Former Dying Light franchise lead Timon Smektala said he knew what kind of studio Techland was almost immediately — and all because the character refused to jump when he hit the usual button. At Digital Dragons 2026 he described the moment: fresh at the desk, he launched an early build and, out of habit, mashed the A button on the pad. Nothing happened. The dev sitting next to him, the one who’d built the parkour system, grinned and pointed out that jump was on the right bumper — RB (right bumper), not A. Smektala admitted he felt a little sheepish, then amused; that small, odd touch stuck with him. “Techland is not afraid to do things differently,” he said, not as a slogan but as a reaction to a concrete choice. He was clear that this wasn’t novelty for novelty’s sake. Putting jump on RB let players keep a thumb on the R-stick and steer the camera while vaulting and running — a tiny remap with practical results. For Smektala, that instant became shorthand: the studio would bend norms if the change made movement cleaner and more immediate, even when the fix looked weird on paper.