6 min readChapter 1

Origins

The genesis of CD Projekt in 1994 unfolded against the backdrop of a rapidly transforming Poland, emerging from decades of communist rule into a market economy. This period was characterized by a nascent but burgeoning interest in Western consumer goods, including personal computers and entertainment software. Poland, having undergone the "shock therapy" economic reforms of the early 1990s, was experiencing significant structural shifts. While initial years saw high inflation and economic instability, by the mid-90s, the economy was stabilizing and growing, leading to an increasing, albeit still limited, disposable income among a segment of the population. However, the legal and commercial infrastructure for software distribution was largely undeveloped, leading to widespread piracy and a fragmented market. PC penetration, though growing, remained considerably lower than in Western Europe or North America, with internet access still in its infancy, primarily through dial-up connections. It was within this challenging yet opportunity-rich environment that Marcin Iwiński and Michał Kiciński, two individuals with a shared passion for video games, identified a significant market gap.

Marcin Iwiński’s early entrepreneurial endeavors, even before CD Projekt's formal establishment, involved the informal import and sale of Western games. This typically entailed traveling to Western European countries, such as Germany, to purchase legitimate copies of games, often in small quantities, and then bringing them back to Poland for resale. These transactions frequently occurred through personal networks, small computer stores, or at popular computer bazaars that were common throughout Poland. This hands-on experience provided him with an intimate understanding of the market's demands, the logistical hurdles involved in cross-border trade, and the prevailing consumer appetite for high-quality software that was otherwise inaccessible. His counterpart, Michał Kiciński, also possessed a keen interest in technology, particularly computer hardware and software, and a strong entrepreneurial drive, which complemented Iwiński's insights into market dynamics. Their shared vision transcended mere passion for gaming; they recognized the potential to formalize and legitimize the distribution of foreign software within Poland, believing in the inherent value of original products and the eventual willingness of Polish consumers to pay for them, provided they were made accessible, affordable, and tailored to local preferences.

At its core, the initial business concept of CD Projekt was straightforward: to become a reputable, legal distributor of Western computer games in Poland. This proposition was revolutionary in a market saturated with unlicensed copies, where pirated software could be purchased for a fraction of the official price at nearly every computer market or street stall. The value proposition they aimed to deliver was twofold: providing Polish consumers with access to high-quality, original foreign games, complete with official packaging and manuals, and doing so legally, often complemented by localized content. This approach required establishing relationships with Western publishers who, at the time, viewed the Eastern European market with deep skepticism due to rampant intellectual property infringement and a perceived lack of purchasing power. Securing distribution agreements was a significant hurdle, as many international companies had little confidence in the viability of legitimate sales in the region.

The initial years presented substantial challenges. The prevailing culture of piracy meant that convincing consumers to pay a significantly higher price for licensed software was an uphill battle. A legitimate imported game might cost the equivalent of 50-70 USD, a luxury item for most Poles, whereas a pirated copy could be acquired for as little as 5-10 USD. Logistics were complex, involving navigating nascent international import regulations, customs duties, and the development of a domestic distribution network from scratch. This involved establishing relationships with a multitude of small, independent computer shops across Poland, as large retail chains for software were non-existent. Securing initial capital for inventory and operations was primarily through self-funding, personal savings, and the reinvestment of early, modest profits. Access to traditional bank loans or venture capital for a nascent industry like game distribution was virtually non-existent. Industry reports from the era indicate that many similar ventures struggled to overcome these barriers, highlighting the significant resolve and operational acumen required to establish a legitimate business in such an environment. The initial team was lean, comprising primarily the founders themselves, potentially with a small number of support staff handling logistics and sales as the operation gradually scaled.

Despite these obstacles, Iwiński and Kiciński persevered, focusing intently on building trust with both international publishers and local retailers. Their strategy involved demonstrating the potential for legitimate sales in Poland through meticulous planning, transparent reporting, and a deep understanding of the local gamer demographic. They employed a "proof of concept" approach, initially pursuing distribution rights for smaller Western publishers or less prominent titles. Successes with these smaller agreements then served as crucial leverage for eventually approaching larger industry players who were more risk-averse. The founders' direct engagement with the gaming community, often through trade shows, gaming conventions, and local events, also contributed significantly to building brand recognition and loyalty. This direct interaction allowed them to gather valuable feedback, understand consumer preferences, and slowly shift public perception towards the value and benefits of purchasing licensed products, which often included superior quality, support, and the promise of future content.

As the company gained traction, it began to differentiate itself through professional service and, notably, by providing Polish localizations. Initially, this involved utilizing community-sourced, fan-made translations, often refined and incorporated into official releases. However, CD Projekt rapidly moved towards professionally produced versions, investing considerable resources into this strategy. This commitment to delivering a product tailored to the local market was a significant competitive advantage. The ability to offer games with high-quality Polish subtitles or full voiceovers made the content more accessible and appealing to a broader demographic, including those less proficient in English. This strategic investment in localization significantly accelerated the transition from pirated versions to legitimate purchases for a growing segment of the population. A landmark achievement in this regard was the full Polish localization of Baldur's Gate in 1998, which featured professional voice acting by renowned Polish actors and set a new standard for localized game releases in the region, dramatically boosting sales and solidifying CD Projekt's reputation as a player-focused distributor.

By 1997, the company had sufficiently solidified its operational framework and market presence to officially incorporate as CD Projekt Sp. z o.o. (limited liability company). This formal establishment marked a critical juncture, providing the legal and structural foundation necessary for more ambitious undertakings. The incorporation provided limited liability for the founders, facilitated clearer contractual agreements with international partners, and presented a more professional image to potential investors and the wider business community. By this point, CD Projekt had developed a reliable distribution network covering a substantial portion of Poland, and its catalog had grown to include dozens of legitimate titles from various international publishers. The journey from informal trading to a formally recognized entity represented not just a personal achievement for its founders but also a significant step in the professionalization of the video game industry within Poland, setting the stage for CD Projekt's ascent from a local distributor to a future industry innovator and global developer.