The cinematic sequence features seventy-nine cuts and roughly forty-five NPCs. It includes three mirror scenes with multiple costumes.
Rather than rendering a pre-made video, the developers constructed an in-engine “back lot” that contains miniature versions of each visited area. This design allows the game to teleport the protagonist and companion between scenes.
Scenes were optimised and positioned close together to facilitate rapid streaming. Low-poly models and selective textures reduce memory usage.
NPCs are preloaded into the environment to prevent texture and model stuttering. Cut-scene pacing is achieved through rapid teleportation and animation jumps rather than continuous movement.
Mirror scenes are rendered in real time by duplicating rooms behind a wall. This allows for immediate character customization updates.
Early launch versions suffered from pop-in and lighting glitches. Subsequent patches have largely resolved these technical issues on PC.
The article explains how CD Projekt Red achieved the one‑minute‑twenty‑second cinematic montage in Cyberpunk 2077, a sequence that traverses fifteen distinct locations and features seventy‑nine cuts, three mirror scenes with multiple costumes, and roughly forty‑five NPCs. Rather than rendering a pre‑made video, the developers constructed an in‑engine “back lot” that contains miniature versions of each visited area. This design allows the game to teleport the protagonist and companion between scenes, keeping streaming demands low by loading only the necessary assets for each segment. The environment designer notes that scenes were optimised and positioned close together to facilitate rapid streaming, while low‑poly models and selective textures reduce memory usage. NPCs are preloaded to avoid texture–model stuttering, and cut‑scene pacing is achieved through rapid teleportation and animation jumps rather than continuous movement. Mirror scenes are implemented by duplicating rooms on the other side of a wall, enabling character customization to appear in real time. The piece also acknowledges early launch issues such as pop‑in and lighting glitches, noting that subsequent patches have largely resolved these problems on PC. Overall, the article details the technical strategies—back‑lot construction, asset optimisation, preloading, and teleportation—that enabled a seamless, real‑time montage within the game’s open world.