Two years after the publishing of The Witcher what seemed impossible has now become reality. One of the most long-awaited mods restores the highly desired scabbards. Read more…
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Nov
02
2009
The Doppler’s Essence available for downloadKrzysztof '0xCAFE' Justyński, tags: the doppler's essenceThis mod allows the player to switch the character model to any of the 176 models available in the game. Read more at the project’s page.
It all started with a school assignment about the basics of design and graphic techniques – a comic book project. Previously we were both greatly inspired by the techniques used in McKean’s graphic comic “Arkham Asylum: A Serious House On Serious Earth.” Paweł “Alaris” Bieniasz Unfortunately, “Lack of Caffeine” is available only in Polish.
There’s no sense in pretending you can be good at everything. I’ve been writing for a good few years and writing is what pleases me most in my life. However all the technical works related to modding are a secret to me, a secret as mysterious as Blizzard’s publishing plans. Ifrit has given me everything I need: not only a merry and artistic atmosphere, but also the certainty that everyone does what they do best. I’ve met graphic designers, musicians, programmers, but also colleagues in the same line of work – men of letters at their beginnings. This is how the adventure, which has lasted over a year now, started. Today I know there is nothing that gives more joy and satisfaction than making use of your skills to create something that will be a part of an elaborate entirety. An entirety such as The Wedding adventure(our first project), which over a hundred fifty thousand players have played so far.
The most pleasant moment of our work is obviously the time when we can publish our adventure and share it with the players. Thanks to the support from CD Projekt and our own promotional actions we can be sure that the players will notice our creation and take a closer look at it. It is, at the same time, a very nervous moment – we have the occasion to see whether the product which seemed good to us is also a good one to others. The adventures we have already published are The Wedding and Merry Witchmas, both of which have met with intense interest from the witcher community and on that account we can look in the future with optimism. Each of us likes what he does and is experienced in it. What’s important is that we want to learn more and broaden our skills. Team work creates such possibilities. We not only have the chance to display our talents, but also to get to know people, who may help us in realizing our passions and help to assess our works. Teamwork is the most meaningful word in Ifrit. We are aware that only by combining our individual skills are we able to create something really interesting. Sharing work, sharing success and, above all, sharing the possibility of broadening our talents makes what we do here today an adventure, which will remembered by us for the rest of our lives.
Jul
15
2009
Merry Witchmas v1.1.1 – with English localizationKrzysztof '0xCAFE' Justyński, tags: merry witchmasThe most recent version of Merry Witchmas is available with The Witcher Patch 1.5. You can also download it separately, package contains a full walkthrough. Changes made since v1.0
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Ifrit includes more projects than the adventures and mods for The Witcher. For some time we have also worked on entirely different things. Today, we invite you to view the comic
There was a day when I got interested in The Witcher and decided to download the D’jinni mod editor to experiment with in the creation of adventures. Everything looked really great: my unlimited ambitions and the nearly unlimited possibilities of the editor had to bear fruit. And they did. After a long and arduous night I succeeded in decorating a tavern. After some careful calculations I reached the conclusion that drawing up a plot, writing dialogues, creating the place of action and giving each of the characters a unique personality would take long months and even then I wouldn’t be able to do everything as I wanted. Was it a failure then? No, because that’s how I have found my way in Ifrit.
How do we make an adventure? The starting point is always the idea. In our case it’s presented via forum. Someone shows us his vision of an adventure and the rest of the team thinks whether creating it would be worthwhile. If it is, we set the details and with time an outline of the adventure is created. It’s important to choose people responsible for the project at this stage of work. We know from experience that it’s essential and someone has to supervise the whole project and encourage the skivers. Then we jointly ponder over the elements we will need. When our story writers are creating the script and characters, the graphic designers get the first concept arts ready. They search for inspiration, they touch up the locations and prepare new models. The musicians devise what sounds will convey the adventure’s atmosphere best and the D’jinni experts slowly get the editor ready. Starting at the moment where the plot is finished and all the quests are written down in detail the story writers begin to create dialogs and the programmers begin to transfer everything to the module coming into existence. The next, very important part of the process are the tests, which expose what the adventure lacks. It is then when we have time to think over what we have established so far and whether we like it or not. We often decide to continue adjusting the main plot and enriching some of the quests. A good example of such actions is the