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GDC Festival of Gaming
GDC Festival of Gaming Video
1 month, 1 week ago • GDC Festival of Gaming

Designing Kuttenberg City Around Design Constraints | KCD 2

Briefing

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”

— GDC session framing · Describes the city’s role in shaping the game
At a glance
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.
Signal Neutral

Technical talk on constraints and production tradeoffs

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