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Reading: 'The problem isn't necessarily the yellow paint', says the Witcher 4 design lead, but its overuse: 'People see through the smoke and mirrors'

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Epic Game Journey > Industry > 'The problem isn't necessarily the yellow paint', says the Witcher 4 design lead, but its overuse: 'People see through the smoke and mirrors'
Industry

'The problem isn't necessarily the yellow paint', says the Witcher 4 design lead, but its overuse: 'People see through the smoke and mirrors'

June 4, 2025 6 Min Read
6 Min Read
Geralt and Shani chat in The Witcher 3: Hearts of Stone.

One of many extra surface-level discourses in videogames in latest reminiscence has been the hullabaloo over yellow paint—players the world over decrying video games with apparent sunshine climbables as being patronising slop for little infants (I am exaggerating, a bit). However Miles Tost, the extent design lead for The Witcher 4, tells PCG’s Joshua Wolens that it is a bit extra sophisticated than yellow paint good or yellow paint unhealthy.

All videogames use the atmosphere to information gamers by means of them—although, Tost admits, it wasn’t at all times that means. In truth, CDPR merely stumbled into a whole lot of stable business practices when making The Witcher 3.

“Degree design might not have been as subtle as it’s now. And I believe the identical is true for many disciplines within the business,” Tost explains. “In The Witcher 3, we did not do an excessive amount of of that, truly. The extent design crew was nonetheless being constructed, [it] was actually contemporary, and in some methods it took us the whole lot of manufacturing to get to a degree the place we might do (what I might these days think about) extra conventional stage design.


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“As such, we did not emphasise steerage as strongly—we did in some unspecified time in the future add these white decals for ‘hey, climb right here’, however I believe on the subject of general steerage on the earth, it was a comparatively small aspect, proper?”

As a substitute, Tost says that the design groups merely adopted their noses and wound up on a whole lot of choices that might later turn out to be business follow. “We did a whole lot of issues—and possibly it is luck—however intuitively right … These days, we’re rather more subtle with that, I believe.”

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A great instance of CDPR lastly nailing down the specifics, Tost argues, is Phantom Liberty: “I believe there we now have all of the bells and whistles of what stage designers right here do. We use compositional line work in our ranges, to make issues look notably spectacular, but in addition to information the attention to sure components … Within the Witcher 3, we might use a whole lot of composition, nevertheless it was largely to get essentially the most spectacular picture, with out the actual function [behind it].”

With regards to one thing as straightforwardly apparent as yellow paint, although, Tost says that ” We have at all times thought of our video games as being nonetheless fairly accessible to a wider viewers, so we’re not afraid of including components that’ll additionally information gamers extra straight, whether or not it is NPCs shouting out and saying ‘have a look at this factor’, or the Witcher sense within the Witcher 3.”

Nonetheless, “In the very best of circumstances, [the player] would not perceive or really feel like they’re being guided in any means.” With regards to what Tost jokes as “being in a ‘yellow room’,” he reckons they’re “one of many many instruments that builders can use. However they’re one among the instruments they will use, proper?

“I imagine that should you correctly weaponise your entire arsenal of your toolkit of steerage as a stage designer, then you’ll be able to subdue every particular person aspect and make it extra refined. And in that case, you get nearer to the state of affairs of the participant not noticing the steerage. The strings rigorously pulling them alongside. That’s, for me, the candy spot.

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“I believe the issue will not be essentially with the yellow paint, nevertheless it’s so identified and used proper now that individuals see by means of the smoke and mirrors there. That ‘oh, I’m being guided’. However there’s extra refined methods of doing it.”

It is a bit humorous to listen to an argument that mainly boils right down to ‘it’s essential trick your children into consuming their veggies’, however it’s proper. Murderer’s Creed Shadows, which has loads of colour-coded climables, tried to go with out. However as a result of Ubisoft needed to put in all of the foliage and fairly bells and whistles that gamers anticipated, they merely stored operating into partitions or lacking climbable routes solely.

So, a bit path is significant. Tost nonetheless thinks it must be refined. Or at the very least diegetic—I am undecided I might think about The Witcher 3’s Arkham-style detective imaginative and prescient to not have any type of affect on the artstyle. An excellent instance, Tost mentions, is Uncharted and its occasional makes use of of flags waving within the wind:

“It suits gently into the atmosphere, versus, I dunno—somebody went into this particular spot and painted a yellow line, as a result of at that time it isn’t essentially plausible.”

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Reading: 'The problem isn't necessarily the yellow paint', says the Witcher 4 design lead, but its overuse: 'People see through the smoke and mirrors'
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