How NetEase Built an Authentic Wuxia Open World in Where Winds Meet
In our interview, developers at NetEase discuss building a historically grounded wuxia world, from proprietary engine tech and large-scale map design to motion capture and cultural authenticity with Where Winds Meet.
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Where Winds Meet is Huge
For NetEase, launching and supporting Where Winds Meet is about as ambitious as it gets. Bringing a wuxia adventure to an open-world format isn’t just about scale. That means leaning into authenticity by building a historically grounded RPG set during the chaotic Five Dynasties and Ten Kingdoms period, combining real historical figures, martial arts philosophy, and systemic open-world design. It also helps that the game's off to a massively successful start.
Powered by a proprietary engine and developed over six years, the project blends single-player immersion with multiplayer systems while tackling challenges like seamless world streaming, motion capture at scale, and culturally accurate combat design.
In this interview from GDC, core members of the development team, including Lead Designer Chris Lyu, Global Version Lead Designer Soul, and Head of Publishing Eric Zheng, break down how they approached building a wuxia experience that feels both authentic and interactive. The interview was conducted in-person via an on-site translator, and lightly edited for context and flow.
What inspired the setting and historical foundation of the game?
NetEase: The project began about six years ago with a group of young developers who were passionate about building a game centered around the wuxia spirit.
We were heavily inspired by various forms of media, including films, TV series, novels, and other entertainment. All of these influences helped shape our vision. Our goal has always been to bring the spirit of brotherhood, camaraderie, and vendetta to a global audience.
We chose the historical period of the Five Dynasties and Ten Kingdoms, which is a unique era in Chinese history. It sits between the Tang and Song dynasties and is defined by chaos and fragmentation. Before Where Winds Meet, very few games explored this time period in depth.
Through our research, we discovered many compelling historical figures and moments. We were especially interested in highlighting the personalities of these individuals and bringing them to life in an interactive format.
For example, in one of the hidden questlines, players encounter Tian Yin, a real historical figure. Through gameplay, players can learn about that part of history. In upcoming expansions, such as the Liangzhou chapter, players will meet additional characters rooted in historical events, allowing them to experience those stories firsthand.
We believe this is a unique opportunity to bring real historical personalities into a game while letting their defining characteristics shine through interactive storytelling.
Can you talk about the team’s background and the technical foundation of the game?
NetEase: When we started the project, the team was very young—most of us were in our twenties. We came from diverse backgrounds, including MMO development, management games, and simulation games.
This is the team’s first attempt at building a wuxia-themed open world. Our goal has been to create a realistic and immersive experience that allows players to fully engage with the wuxia spirit.
As the project gained momentum, the company allocated more resources and brought in experienced developers who had worked on other well-known wuxia titles in China. These contributors joined across different departments, including music, art, and engineering.
From a technical standpoint, the game runs on a proprietary engine developed internally at NetEase. This engine has been used in multiple previous titles, but Where Winds Meet marks its first implementation in a fully open-world game.
Why did you choose to support both single-player and multiplayer experiences instead of making a traditional MMO?
NetEase: From the beginning, our goal was to create a deeply immersive open-world experience. That level of immersion can be difficult to achieve if there are too many players present at all times.
In single-player mode, players can focus on exploration, narrative, and interactions with NPCs. At the same time, wuxia as a concept is deeply tied to relationships between individuals—brotherhood, rivalry, love, and conflict.
Because of that, it was important for us to also support multiplayer elements. Players can form friendships, build alliances, and even develop rivalries over time.
Allowing both single-player and multiplayer experiences helps us stay true to the wuxia spirit while giving players flexibility in how they engage with the world.
What were some of the biggest technical challenges in building the game?
NetEase: The scale of the world has been one of the biggest challenges. Our goal is to create a seamless map that spans approximately 12 by 12 kilometers. While the full map has not yet been completely opened, this remains a key objective for future updates.
Building a world of this size introduces significant technical challenges, especially when it comes to integration between design, art, and engine systems. It requires close collaboration across teams to ensure performance and consistency.
Another major challenge has been integrating the wuxia theme into the core gameplay systems. We didn’t want it to feel like a surface-level aesthetic. Instead, it needed to be embedded into mechanics, level design, and player abilities.
For example, players can ride horses, perform acupoint strikes, and use martial arts techniques such as lightness skills. These are not just visual elements—they are fully interactive systems that tie into combat, traversal, and puzzles.
Beyond technical challenges, we have also invested heavily in authenticity. We worked with top-tier action directors, choreographers from the Beijing Dance Academy, and historical scholars from leading universities to ensure that both the martial arts and historical elements are represented accurately.
Can you talk about the motion capture process?
NetEase: NetEase is a large company with facilities in cities like Hangzhou and Shanghai, so we have access to in-house motion capture studios. In some cases, we also work with external partners.
There are generally two approaches we take. In some cases, our internal team develops the motion concepts and performs them in-house. In others, we collaborate with external martial arts experts and performers to capture authentic movement.
The goal is always to ensure that the motion reflects the authenticity and style of wuxia martial arts.
[After the interview, a NetEase representative confirmed to me that they partnered with renowned martial arts consultant Stephen Tung Wai for the game's combat, motion capture, and animations. He has worked with John Woo, Tsui Hark, and Wong Kar-wai across his career and even worked with Bruce Lee in Enter the Dragon from 1973.]
How long has the game been in development, and how has the team grown over time?
NetEase: The project started with a very small team—fewer than 10 people. Over time, as development progressed and the game gained traction through testing phases, the team expanded significantly.
By the time of the game’s initial launch period in early 2025, the team had grown to around 200 people. Today, it has expanded to approximately 500 developers.
Pre-launch research and development took about five years, and development has continued beyond that. In total, the project has now been in development for around six years, with ongoing updates and content expansion.
NetEase Games, Game Development Studio
Interview conducted by David Jagneaux
[After publication, this article was updated with the names and titles of the developers we spoke with from NetEase.]
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