Project Canis Majoris: The Witchers Technical Remake in UE5

Published on May 21, 2026 | Translated from Spanish

CD Projekt Red has confirmed that The Witcher Remake, codenamed Project Canis Majoris, will not be a simple enhanced port. It is a complete reinvention of the 2007 classic, rebuilt from the ground up in Unreal Engine 5. The goal is to transform the ancient Vizima into an open world with microscopic detail, fully leveraging the capabilities of Nanite and Lumen to deliver unprecedented dynamic lighting in the saga.

Project Canis Majoris remake of The Witcher in Unreal Engine 5 with Nanite and Lumen

Modeling pipeline and procedural generation 🛠️

The studio's technical pipeline combines classic tools with cutting-edge processes. Character and creature assets are sculpted in ZBrush, achieving an organic fidelity previously impossible in a title of this scale. Texturing is done in Substance Painter, allowing for realistic wear and tear on armor and stone walls. However, the most radical change lies in the use of Houdini and AI tools for procedural terrain generation. This allows the Vizima forest and the city sewers to unfold with algorithmic variation, avoiding visual repetition and optimizing engine performance.

The impact of Nanite and Lumen on the open world 💡

The combination of Nanite and Lumen is the key to the generational leap. Nanite eliminates the need for traditional LODs, allowing every cobblestone or crack in a Vizima slab to be rendered with infinite virtual geometry. Lumen, for its part, provides dynamic global illumination that bounces in real-time through alleys and dungeons. This means the day-night cycle not only affects visibility but redefines the atmosphere of each scene, a technical luxury that the original REDengine could not offer in an open world of this magnitude.

How will the transition from REDengine to Unreal Engine 5 in Project Canis Majoris affect the preservation of the original The Witcher gameplay, and what specific technical challenges does this remake present in terms of recreating its combat systems and open world?

(PS: shaders are like mayonnaise: if they break, you start all over again)