Uploaded October 2025 | Updated September 2026, 2 weeks ago
đ§ What does it take to scale a tactical shooter game like Ready or Notâfrom 9 to a fully remote team of 75?
In our debut episode of In Development, Stephen, Technical Director at VOID Interactive, joins host Jase Lindgren to unpack the technical hurdles the studio overcame while developing and scaling the hit tactical shooter game Ready or Not.
đ§ Listen now:
⢠Apple: podcasts.apple.com/us/podcast/ready-or-not-here-comes-ci-cd-build-systems-for-an/id1846632730?i=1000732158117
⢠Spotify: open.spotify.com/episode/63ELFkYWecR3762vY6axbo?si=9448e7235ed441ec
⢠YouTube: youtu.be/PWNrJ6ByZ2o?si=6fm3HwWCwBuHdWkD
#gamedev #UnrealEngine #ReadyOrNot
đ§ What does it take to scale a tactical shooter game like Ready or Notâfrom 9 to a fully remote team of 75?
In our debut episode of In Development, Stephen, Technical Director at VOID Interactive, joins host Jase Lindgren to unpack the technical hurdles the studio overcame while developing and scaling the hit tactical shooter game Ready or Not.
đ§ Listen now:
⢠Apple: podcasts.apple.com/us/podcast/ready-or-not-here-comes-ci-cd-build-systems-for-an/id1846632730?i=1000732158117
⢠Spotify: open.spotify.com/episode/63ELFkYWecR3762vY6axbo?si=9448e7235ed441ec
⢠YouTube: youtu.be/PWNrJ6ByZ2o?si=6fm3HwWCwBuHdWkD
#gamedev #UnrealEngine #ReadyOrNot








![Everything Is Connected: Warhorse Studiosâ Quest System for Kingdom Come: Deliverance II
In Kingdom Come: Deliverance II, quests arenât isolated scriptsâtheyâre a tightly connected web of story, state, dialogue, and world logic. Making that work at the scale of a 250âperson, sixâyear production required tooling designed specifically for narrative complexity.
Warhorse Studios Lead DevOps Programmer, Petr Nohejl breaks down Scout, Warhorseâs proprietary quest system. Originally built as a dialogue editor, Scout evolved into the central system driving quests, random encounters, NPC behavior, and narrative state across the entire game.
Rather than hiding complexity, Scout makes it visible. Petr explains how designers navigate a birdâsâeye view of quest dependencies, how validation happens long before QA ever sees a build, and why Perforce P4 isnât just used for version controlâbut is embedded directly into the workflow.
In this episode:
How Scout grew from a dialogue tool into the core quest and dialogue system for KCD II
Why Warhorse built a custom quest system and how it unlocked access for sound, localization, and narrative teams
The âswitchboardâ view that exposes quest dependencies across the entire game world
How P4 serverâside triggers validate quest logic before changes hit the build pipeline
Why Warhorse runs real inâgame scenarios 24/7 to catch issues at scale
Lessons carried forward from Kingdom Come: Deliverance I, including the origin of the âI feel quite hungryâ meme
Easter eggs, side projects, and the human craft behind a large RPG production
Speakers:
Jase Lindgren, Principal User Advocate, Perforce
Petr Nohejl, Lead DevOps Programmer, Warhorse Studios
Find Us Online:
Perforce.com
https://www.perforce.com/podcasts/p4/in-development
https://www.linkedin.com/company/perforce/
Timestamps:
[00:00:00] Cold Open
[00:02:10] Welcome & Kingdom Come Origins
[00:04:54] Scaling Development at Warhorse
[00:13:42] Quest Assets & Workflow Rules
[00:16:47] Scout Tool Deep Dive
[00:28:45] Validation, Automation & Testing
[00:35:36] Open World Challenges
[00:40:27] Quest Design Examples
[00:47:32] Humor, Memes & Easter Eggs
[00:54:43] History, Career & The Future Everything Is Connected: Warhorse Studiosâ Quest System for Kingdom Come: Deliverance II](https://i.ytimg.com/vi/n-Gu1TQW1uU/mqdefault.jpg)

