Designing Kuttenberg City Around Design Constraints | KCD 2
Kuttenberg became the pressure point for Kingdom Come: Deliverance II’s open-world design, with the city’s scale and population density shaping the rest of the game’s production. The session centers on what it takes to support thousands of NPCs in a historically grounded setting without collapsing performance, readability, or player flow.
That kind of constraint is familiar to anyone building large systemic worlds: once a city becomes the bottleneck, every surrounding feature has to fit its streaming, AI, navigation, and scheduling limits. The practical takeaway is that “more NPCs” is not just a content problem; it ripples into simulation architecture, encounter design, and how much of the world can be active at once.
The talk is part of GDC’s Festival of Gaming and sits alongside a broader session on supporting thousands of NPCs across Kingdom Come: Deliverance and Kingdom Come: Deliverance II. For teams working on dense towns, crowd systems, or simulation-heavy RPGs, it’s a strong reminder that city design and engine constraints need to be solved together, not in sequence.
“Kuttenberg was the design bottleneck”
- what
- Kuttenberg was designed as the main bottleneck for Kingdom Come: Deliverance II’s city-scale production.
- who
- Warhorse Studios and the Kingdom Come: Deliverance II development team.
- when
- The session was featured in GDC Festival of Gaming / GDC Rewind.
- impact
- Large NPC counts affect streaming, AI, navigation, simulation budgets, and overall world design.
Technical talk on constraints and production tradeoffs
Discussion