The Witness is a game where you explore an abandoned island and solve puzzles. We’ve been working on this game for a long time (It’s been more than five years since I began working on it, myself! The rest of the team joined at various times after that.). We don’t know the release date yet; it’s still officially “when it’s done,” but these days “when it’s done” is getting closer and closer. The Witness is an ambitious game with a lot of things for us to get right, and getting it right takes time; I don’t want to rush the game out at the cost of quality.

Here are some of the things we’ve been working on lately:

Design. All the gameplay along the “main line” of the game — the stuff you would expect to do from the beginning to the end of a standard playthrough — is done. But, this is a game that has a lot of extra things for players who are really into the game and want more; we’re still designing some of those extras.

Modeling and texturing. The Witness has a lot of different locations, and it’s very important that they all receive the same degree of care. Most of the island where The Witness takes place is fully modeled at this point, but there are a few important locations that are still in a draft stage, and several others that could use another pass of detail.

Frame rate optimizations. At launch on PS4, we’re planning to render at 1080p and 60 frames per second. Right now we meet this target in many areas of the game, but not everywhere. But with more old-fashioned hard work, we should be.

Level-of-detail management and streaming. For example, making sure that it doesn’t take too long to stream in new parts of the world as you move. When we do stream in higher-detail versions of far-away geometry, we don’t want the graphics to pop, so we’ve recently implemented a smooth blend between LOD levels. The Witness is an open-world game with no loading screens; the feeling of just walking around and looking at things is very important. We work hard to make this happen as smoothly as possible.

Audio. Since The Witness is so much about a sense of place, the audio design is crucial. Right now there are 1.2 gigabytes of sound (Much of it compressed!) in the game, which represents over 40% the game’s data.

This last statement about the audio made me curious about what our data looks like, so here are some numbers on how much data is in The Witness. (These are all the size of files in the game as it would be shipped, not the source files!)

Texture Maps: 1,196 files, 446MB

Meshes: 4,588 files, 507MB

Sounds: 2,435 files, 1.2GB

Animations: 197 files, 0.6MB

Entities: 1 file, 4.3MB

Lightmaps (these are auto-generated): 17,916 files, 453MB

Total (including other files not listed here): 39,387 files, 2.7GB

It’s a lot of work, but we are now in the downhill stretch of the race and looking forward to tying the game up completely. We’ll have more updates for you before too long!