing the bad parts and rearranging the good ones to create something that is both satisfying and still resonates with the feel of the original.”

FOOL'S THEORY TM

Founded 2015 Employees 80

Key staff Jakub Rokosz (CEO, project lead), Krzysztof Maka (art director), Karolina Kuzia-Rokosz (design director)

URL www.foolstheory.com

Selected softography Seven: The Days Long Gone, The Thaumaturge

Current projects The Witcher Remake

Jakub Rokosz (project lead), Karolina Kuzia-Rokosz (design director), Anna Maka (COO), and Krzysztof Maka (art director)
Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for 99p
SUBSCRIBE NOW
30 day trial, then just £9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
March 2024
VIEW IN STORE

Other Articles in this Issue


Edge
The forecast: heavy rain, with risk of exo-rig conflict
Why don’t we see more weather in games?
EDGE
EDITORIAL Tony Mott breeze chaser Chris Schilling
Knowledge
Power and responsibility
Is the industry heading for a crash? And, if so, who’s going to do something about it?
Taken to Task
How opportunity for improvisation is helping TV’s most beloved gameshow work in VR
Recalibrating PlayStation 5
How Sony’s PlayStation Access makes its flagship console friendlier to more players
FEAT OF CLAY
Plasticine stop-motion horror adventure Visceratum promises to disturb and delight in equal measure
Soundbytes
Game commentary in snack-sized mouthfuls
THIS MONTH ON EDGE
Some of the other things on our minds when we weren’t doing everything else
Dispatches
Dialogue
Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins an exclusive Edge T-shirt
Trigger Happy
Shoot first, ask questions later 
The Outer Limits
Journeys to the farthest reaches of interactive entertainment
Narrative Engine
Write it like you stole it 
Giving the game away
Often, a player’s relationship with a game begins
Hype
ONCE HUMAN
Surviving the new weird
LOST RECORDS: BLOOM & RAGE
Life is strange, but the past is stranger
NIRVANA NOIR
All in all is all we are 
THRASHER
This serpentine successor is a slipper y beast indeed
CHASING THE UNSEEN
Standing on the shoulders (and various other parts) of giants
DARKWEB STREAMER
Creating a fame monster
TOTAL FILM
ON SALE NOW
Features
APOCALY PSE NOW
How Sharkmob plans to shake up the extraction shooter with the help of Mother Nature
FLYING SOLO
Going it alone in modern game development
IKUMI NAK A MUR A
From artist to studio head, how Unseen’s CEO is breaking boundaries and borders
HALO WARS
How Ensemble’s final game went from skunkworks experiment to part of Microsoft’s biggest series
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Rock Band 4
Harmonix’s swan song for the plastic-instrument era lives on
THE LONG GAME
A progress report on the games we just can’t quit
Play
The Finals
Developer/publisher Embark Studios Format PC (tested), PS5 (tested),
Post Script
The Finals reawakens an appetite for destruction
Prince Of Persia: The Lost Crown
Developer/publisher Ubisoft (Montpellier) Format PC, PS4, PS5
Asgard’s Wrath 2
Developer/publisher Oculus Studios (Sanzaru Games) Format Quest 2, 3
Another Code: Recollection
Developer Cing, Arc System Works Publisher Nintendo
Go Mecha Ball
Developer Whale Peak Games Publisher Super Rare Originals
Home Safety Hotline
Developer/publisher Night Signal Entertainment Format PC Release Out
Raindrop Sprinters
Developer Room 909 Publisher Mediascape Co Format PC
Chat
X
Pocketmags Support