ARTBOOK 2012
INDEX
4|WORLD MAP 6|PROLOGUE 26|ACT I 46|ACT II 70|ACT III 88|ARENA 94|PLACEABLES104|CHARACTERS166|MONSTERS194|FLASHBACKS206|INTRO214|PAPERCRAFTS218|COVER ARTS226|OUTRO
WORLD MAP One of our primary goals when working on this part of the game was to base clothing and archi- tecture on actual historical ones. This also included other elements of the world we were building, so the aesthetics of the Northern Kingdoms’ map were to be as close to medieval cartographic standards as possible. It was a great chance for our graphic artists to show their skills. The results of their efforts and truly Benedictine work can be seen above. The color map features stylized portraits of the rulers of the three most powerful kingdoms – Redania, Temeria and Kaedwen. An empty throne with a crown placed on it symbolizes the Aedirnian interregnum, while the troubles in the La Valette lands and in 4
Lormark are marked with flames on the boundaries of these domains. The map’s decorative rimis adorned with plant motifs, fantastic animals and allegoric silhouettes holding standards andheraldic shields. The alphabet used to write names on the map is Glagolitic – the eldest Slavicalphabet that first appeared in early Middle Ages. 5
PROLOGUE
8 | THE BEGInNING10 | siege MACHINERIES12 | La Valette Castle14 | FortificationS18 | THE TEMPLE22 | the hermitage24 | dungeons 7
PROLOGUE | THE BEGINNING Some of the illustrations found on the following pages are not a precise representa- tion of places found in the game. Many of them serve to give an idea of the nature and climate of a location. In these cases the artists did not focus on details, but on pre- senting the atmosphere of a scene. The use of shapes and colors is useful in that regard. Such drawings make it easier for graphic artists and designers to work on a given part of the game. 8
One of the first scenes takes part in King Foltest’s camp beneath the walls of the rebellious HouseLa Valette’s fortress. Geralt wakes up in a tent by Triss’ side, on the day of the victorious assault onthe castle. The above drawing is an impression of that moment. We wanted to build the atmosphereof an illusory calmness. The interior is bathed in warm light, some papers and everyday items arestrewn about. In a moment, the witcher will go outside to accompany Foltest in storming the fortress– and nothing will be like before again. 9
PROLOGUE | SIEGE MACHINERIES The siege has gone on for some time now, and the Temerian army is preparing for the final attack. Geralt reaches the castle walls using a huge siege tower. Its sketches are found on the illustrations nearby. The wooden roof protects the crew pushing the construct toward the for- tress, and a system of levers worthy of Leonardo da Vinci allows the soldiers on upper floors to propel it. We wanted to create a believable way of putting a machine this huge in motion. Our technical solutions such as capstans inside the tower were inspired, among other things, by the attempts to reconstruct the appearance of the gigantic siege tower used in the Siege of Rhodes in 305 BCE. 10
The battering ram’s head is shod in iron and takes The concept sketches below show various versionsthe form of a boar’s head. The device, propelled of the battering ram’s head.by the strength of human arms, is mounted atopthe siege tower and is designed to crush battle-ments and create a breach, making the assaulteasier. 11
PROLOGUE | LA VALETTE CASTLE Castle La Valette is an impressive defensive structure. Because of its location near the White Bridge, an important crossing on the Pontar, the fortress is of great strategic importance. Its main part is located on an island in the river’s middle, but the fortified bridgehead on the southern bank has recently begun to be expanded. Foltest was not shy of exploiting the parts under construction as the castle’s weakest link. 12
We wanted the fortress’ interior to be asrealistic as possible. When planning it out, wewondered what the streets would look like andthe location of the squares, courtyards and gates.We even remembered to place a graveyard – afterall the locals had to bury their dead somewhere. 13
PROLOGUE | FORTIFICATIONS These are the sketches of parts of the fortifications. Part of the defenses is under construction, but the roofed battlements and barbicans defending the bridges and inner courtyards are points of strong resistance, delaying the attackers’ advance. 14
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PROLOGUE | FORTIFICATIONS The incomplete tower will become the scene of a fierce battle once the witcher reaches the top by climb- ing the wooden scaffolding. The drawings show various stages of creating this frag- ment of the structure. You can see sketches of other parts of the fortifications on the next page, among them the wooden hoarding - roofed galleries that protect the defenders from enemy fire. 16
