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March 1-4, 2027
Moscone CenterSan Francisco, CA

Agenda

Story of 'Kingdom Come Deliverance II': How We Produced Quests

Radka Fléglová  (Lead producer, Warhorse studios)
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Track: Production & Team Leadership
Audience Level: All
Format: Lecture
Vault Recording: TBD
Audience Level: All
This session explores how Warhorse Studios produced the quests for Kingdom Come: Deliverance II, a large open-world RPG with 135 quests and over 1.5 million words of quest-related content. The talk examines the production challenges of scaling narrative content with a mid-sized team, from organizing quest teams and production pipelines to managing parallel development and feedback.

Attendees will learn how Warhorse adapted its production approach as the project evolved, balancing the flexibility of parallel development with the need for greater focus later in production. The session also explores how the team prioritized remaining work, created space for focused development, and expanded feedback across the studio to improve quest quality. It provides practical lessons for producers, leads, and developers working on complex, quest-driven games.

Takeaway

Attendees gain insights into the production decisions behind scaling quest development, including why certain approaches worked or failed during the development of Kingdom Come: Deliverance II. The session explores balancing parallel development with team focus, prioritizing content, and building feedback processes that help maintain quality at scale.

Intended Audience

Producers, game directors, leads, and developers in mid-sized teams; anyone working on quest-heavy or story-driven games, and teams looking to better align narrative development with production