CD Projekt Red is marking 19 years since the first The Witcher by revisiting a part of the series’ origin story that can be easy to overlook beside Geralt’s eventual global profile: BioWare did not merely inspire the Polish developer’s approach to role-playing games. It directly helped the first game get made and seen.

In a social-media anniversary message, CD Projekt Red said its effort to adapt a beloved fantasy book series into a game “wouldn't have been possible” without BioWare. The studio singled out three kinds of support: a license for BioWare’s Aurora Engine, knowledge shared with the younger team, and a place at BioWare’s E3 booth. Those are concrete forms of assistance, not a vague retrospective claim that one famous RPG developer influenced another.

That distinction matters. The modern identities of both companies are often discussed through landmark later releases—Mass Effect for BioWare and The Witcher 3 for CD Projekt Red. But the route from a Polish PC-game distributor to the developer of Geralt’s first interactive adventure ran through a publishing relationship, a localized version of a pivotal BioWare game, an engine deal, and a stressful demonstration in Edmonton.

The anniversary is therefore less a simple birthday post than a compact reminder that game development history is often built through technical access, business risks and personal professional relationships as much as finished games.

Before Geralt, there was Baldur’s Gate

CD Projekt began as a distributor of PC games in Poland, where piracy was a major market reality. Co-founder Marcin Iwiński described the environment bluntly in a 2017 interview: software was widely treated as free while hardware was what consumers paid for. The company’s answer was not simply to bring in games from abroad, but to make authorized editions worth choosing.

Localization was central to that strategy. In game publishing, localization means more than translating interface text. It can include dialogue, voice acting, packaging and other changes intended to make a release feel native to its local audience. CD Projekt’s editions sought to offer a level of care that unauthorized copies could not match.

One early opportunity was a publishing deal for the original Baldur’s Gate, BioWare’s 1998 RPG. The agreement was an intimidating bet for the young company because it had to take on the risk of an initial order of 3,000 units. Iwiński recalled that he and co-founder Michał Kiciński feared that failing to sell those copies could bankrupt the business.

The release succeeded. CD Projekt supported Baldur’s Gate with professional Polish voice acting, a deluxe collector’s box and a partnership involving a local publisher’s version of Dungeons & Dragons. Before the game reached the market, 18,000 units had reportedly been ordered. Sales reached 50,000 within its first year.

Related coverage includes CD Projekt Red Marks 19 Years of The Witcher and Salutes BioWare's Crucial Early Support.

Those figures are significant in context because they describe more than a single popular launch. The success gave CD Projekt evidence that polished official releases could compete in a difficult market, while its work with Baldur’s Gate forged an early connection with the company behind it. The later Aurora Engine agreement did not emerge in isolation.

From publisher to development studio

After building its publishing business, CD Projekt chose to make original games. It secured the rights to a fantasy series already renowned among Polish readers and began work on The Witcher. During the push to find a publisher for the project, it established a development-focused subsidiary called CD Projekt Red. The entire company now uses that name, but the distinction captures the moment when the business was creating a dedicated arm for its move into development.

CD Projekt Red approached BioWare to license Aurora, the engine used for Neverwinter Nights. A game engine is the foundational software framework used to build and run a game. It can provide systems for rendering graphics, handling game logic and supporting tools that creators use to assemble content. Licensing an established engine can give a small or new studio a starting point that would otherwise require major time and expertise to construct internally.

For an RPG project, that foundation is especially meaningful. Role-playing games typically combine dialogue, quests, character systems and large amounts of authored content. An engine does not automatically solve design or production problems, but it can determine what a team can build, how rapidly it can iterate, and which technical barriers it does not need to overcome from scratch.

Aurora was therefore not simply an item on a technical specification sheet. Its license gave CD Projekt Red an established basis for Geralt’s debut game, while BioWare’s sharing of knowledge added an element of mentorship. The anniversary message credits both the technology and the advice, correctly presenting them as related but different contributions.

The Edmonton demo and an E3 opening

About a year after securing the engine, CD Projekt Red traveled to Edmonton to demonstrate its Aurora-powered The Witcher to BioWare leadership. Iwiński later recalled the extraordinary tension surrounding a demo that was partly broken, but happened to work during the presentation. For a small team, an encounter with the studio it regarded as an RPG authority carried obvious stakes: it was a chance to prove that its ambitious adaptation was more than an idea.