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PROLOGUE | THE TEMPLE 18
When designing the temple, we wanted to avoid any specificarchitectonic styles of historical religious buildings. Thereforewe decided to mix several, creating our own original style. Hencethe combination of a Gothic portal with massive Romanesquetowers and such elements as obelisks and cromlechs. The drawing shows the design for the main altar of the localdeity. This object is definitely older than the temple walls whichsurround it. It was most probably here even before the fortresswas built. That’s how the temples of pagan deities might havelooked like if their religions were still developing in late MiddleAges and benefited from contemporary architectural thought.The final version, visible on the next page, is slightly differentfrom the one on this illustration. 19
PROLOGUE | THE TEMPLE 20
The stained glass and painting aesthet- ics are based on Gothic art, though the figures present there likely represent beings from the local folklore. We didn’t have any specific cult from Sapkowski’s novels in mind. Due to the cir- cumstances in which Geralt finds himself in the temple, he doesn’t have a chance to learn the history of the local cult. This enhances the place’s mystery immensely.21
PROLOGUE | THE HERMITAGE An isolated tower connected withthe castle proper with but a long bridge housesthe hermitage of House La Valette. There isa library within its walls, but first and foremostit is a place of contemplation and prayer, a refugefor those who want to escape the fortress’ noise.It is here that the prologue will find its culmina-tion – and the game’s main story will begin inearnest. 22
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PROLOGUE | DUNGEONS What would be a mighty fortress without itsdungeons? They house the torture chamberwhere insubordinate and refractory prison-ers may find themselves. The mere sight ofthe impressive collection of torture implementsis usually enough to loosen their tongues. Thosemore stubborn will quickly find themselves moreacquainted with the interior than they’d like to be.After the seat of the La Valettes was taken, thisplace became the prison of its previous owners,and for Geralt accused of slaying the king. Hundreds of yards of corridors stretch beneathCastle La Valette, leading to cells and cellars.The drawing below shows a part of the dungeon.The arched ceilings and stone walls are lit by lan-terns and torches. Iron bars block the exit fromcells. The ever-present damp, caused by the river’sproximity, gathers in stone gutters placed inthe corridors’ floors. The room’s corners are fullof rotten straw. Not many of those who end uphere will enjoy their freedom once more. 24
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ACT I
28 | Flotsam AND Lobinden30 | THE inn32 | Loredo’s mansion34 | the crane36 | the barge40 | the forest and its surroundings42 | mental hospital44 | the Kayran’s lair 27
ACT I | FLOTSAM AND LOBINDEN Flotsam, the setting of the game’s first act, isa trading post on the border of three kingdoms –Temeria, Kaedwen and Aedirn. The walled harboris a safe haven for punts and cogs transportinggoods on this section of the Pontar. Flotsam is animportant trading center. River transport flour-ished ever since guerilla Scoia’tael units becamea threat for travelers and merchant caravans. The illustration to the right is an attempt onchanneling the place’s atmosphere. Designingthe location, we wanted to capture the feel ofborderlands. Flotsam is far away from civilization,and provides only a semblance of it. Stone housescontrast with the muddy square and less impres-sive structures. Guards man the towers day andnight, watching for anything that could endangerthe trading post’s inhabitants. The local inn andbrothel offer rooms and entertainment for localsand visitors alike. 28
A small cluster of huts com-prises the tiny settlement ofLobinden just next to Flotsam.Its inhabitants mainly hailfrom Aedirn and make theirliving building and repairingboats. The people, though poor,are open and friendly, alsotowards nonhumans. That’s oneof the reasons the village hasno walls or even a palisade, asthe people need not fear forestScoia’tael units. 29
ACT I | THE INN 30
When designing the inn, we wanted to make wanted it to be functional yet save as much spaceit look as comfortable and homely as possible. as possible. This arrangement of items makesThe architecture and interior design – carved it easy for the innkeeper to access anythingwooden ceiling beams, colorful walls and benches he needs.standing by them – are based on historical recon-structions of such buildings. The room, filled withfurniture, gives off the impression that the build-ing is really lived in. We also couldn’t omit suchdetails as mushrooms, herbs and sausages dryingunder the ceiling. The black and white sketch above showsthe design of the working part of the inn. We When designing buildings, we always had a logical interior layout in mind. The slaughterhouse was designed both in the form of an interior sketch and in the form of concept art that is visible to the right. Both elements were the basis for further work on its design. 31
