How to Answer: "Why Do You Want to Work at CD Projekt Red?"
The strongest answer connects one specific CD Projekt Red game system to work you have done yourself. The studio asks this question in its first interview, and it describes that step in its own words: it covers "your experience, motivations, and what drives you professionally". So prepare the answer before the first call, not during it.
CD Projekt Red makes story-driven role-playing games, including The Witcher series and the Cyberpunk games. It also made the Gwent card game. A story-driven role-playing game puts a written narrative and player choice at the center of play. A strong answer proves three things: you know these games in detail, you want long and ambitious projects, and you share the studio's stated values.
What the Interviewer Listens For
1. Real knowledge of the games and the technology. The studio builds its new Witcher saga in Unreal Engine 5, under a technology partnership with Epic Games. Its programmers extend that engine for very large open worlds, and published work covers world streaming, crowds, animation, and dense foliage. Streaming means loading parts of the world as the player moves, so the game holds less of it in memory. Naming one concrete piece of this work shows real research.
2. Honesty. One of the studio's five stated values is "Be honest with everyone at all times", and the recruitment director has said that skills can be taught, but values are hard to teach. So do not oversell. Say plainly what you have done and what you have not done.
3. Ambition and persistence. Two more stated values are "Be ambitious" and "Set the goal and persevere". The studio says it avoids annualized development cycles, which means it does not ship one game per year. Its projects last a long time, and the work includes difficult middle periods, so show that you finished something hard over a long period.
4. Players first. The fifth stated value is "Always remember about gamers". The studio also describes itself as independent, with no corporate owner above it, and says this freedom lets it experiment. An answer that names players as the reason for a technical decision matches this value exactly.
A Three Part Structure
Part 1: The game and the craft (two to three sentences). Name a specific game and a specific system inside it that you studied. Include evidence, such as a mod you built or a technical talk you followed. A mod is a player-made change to an existing game.
Part 2: Your proof (two to three sentences). Describe one thing you built and owned from start to finish, and include a number.
Part 3: The direction (one to two sentences). Say what you want to build at the studio, in the role you applied for.
Sample Answer
"I want to work at CD Projekt Red because your games treat player choice as a real system, not a menu. I played The Witcher through three times, and its quest structure is why I started writing gameplay code. At my current job I own the inventory and crafting systems in a small Unreal Engine title. I rewrote the item database and cut the load time of the inventory screen by about 60 percent. I also shipped two mods for an open world game, and one has about 12,000 downloads. I follow your Unreal Engine work on world streaming closely, because streaming is the hardest part of an open world. I want to write gameplay systems that keep working in a world that large."
This answer works because it proves every claim. The play history and the mod prove the interest in the games, the number proves the ownership claim, and the direction names a real technical problem at the studio.
Where the Question Appears
The motivation question appears in the first interview, which the studio calls "Let's talk!". It often appears again later, in the insight interview that candidates report after the test task. The second version asks for more evidence, not more enthusiasm. Keep the same core answer both times, because interviewers compare notes. Add one new proof point in the later round, such as a decision you made in the test task.
Common Mistakes
- Praising only the writing. Many candidates say they love the stories. Say what you would build instead, and tie it to the role you applied for.
- Ignoring the engine change. The studio moved its new projects to Unreal Engine 5 while keeping its own engine for earlier work. A candidate who does not know this looks unprepared.
- Overstating your experience. Honesty is a stated value, and the test task exposes gaps anyway.
- Writing a fan letter. Another stated value is "Be kind and respectful to all around you", and the studio lists respect and openness among its recruitment values. Arrive as a professional, not as an admirer.
- Bringing no questions. One of the studio's art directors has said that the worst case is a candidate with no questions.
How to Prepare
- Learn the full process first. Read what the CD Projekt Red interview process is like so your motivation story matches the stages.
- Reuse the research. The same product knowledge serves the CD Projekt Red technical rounds, so study the games once and use the research twice.
- Know the waiting times. How long it takes to hear back explains when a follow-up email is appropriate.
- Practice the delivery. Grokking Modern Behavioral Interview teaches answers that use evidence instead of adjectives.

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