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Thanks to Thronebreakers, P.T. Adamczyk has the best foundations for composing Witcher IV6/18/2026
Intense composing will silence the skeptics.
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P.T. Adamczyk is a name that resonates with virtually every fan of the Polish studio CD Projekt Red. And quite literally so, since this composer is responsible for many of the adrenaline-pumping masterpieces from Cyberpunk 2077 and is now defining, note by note, the new sound of the giant that The Witcher IV will undoubtedly become. Thanks to his extensive experience with the Thronebreaker and GWENT spin-offs, it is clear that the latest installment of the Witcher saga has a solid foundation. And if that were not enough, Marcin Przybyłowicz, Mikołaj Stroiński, and the group Percival already established such a unique musical identity for the series back in 2015 that it provides a rich source of inspiration.
After all, we already got a glimpse of the soundscape of the upcoming adventure—this time from Ciri’s perspective—in the song No Gods, Only Monsters, which accompanied the reveal trailer released at the end of 2024. Dark, atmospheric melodies played on familiar instruments, folk-inspired accents blended with choral elements, and a conclusion hinting at the journey that lies ahead for the protagonist. From a musical standpoint alone, The Witcher IV is off to a very promising start. However, P.T. is the essential element in determining how it will all come together, which is why we spoke with him at this year’s Digital Dragons conference in Kraków about the path that ultimately led him to this latest project.
When CD Projekt Red began revealing more information about Cyberpunk, we learned that the developers had set a goal of making the city itself feel like a living character. How did that influence the music? Did you try to apply a similar philosophy when composing for the game?
Absolutely, but it wasn’t just about composing. It also influenced how we searched for performers, commissioned songs, and assigned the creation of new tracks. We tried to build a collection of music that was as diverse as the city itself. For example, if a certain group of people living in the city was described to us, we would try to find a musical equivalent for them while composing. So that was one aspect.
Then there was the city itself—it was a very fast-paced and hectic place, and that had a huge impact on how we searched for the musical language of the soundtrack. It’s not something for the faint of heart. Neither Night City nor the music we created for it. So I would say that the city was an absolutely essential part of our creative process.
Since you mentioned the city’s chaos, that ties into my next question. It’s a chaotic, layered metropolis full of dark alleyways, dangerous outskirts, sex clubs, and cyberware shops. Yet you managed to convey all of that through music alone. How?
All of the good things. [laughs]
Well, I’m very grateful for that comment—that’s very kind of you. But in reality, we were simply trying to keep up with the designers and everyone else working on the game. Because without them, without that initial spark and everything they were putting on the screen, we wouldn’t have had anything to set to music. So I would say that the game itself, the story, the characters, and the world-building come first, and we merely try to keep pace with them.
From a somewhat semi-technical perspective, and also in terms of world-building and making the setting believable, it was critical for us to sell the idea that music is everywhere and that people in this world actually listen to it. At the same time, I think we may have overdone it in some respects. When you walk around Kraków—or any other large city—you don’t actually hear music all that often. So I think we could have toned it down a little in the end. But the truth is that we’re incredibly fortunate to work with the people we work with.
The game's diverse soundtrack draws inspiration from different genres, styles, and countries, yet it still feels cohesive. What is the “glue” that holds it all together?
That’s an interesting question—I was asked the same thing yesterday during a casual conversation by the coffee machine. I’d say that aesthetics prevail above everything else. So when a small group of people is responsible for the work, they naturally impose their own aesthetic regardless of the instruments, the situation, or anything else. I think it would be very difficult to achieve something like this with a team of 80 people. But having only three composers made it both easier and manageable. We were able to take the best elements from different perspectives while still meeting at the same point in the end. We were all creating something inspired by the same influences—’90s music, techno, industrial, or whatever label best describes it—and it all fit the game’s title and the IP itself. I think that’s the key—that’s the glue.
I was originally hired by Marcin, so I think there was something in my portfolio that caught his interest. And of course, Paul Leonard-Morgan was hired specifically because he had worked on Dredd, and we really liked that film in relation to Cyberpunk. So I think that partly answers the question as well. On paper, there was already evidence that this combination of people could make it work.
Following up on your previous answer about the collaboration between three composers, I wanted to ask specifically about Marcin. You’ve been working together on projects for quite a long time. What does your collaborative process for creating a soundtrack actually look like? Does each person take a different leitmotif, several themes, or perhaps a particular district of the city? How does it work exactly?
I’d say the most effective way to handle it is simply: “Okay, I’ll do this part of the game, and you take that part.” I think there’s only one track that we actually wrote together, and it’s not even in the game—it ended up appearing in Edgerunners. Two people working on the same track, let alone on the same computer, already counts as a crowd, and I’m not particularly fond of crowds. So it’s not something I’m especially comfortable with. I think the best way to manage the process is exactly as I said: for example, I’ll handle Johnny Silverhand and the Nomads, while you take Arasaka and the themes surrounding it. That’s essentially how it started.
But then, of course, the usual chaos of game development kicks in, and you end up doing whatever is needed. All the plans go out the window and you simply create. That’s exactly how it ended, and honestly, that’s how it always ends. Still, at the beginning we did have a very clear division of responsibilities regarding who was working on what.
Did you actually have any visual material available at the time, or were you working solely from concepts and descriptions?