ACT I | LOREDO’S MANSION Commander Loredo’s mansion was supposed to be the most impressive building in Flotsam. The drawings show successive stages of its devel- opment. The structure is definitely defensive, as it was supposed to be the trading post’s final stand in the case of an attack. The narrow stairs allow for easier defense of the upper floor door, while the galleries and the balcony are convenient vantage points for both shooting and observation. The main platform atop the keep is a wide room with a high ceiling. Loredo’s quarters can be found here. His men occupy the lower floor. The illustra- tion to the side shows a draft of the commander’s chamber. 32
The mansion’s basement contains the chambersof Loredo’s mother. This insane woman, continu-ously intoxicated with the drug she distillates,lives in a world of the fears and nightmaresfrom her past. She worships a perverse versionof the deity Vaiopatis – the statue seen here isa grotesque alteration of those found in the sur-rounding woods. 33
ACT I | THE CRANE 34
Since river transportation is so important toFlotsam’s existence, the design of the port andits structure was very important. Even if someof the buildings wouldn’t be available in game,we wanted the location to be designed as real-istically as possible. Therefore when workingon the wharf and harbor of the trading post,we came up with the idea to make a model ofa wooden crane. It was inspired by an analogicalstructure found in Gdansk. The graphic artistsbegan working on this part of the location bymaking a sketch showing the crane and its inter-nal construction. Similar cranes were used inthe Middle Ages to load and unload goods andduring refitting boats and ships. 35
ACT I | THE BARGE Having the story take place near a river meantwe had to design floating vessels. That’s howVernon Roche’s sailing ship and the prison bargemoored at the Flotsam harbor came to be. The barge is a floating prison for capturedScoia’tael. It’s larger and more massive thanthe Blue Stripes’ vessel, and its hold containscells where prisoners are kept – not in a com-fortable condition at all. Its design was to stressthe ill fame that the boat has, so we wantedto polish any details that could strengthenthe effect as best as we could. The black sail witha faded lily, iron cages for the prisoners anda “dance macabre” painted on the sides painta bleak painting of Temerian justice. 36
The drawing to the left depicts the model thatwas the basis for the design of Vernon Roche’sship. The Special Forces have a small, maneu-verable river vessel – an equivalent of a modernpatrol boat. Unlike the square rigged prison barge,this ship has lateen sails, allowing it to sail againstthe wind more easily. Its smaller draft allows it tosafely traverse the Pontar’s shallows. A distinctiveblue-white striped sail with the Temerian crestwas added to the vessel’s final in-game design. 37
ACT I |THE FOREST AND ITS SURROUNDINGS The trading post of Flotsam lies in the heart of wild, every day. The trading post exists solely due to the efforts ofmaiden territory. An ancient forest – where man is its inhabitants. Had the humans stopped rooting the trees out,but an intruder - begins just beyond its walls. Only the forest would quickly regain the territories it lost to them.a few steps are enough to leave civilization behind and becomesteeped in the wood’s green shadow. The illustration above perfectly presents the climate wewanted for our forest locations. The forest is thick, with treesgrowing close to each other, and almost approaches the settle-ment, towering above its walls. The narrow strip of land notcovered in vegetation is a border that must be renewed almost38
We wanted the forest to bea mysterious place, dangerousand somewhat unreal. The atmo-sphere within was to be over-whelming. We achieved that bywarping the scale of the area.Tree trunks, mushrooms andferns are huge, the light rarelypierces the treetops and tinyhuman forms are alien andout of place here. The conceptdrawing and the frame fromthe game show the idea and itsimplementation. 39
ACT I |THE FOREST AND ITS SURROUNDINGS 40
