
Many games bring stories to experience full immersion and use the animated “cover” to read images, as did Sabpunk 2077 players, who believe that the frequent elevator scenes in night towns are intended to cover up the background. However, the CD PROJEKT RED core developer himself recently denied it, stressing that it was actually a misunderstanding.
Igor Sarzynski, Director of Animation of Cyberpunk 2077 and the Creative Director of Cyberpunk 2, recently wrote in response to the rumours.
“Do you really think that we can, without any reading of the images, allow players to cross the city, to enter and leave the vast and complex indoor space, and to carry on a penthouse house a little elevator trick?”
Sarzynski stressed that the elevators in the game were “only because it had a meaning in design” and not for the purpose of stowaway reading time. He even said that if the development team really wanted to do so, the elevator could be designed in a transparent manner.
“This engine is a miracle in itself, and I do not accept any effacement.” So he describes the CDPR that Sabpunk 2077 uses.
Since its launch, Cyberpunk 2077 has been known as a highly seamless open world, and players have been able to travel through the streets and into large buildings in the twinkling night city of Neon, with images and systems that simultaneously handle a large number of NPCs, scenes and dynamic events, with Redengine’s technological power being given attention.
On the other hand, there will be stereotypes associated with the experience of parental games, from ” Quality Effects ” to ” War God ” , when transition spaces, such as caves, narrow lanes or elevators, are often used in early years to include information on the premise that there is no break in the immersion. For a long time, players naturally equate similar designs with “read pictures to disguise.”
However, in Cyberpunk 2077, elevators play more of the key to narratives and atmospheres, whether in the frequent movement of floors to and from the superhouse towers or in the high-level event of the “Tribunal Hotel” or the documentary “The Shadow of the Past”, they often become important platforms for role dialogue and emotional development. Some of the key choices, even in the short lifts, are occurring.
It is worth mentioning that despite Sarzynski’s confidence in the capacity of REDengine, the CDPR has announced that the future of the new job will be fully adapted to the Unreal Engineering 5 development.
Both Wizard 4 and Cyberpunk 2 are working on UE5 and working with Epic Gomes to design specialized tools for an open world, showing that the studio wants to shift its focus from “engine development” to the content of the game itself.

