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Adam Badowski
Joint Chief Executive Officer, CD PROJEKT S.A.

Adam Badowski, CD Projekt Red

🎥 Jun 25, 2021 📺 Studio Ł ⏱ 23m 👁 4100 views
Jak student filozofii został twórcą największej firmy produkującej gry? Rozmowa z Adamem Badowskim, właścicielem CD Projekt Red i twórcy "Wiedźmina". Prowadząca: Aleksandra Radomska. kontakt: Daria Głowacka, Łódzkie Centrum Wydarzeń, [email protected]
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Transcript (22 segments)
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Interviewer0:03
Good morning and a very warm welcome to the studio in Łódź, live for you in your homes. This is a new format where during the holidays we host wonderful guests who find time in their busy schedules to talk about their work, achievements, and future plans. Today my guest is Adam Badowski. Good morning, and thank you very much.
It wasn't easy to persuade you to come, but fortunately you're here. Your name is known primarily to gamers, because we owe it to you that millions of players around the world fell in love with The Witcher. You led the work on that game, among other things. No doubt about it, but besides that, you're a designer, a 3D artist, a graphic artist. It's hard to sum up someone with such a role in one line. Your career is fascinating and unique. First question – we're young, so I have to ask: you were involved in promoting this city. Woken up in the middle of the night, we'd ask which city is closest to your heart. The answer would be Łódź.
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Adam Badowski1:28
I don't know at all. I don't know which street is Marszałkowska or which are the Jerusalem Avenues, unfortunately. But I know exactly where Zachodnia ends and Kościuszki begins here in Łódź. So after 20 years, people who achieve a lot can say to ourselves, 'I don't know that either.' But yes, it's not as hard as I thought – for over a dozen years, even with poor eyesight, it's hard not to notice how much the city has developed and changed. 20, 30 years ago, seeing that potential wasn't so obvious, and that love, I think, could have been difficult. I've said before that for me it was a banking city, and because it was overshadowed in size, it had great energy. We lived that energy as young people, walking through those old tenement houses that are super beautiful with Art Nouveau. Now it's emerging, and more people can see it. We looked at it over the years, and that's what happened. But we didn't know that underneath it was a cake – our city passed the test and used its potential. It's a difficult topic because for a long time it was in hibernation, and only recently got the bulldozer and is developing. But you can see it's very prestigious. I think in 10 years it will be one of the best places in Poland. I’m convinced of that.
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Interviewer3:41
Now I'd like to touch on your education, because it's not obvious. Managing CD Projekt, leading a large group of people, an incredibly responsible task – you studied philosophy, which is not a business-oriented field. But despite that, back in my day, it wasn't typical for someone with a business idea to just decide to make video games. So tell me, how did that happen?
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Adam Badowski4:08
I always, always wanted to make games. That was my biggest dream, just like that. And my education is more of a private matter – it's not really connected to my profession. How it worked out is that my parents sent me to a high school for the gifted, and I was really happy there. I needed air, and philosophy gave me that. I thought about philosophy: 'Nice, nice,' but it was more that I simply wanted that knowledge, and at the same time I knew I would do something else. First graphics, then 3D digital graphics, and then games. And above all, I encourage everyone from different fields to go into games because you don't need an engineering degree. For people who are afraid of the lack of prospects that everyone talks about – I'm proof that it depends on us. We can play on this board.
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Interviewer5:44
You're a humanities graduate. The skills you needed for work you gained in various places as a graphic artist, an animator, but being on the board of CD Projekt and managing a large group of people requires a lot of soft and hard skills. Today you can take courses, but when you started, it wasn't available. What kind of boss are you? It's important.
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Adam Badowski6:08
Knowing how to manage people – first of all, it's an atypical group of people. They're absolutely diverse individuals with talents and personalities. I hope I'm a good boss. I manage a group of about a thousand people, that's roughly how many we have now – a small team. But honestly, we're a bit unusual in the management of CD Projekt because there isn't a single professional manager on the board – someone who comes from a big corporation. The company was created by founders from scratch as a family business. Then when we started making games, it was really a garage company of 30 people. When we had 30 people, we wanted to conquer the world. We told everyone we wanted to make the biggest, best RPG in the world, and everyone bowed their heads – our partners in the US, like the company Banner, and our friends who helped us a lot. We learned everything from scratch, literally in the garage. Then we had more breakthrough moments, more crises. And we slowly gathered that knowledge by looking at the biggest players, learning from them, and making tons of mistakes. Yes, we learned that way.
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Interviewer7:42
You don't have to be very familiar with your career advisor to admit what you've achieved. When you started dreaming of making games, that reality didn't exist. When you talk about how you tried to make a pirate game by cutting elements out of cardboard – it's hard to watch that part without smiling. Many people, like you, would be banging their heads against the wall. You had a lot of luck because in Poland the developer community was very narrow and tied to certain companies that transformed into new ones but were still the same people. It was a very tight-knit group, and you simply succeeded.
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Adam Badowski8:42
It succeeded from the very beginning of the first projects. I felt an incredible drive – for me, the greatest privilege was being able to make the games I played as a child. I analyzed games. To this day, I don't play games for pleasure, unfortunately. It's my work. So I'll ask you a perverse question: is it still a passion? Do you still feel proud that you can do this in life?
No, it's not like that. We have terribly tough projects, very long and exhausting. It's not easy work; it's very hard work. And of course, I need some kind of break – I don't know, a few weeks after we finish – I need to catch my breath. But I know I'll come back because building worlds is addictive. We build worlds from scratch, from the most basic things like locations to social systems. That's addictive – I won't be able to leave it even for a moment.
