Thanks for joining us! As an original IP and the debut title for Rebel Wolves, what were your core goals for The Blood of Dawnwalker?
Konrad Tomaszkiewicz, Game Director: From the very beginning, it was our goal to tell the story of a different kind of protagonist, one who fits alongside what audiences expect from deep, modern RPGs while also drawing on what we loved about classic role-playing games from the late 90s and early 2000s.
Namely, we wanted to tell the origin story of a hero who is only just beginning to understand and master his new powers, while also discovering the unseen world that gradually unfolds around him as vampires take over the valley where he lives. We also wanted to explore his dual nature, which manifests during the day when he is human, and at night, when he becomes a vampire. How does he cope with this? How far is he willing to go, and how much is he prepared to sacrifice to save his family? And is his humanity truly worth holding on to? This ties directly into our gameplay, which is fueled by Coen’s duality and allows players to experience the game differently depending on whether it is day or night.
What is also critical from both a storytelling and gameplay perspective is how deeply you can shape both through your actions and inactions—how freely you can define your path once the prologue ends, and how many different ways the story can branch.
All of that, combined with our own lore exploring the balance between the worlds of day and night as observed across ages, eras, and cultures, is what we defined early on as the core goal and central concept behind both The Blood of Dawnwalker and the saga as a whole.
But ultimately, our greatest aspiration was to create an experience that stays with players long after they put down the controller: one they return to in their thoughts and revisit through multiple playthroughs.
What historical periods, cultures, or mythologies influenced the world of The Blood of Dawnwalker?
Jakub Szamałek, Narrative Director: The Blood of Dawnwalker is a historical fantasy game—meaning it's inspired by the legends and tales of our own world. The emphasis, though, is very much on the fantasy part. We didn't want to be constrained by history, instead choosing to draw freely from it. The setting of our game, Vale Sangora, is "somewhere in the Carpathians" and we very consciously decided not to be any more specific than that. While creating this place, we were inspired chiefly by Eastern and Central European history, folk legends, and archaeology. The deeper lore of the world, on the other hand, springs from our reinterpretation of the classical Greek and Roman world, as well as medieval mysticism and religion.
As the name suggests, the game’s protagonist, Coen, has been transformed into a Dawnwalker. Can you please explain exactly what that is?
Tomaszkiewicz: Dawnwalkers look like regular humans during the day, but turn into vampires after dusk. This cycle repeats every day. However, they are neither humans nor vampires, but something in between. Like vampires, Dawnwalkers live much longer than regular humans.
How do the game’s day/night cycles and story progression mechanics impact gameplay and player choice?
Tomaszkiewicz: Everything in our game stems from the duality of our protagonist. Coen is a human during the day, so in combat he can fight with a sword and use dark magic, which is carved on his body as runes. But at night, when he turns into a vampire, he becomes faster and stronger, gaining an ability to fight with his claws and teeth, and a few other vampiric powers. It not only affects the combat but also the way he explores the open world—at night, he can walk on walls or ceilings or even teleport on short distances.
How important has it been for you to have access to UE’s source code throughout development?
Wójcik: It was absolutely critical. As mentioned earlier, no engine provides tools for every possible feature a developer may need. Certain solutions simply do not exist out of the box and have to be created internally, which often requires modifications to the engine code itself.
Understanding how the engine works at a deeper level is essential when developing advanced custom features. This level of understanding cannot be achieved through documentation or support resources alone. Some systems need to be analyzed directly within the source code. Without access to it, we would not have been able to create the kind of game we envisioned.
How have Unreal Engine’s profiling tools assisted your team with debugging and performance optimization?
Wójcik: Profiling is absolutely critical when it comes to understanding optimization and identifying what needs to be improved in order to achieve better performance. Without profiling, it is practically impossible to optimize a game effectively.
As the creators of UE5, you clearly understand this very well, which is reflected in how extensively you continue to develop profiling tools. Today, they are among the best available on the market, and because they are designed specifically for Unreal Engine 5, they integrate seamlessly into the workflow.
From the very beginning, we knew that profiling and optimization would need to remain an ongoing process throughout the entire production cycle. Optimization efforts will continue even after the game’s release, meaning performance will continue to improve with each update.