The presentation made an impression. BioWare subsequently invited CD Projekt Red to show The Witcher at a shared E3 booth, alongside BioWare’s own anticipated Jade Empire demonstration.

E3 was historically a major industry event, where games could be shown to press, business partners and other attendees. A booth is valuable real estate in that setting. For a relatively unknown studio from Poland, sharing space with BioWare offered visibility and an association with an established RPG maker at precisely the stage where CD Projekt Red was seeking to establish its own credibility beyond its home market.

This is the practical importance of the booth invitation: it did not make the game for CD Projekt Red, and it did not guarantee its future, but it gave the project a public platform it might otherwise have struggled to secure. Taken together with engine licensing and shared expertise, the invitation illustrates several ways an experienced studio can lower barriers for a newer one without absorbing its work or ownership.

What the connection says about RPG development

It is tempting to reduce this history to a tidy succession of famous franchises: Baldur’s Gate leads to The Witcher, then BioWare is associated with Mass Effect while CD Projekt Red reaches a vast audience with The Witcher 3. That summary is neat, but it loses the less glamorous steps that made later success possible.

The supplied record instead shows a chain of interlocking decisions. CD Projekt’s localization work made a commercial case for premium authorized game releases. Its Baldur’s Gate publishing deal required substantial risk but produced a hit. The company then took on the risk of original development, established CD Projekt Red as a focused development unit, obtained a proven engine, convinced BioWare with a demo, and gained prominent event exposure.

None of that implies that BioWare created The Witcher or that CD Projekt Red’s later accomplishments belong to anyone else. The series required its own license, development work, creative choices and long-term growth. Rather, the lesson is that support can be decisive even when it does not take the form of direct ownership or a co-development credit.

It also adds useful nuance to discussions of engines. Players may notice an engine name only when a game has technical problems or when a studio announces a switch. Yet the earliest tool choice can be one of the most consequential decisions a developer makes. In this case, Aurora was part of the route through which a developing studio could turn a literary property into an RPG. The human component—BioWare personnel sharing knowledge and endorsing the project through its E3 presence—was just as important to CD Projekt Red’s own telling.

The broader PC business environment in which CD Projekt started further sharpens that perspective. The company was operating in a market shaped by rampant piracy, where it had to persuade players that a legitimate, localized product delivered enough added value to buy. Its Baldur’s Gate release demonstrated an approach built around quality presentation, voice performance and collector-focused packaging. That experience is a believable operational bridge between distribution and the much harder business of making a game.

A legacy that is more direct than influence

The anniversary message arrives amid renewed attention on BioWare’s legacy and the lasting attachment players have to its RPGs. In that atmosphere, CD Projekt Red’s acknowledgement is unusually specific. It is not merely saying that the studio admired BioWare’s games. It is crediting a software license, advice and a high-profile showcase opportunity.

For players looking back at the first The Witcher, that helps place the game in a clearer historical frame. Geralt’s first game was a debut from a development studio then little known outside Poland, built using technology associated with Neverwinter Nights and supported by a company whose earlier Baldur’s Gate release had already been crucial to CD Projekt’s business. The resulting relationship was professional, technical and commercial all at once.

There is also a reminder here that a studio’s influence does not have to be measured only in franchises it owns. BioWare’s role in this story survives in a different form: an example of an established developer providing tools, guidance and visibility to a company that would become a major RPG force in its own right.

As debates continue about how platforms, storefronts and developer policies shape the PC business—an issue also visible in recent discussion of Steam’s AI disclosure rules—the origin of The Witcher offers a useful older case study. Access to infrastructure and industry relationships can have consequences far beyond a single trade-show appearance or software agreement.

CD Projekt Red’s 19th-anniversary tribute ultimately keeps the focus where it belongs: on the early help that allowed an ambitious team to bring Geralt into games for the first time. The global stature that followed was never guaranteed. The road began with a publisher willing to take a frightening risk on 3,000 copies of Baldur’s Gate, and later with BioWare willing to lend the new developer both technology and a place to be noticed.