Petr “Baz” Ondráček was born in the Czech Republic, where he studied mathematics at Charles University. He formally worked at Bohemia Interactive on ArmA III. He later joined Warhorse Studios very early in summer 2013 (before the launch of the Kickstarter campaign). As a Senior Technical Designer, he is responsible for many parts of the game’s mechanics. He is also a scripter who implements these said parts into the game.
Do you have any additional questions to Petr “Baz” Ondráček? Just ask here!
You can find a Spanish translation of this interview here.
1) How did you hear about Warhorse? How/When did you join?
In 2012, I heard about Kingdom Come: Deliverance from an archer on a medieval market at castle Rábí. Like me, he was a history enthusiast and he read about the game in an interview with Dan (Vávra). I was working on Arma III at Bohemia Interactive in Brno at that time. I needed to move due to family matters back to Prague a year later and I was looking for a job in the industry here. Warhorse studios had an opening so I joined. It was in July 2013; we had only 25 people on the team and we weren’t quite sure if we’d ever make it to some publisher with our game, lest we shut down.
2) Describe your usual day at the Studio.
I am a technical designer and a scripter, so the usual day is partly asking around the departments for the technology and assets that are necessary for some game mechanics to work. Most of the game mechanics are already designed, however, some cases haven’t been solved yet or even discussed. The point of a good technical design is to use all that is already done and to limit what still needs to be created. Then I script the game mechanisms, quests, and assets and piece them all together into the game. Usually, this is done several times over and over and can be a quite painful and frustrating process.
3) What are you currently working on?
I am currently working on the beginning of the main quest as well as the first location where the player will visit. You meet many important characters that will reappear throughout the rest of the game. It is quite action-packed and the player is introduced to lots of game mechanics here such as lock picking, combat, negotiations, shopping, sneaking, etc. So there will be those annoying tutorials that everyone tends to skip through. I am working on solving a couple of design problems in order to have the game flow as smooth as possible.
4) What are some of your notable accomplishments?
I did a lot of prototypes in the beginning of the development and all were nearly abandoned. In time, it moved us toward the final solution that is in the game. I see my footprints in many systems (the dialog system, combat system, day cycle of an NPC system, LOD system, quest system). Moreover, I was taking part in creating our AI scripting language together with our AI department. I think my greatest accomplishment is that all of the mentioned systems are working and being used in the script. We were able to make them work and usable by constantly finding and reporting bugs to the programmers. I have a reputation for being a relentless designer who does not stop until the issue are solved satisfactorily (hence the nick Bazilisk).
5) What do you like the most about Kingdom Come: Deliverance?
It’s a chance to create a new first-person RPG franchise. It’s exciting to be able to create a new non-magical universe, based on historical accuracy and having the potential to expand it. I’m also a fan of role-playing games, so I would like our game to be different depending on how you decide to play it. Last but not least, I like open-world games such as Skyrim or Fallout 4.
6) How, when and with what platform or game did you first get acquainted with videogames?
I am a geek from the previous century, so I started playing videogames on the Atari Amiga 500. Games like Turrican, Eye of the Beholder, Settlers, Ambermoon - that was on Amiga 1000 of my friend, a 10 floppies RPG (!). Then I got my first PC (or I took it from my father) and I played Civilization I when he wasn’t watching. Those were the days…
7) Which videogame character or figure is the best?
In my opinion, it is Gordon Freeman (from Half-Life) because the character development during the game(s) were so well-written and believable. Now that I think about it, it may be because he was always silent in those games, so he didn’t spoil the player’s imagination.
8) Which class or type do you usually pick?
I almost always play wizards if such a class is available. I guess it’s because I usually have more fun paralyzing, mind-controlling or obfuscating monsters rather than hacking them with my razor-sharp-sword™. So I like games with a big palette of spells. Ironically enough, I am working on a game without magic…
9) Which videogame character are you?
I was helping in the development of our 3D face scanner and they made a prototype model of my face. It is known in the Beta as Reeky. I did not record the dubbing, however. So it is not me acting, which is a shame (I am a splendid amateur actor). As one of the devs in control of the database, I can easily turn Henry (our main character) into my face, just in time for the day of the release! Mwahahaha!
10) Most hilarious bug you have ever encountered or worst video game experience?
To my knowledge, many funny bugs have something to do with physics. The virtual world simulated by the engine, of course, has some simplifications over the real world. Otherwise, it would be impossible to calculate. One time, for example, we had huge objects in the game. They were wash tubs that the characters pour water into, in the morning. Somebody updated the engine’s physics and suddenly those wash tubs started to fly away like autumn leaves. It turned out they had the wrong weight set in the database: the engine update started to calculate the density of an object by the known formula p=m/V (where volume V was measured from the bounding box of the object and we set the incorrect weight m of all database objects to 1 kg). So it calculated that the water tub is less dense than air, so it should drift in the wind. The calculated trajectory of water tubs blown by the wind and flying in the village was impressive. They even rotated when they hit chimneys…
11) How do you relax after a hard day at work?
I am playing table tennis in an amateur league and I also act in a theater which I recently also helped directing. It is essential to me to clear my head, so I choose not to work at home. Rather, I play pen and paper RPG’s out of my own rule book. There is a catch to being a developer: once you work every day on a single game, other (similar) games are not as appealing as they once were. Either you don’t play them for very long or you look at the other game as a “competitor.” What did they do differently than us? How does their “dialog system” work? These are just a couple of reasons why I’m still searching my stronghold’s first basement in Pillars of Eternity.
12) Your favorite movie?
The Life of Brian – for the absurd humor that goes with it. Then there’s 1984 – for the ever actual general traits of totality that are described there. I have many favorite historical films (or fictions) such as Seventh Seal or a Czech film Hammer on Witches.
13) Is it possible to buy you with candy?
Oh yes and everyone is very aware of this. However, I don’t like sweets. I understand “candy” more as a metaphor.
14) What is your kryptonite?
Women. That is why I am in computer games, you see?
15) If you could say something to the fans of Kingdom Come: Deliverance, what would it be?
Continue to stay as positive as you are and hang in there, we’re almost finished! We thank you for your feedback. It is very encouraging to know somebody out there is caring about the work we do!
Do you have any additional questions to Petr “Baz” Ondráček? Just ask here!