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Interviewer10:06
I want to touch on this passion, this not leaving your work behind. But life isn't just about work and passion. You have a family, a wonderful son who is really your copy. Congratulations. You'll be able to meet him. You know, a child and work, very time-consuming. Can you say that you come home at 16:00 on a Saturday? Can you set boundaries? You said you can't talk about your private life, but was there a moment when you drew a line?
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Adam Badowski10:39
To be honest, I would be lying if I said I can set boundaries. I think that when my son goes to elementary school, there will definitely be the question, 'What does your dad do?' He'll say 'computer games,' and that will be a wow moment, I imagine. So I allow myself to think a little more calmly that I would like to spend time with my wife, who is gentle and complements what I might forget. But without success in private life, it's hard. In our country, people don't like to admit that, but we can learn that it can be different.
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Interviewer11:48
I saw your interview at the Polityka Passports gala, where you spoke with such genuine, almost childlike joy – which after so many years in the industry is truly amazing. You said you're happy that games are no longer seen as a small, primitive form of entertainment. I think for someone in the industry, it's obvious that it's a complex art form, a branch that draws from many fields. How would you describe that? Why are games art? I keep asking because words have power.
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Adam Badowski12:23
In the Polish language, games are called 'gry,' which implies play, mostly for children. But we make games for adults – really for 18 years and up. So essentially, we tell stories, and we want them to be active, interactive. That's what differentiates us from film, books, or comics. At the same time, games integrate a huge number of elements that are pure art. They can be as popular as comics, but there are deep comics, deep tracks. We have directors, over a dozen writers who have written great books and publications. We have artists and engineers, because everything is coherent with technology. That's the difference: this medium is a bit different, but the team looks like a film crew – maybe a bit bigger, maybe we have to build our own cameras and tools. But the story is polished exactly the same way as in any other medium.
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Interviewer14:00
First of all, I want to make it clear for a broad audience. Second, I naturally come to my next question: intuitively, game creators are associated with experts, engineers, programmers. But if I wanted to participate in creating a game world by writing or creating in completely different fields, would I have a chance? You kind of hinted at that earlier. How do you find such people?
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Adam Badowski14:27
The team is composed of artists and specialists from every field, because our project is multidimensional – horizontal and vertical, everything is very complex. We hire people from all over the world from different disciplines. Sometimes we try to shape people internally because there are certain areas where we have proprietary methods. For example, we built something called a 'quest' – a place where we have an internal academy. We are able to find specialists from these fields worldwide, and we look for artists and engineers globally for potential collaboration. They can also come to us. And we have the privilege, the luck, that we make games that people enjoy playing, and that attracts specialists because we built the CD Projekt brand. We always say we want to make games that are 90 – meaning quality. That quality is what draws many developers to us directly, because they know they can express themselves creatively here.
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Interviewer16:22
Do you have a separate department that handles applications from people who want to join? Because generally, as a company, you try to keep all the strings in your hands. You oversee the entire production process, not just production but also marketing, and that's why you built an internal recruitment department that handles team development. That kid who cut out cardboard – I can't believe it. But from a broader perspective, when we talk about career, we focus on the big successes, not the struggles. You had a long, uphill road. You've been in this industry for decades. How do you maintain the same level of enthusiasm without doubting? Don't say 'I'm going to Bieszczady with a fishing rod and leaving.'
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Adam Badowski17:58
Well, it's difficult. As I said, this work isn't for everyone. Working on long-term projects requires a certain stubbornness and calmness in character. I'm calm, I have high endurance, but I know that we have a borderline level – but below the line, you have to keep swimming toward the goal. Without the people I work with, who can take the baton at the right moment, I wouldn't be able to do it. Because there are moments of doubt. And when I have buddies at work who just turn the baton and say, 'Okay, let's go another 100 meters,' that's how it is. It's a team game, and the team is crucial. We have many veterans in the company who have been here for years, and they know there are ups and downs, and in the end we'll all be happy, and we need to support each other in the process. I'm saying this as a task. But because it's hard, long work, it's super important that your work requires you to stay up to date – not just delegating tasks but you can't disappear for six months. Do you see yourself in 5 or 10 years still doing this, or maybe it's time for retirement, to pass the baton to successors?
Successors will come, and that's very good because fresh blood is needed. I think I will still be making games for a long time. I have experience. I don't know if I'll be on the board forever, but we have a small idea to invite more and more people to lead these projects because we have an incredible number of ideas. But I think I'll still be circling around this topic for many years.
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Interviewer20:42
Now I'll ask a perverse question: we've talked about games being art. Can games change the world? Can they take part in important social discussions? If so, in what way?
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Adam Badowski20:56
Well, there are different games, and not all are super art. That's true. But we try to make ambitious games that tell stories about the world. Cyberpunk is an example. When we started a few years ago, some of the social threads in the game seemed a bit infantile even internally – like a breakthrough social moment, a depression on the edge. And suddenly it turned out that everything was probable. Our game is a commentary on the world, and we want to engage in that area. I hope it matters to our players, because it mattered in the world of film – there are many such quotes. And in Cyberpunk, there will also be many hermetic quotes.
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Interviewer22:25
I imagine that in every conversation about research, you're under fire with questions about your upcoming product. People on the other side are waiting for me to ask you the theological question: when, how, why not now? But I won't do that. Give it space. There will be a premiere date. We wish you the fastest possible release, and that it's problem-free and that you can handle the expectations – although I have no doubt you will. Thank you very much for taking the time. I hope you'll have a moment to enjoy Łódź again, now from the perspective of a tourist. Endless inspiration and ideas, and time and space to rest. Thank you, it was inspiring.