The forest hides many mysteries. The originof the stone statues dotting the landscape hereand there is one of them. Adding them to the sur-roundings magnifies the wood’s unsettling atmo-sphere. Time had its effect on those sculpturescovered in moss, and they seem to be watchingthose passing by. Travelers sometimes use themas landmarks, but their original meaning andfunction were completely different. For the altarof a local deity, Vaiopatis, is hidden in the forestwilderness. He is the protector of life and fertil-ity, but also the harbinger of death. Not manyknow of his existence, and even fewer worshiphim, brining humble offerings here. The statuesare also tied to this ancient religion of the firstinhabitants of these lands. The sketches below show one of the earliercompositions of shapes and forms of the stonestatues. They’re based on the existing remainsof pagan cultures – among them the so called“Zbruch Idol”, a stone statue of Svanteviddated between 9th and 10th century CE.Vaiopatis himself was inspired by an authenticPrussian-Lithuanian deity worshipped in earlyMiddle Ages. His attributes, including a barreland a fish, are visible on the statues. 41
ACT I | MENTAL HOSPITAL The abandoned ruins of a mentalhospital that stood here years agoare another mysterious place inthe forest. The gloomy dungeon thatheld the cells of the more burden-some “guests” are the best preservedsection. Stone walls and iron bars bearwitness to the terrifying events thathave transpired here. 42
The sketches show various projects of arrang-ing the location’s rooms. Below is an initial drawing of the ruins visiblefrom the forest. Note that though it’s somewhatconventional, the illustration excellently showsthe location’s atmosphere. It was a good basis forour work on detailing the place. 43
ACT I | THE KAYRAN’S LAIR The Kayran – a terrible aquatic beast prowlingthis section of the river – is one of Geralt’s mainopponents in this Act. The creature, called the OldMan by the locals, has it’s lair near Lobinden.The illustration to the right depicts an artisticvision of the location of our hero’s future battlewith the monster. Here we can see the Kayran’slair while its “owner” is absent. It looks calm andas if abandoned, but there are trails of the mon-ster’s presence everywhere. The local vegetationis destroyed and a keen eye will notice the spotwhere the Old Man tends to drag its body out ofthe water in the shallows to the right. During the battle, the Kayran spits green, stickyslime. A thick layer of the same excretion coversthe vicinity of its lair. The remains of its last meal– bloated, uneaten remains that the creature dis-regarded or left for later - can be seen too. 44
The stone pillars arethe ruins of an ancientelven bridge. Not muchof this once impressivestructure is still standing.The sketches to the rightillustrate the initialwork on this element ofthe scenery. 45
ACT II
48 | Henselt’s camp54 | Vergen64 | the quarry66 | no-man’s land68 | the ghastly battlefield 47
ACT II | HENSELT’S CAMP The location of the game’s second act greatly depends on the player’schoices in the first act. Depending on these, Geralt may end up in kingHenselt’s military camp or in the dwarven town of Vergen. Though one willbe able to visit the other location during this act, the main part of the storywill play out in one of the aforementioned locations depending on yourchoices. The Kaedweni camp is tied to Vernon Roche’s story. Following him, Geraltwill end up in the middle of war preparations at the Kaedweni-Aedirnianborder. The illustrations shown here depict various stages of designing thislocation – from initial concept sketches through more detailed drawingsshowing the camp’s atmosphere, to the final effect. As we were working on this part of the game, we wanted to emphasizethe realism of the fortification and soldiers’ quarters, as well as details likethe soldiers’ armament or their living conditions. The camp was supposed tobe muddy and dirty, as befits a large gathering of people. The effect is magni-fied by the less-than-pleasant weather. The low clouds and soggy groundsuggest that frequent rain pesters the inhabitants. 48
Initial drawings had happier colors, and the camp itself was more colorful. It was changed, however,to better fit the reality of medieval military camps. 49
ACT II | HENSELT’S CAMP The chances of mistaking the tents of Kaedweni nobility with those ofrank-and-file soldiers are slim. High and spacious, they allow the knightsliving there to enjoy their comforts. The grandest tent belongs to the kinghimself. The illustration depicts an extensive interior, a wide, four-poster bed,and a table with high chairs sporting ornate headrests. The floor is covered incarpets and animal skins. The term “royal splendor” is quite appropriate here. This black and white sketch depicts the interior of Vernon Roche’s tent.The atmosphere shows the stark contrast between it and other officers’tents in Henselt’s camp. Here comforts are reduced to a bare minimum.The weapon racks and maps on the walls make it more of an armory orbriefing room. 50
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