The Secrets Behind THAT Cyberpunk 2077 Montage

Game Maker’s Toolkit (GMTK)
Game Maker’s Toolkit (GMTK)May 15, 2026

Why It Matters

Understanding how Cyberpunk 2077’s in‑engine montage was built reveals practical techniques for real‑time cinematic storytelling, informing future game development and highlighting the value of post‑launch optimization.

Key Takeaways

  • Montage runs entirely in-engine, not pre‑rendered video for Cyberpunk 2077.
  • Developers built a hidden backlot containing all montage locations.
  • Streaming optimized by low‑poly assets, limited geometry, and proximity placement.
  • Mirrored rooms use duplicated spaces, enabling real‑time reflections for custom avatars.
  • Post‑launch patches fixed most glitches, but minor visual bugs persist.

Summary

The video dissects the one‑minute‑twenty‑second cinematic montage that follows V and Jackie across fifteen locations after the prologue in Cyberpunk 2077. Rather than using a pre‑rendered cutscene, CD Projekt Red engineered the sequence to run entirely in‑engine, leveraging a concealed “backlot” that houses miniature versions of each district, allowing instant teleports between scenes. Key technical insights include the use of aggressive streaming optimizations: low‑poly models and stripped‑down textures for distant objects, pre‑loading all NPCs at the start, and arranging assets so each segment loads within a few frames. The montage features 79 cuts, three mirrored rooms, and custom‑avatar reflections, all achieved by duplicating spaces and swapping camera viewpoints rather than rendering true reflections. The video cites an environment designer’s comment about “making each scene close to each other to facilitate streaming,” and highlights parallels to GTA V’s loading delays and classic tricks from Super Mario 64’s mirror rooms. It also notes that early launch bugs—pop‑in, invisible characters, lighting glitches—have been largely resolved by 2026 patches, though minor visual oddities remain. These revelations underscore CDPR’s ability to push real‑time cinematics in open‑world games, offering a blueprint for developers seeking high‑fidelity, engine‑driven storytelling without resorting to pre‑rendered video, and illustrating the importance of post‑launch support to polish complex sequences.

Original Description

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Here's a super quick bonus video, looking at the famous montage from Cyberpunk 2077. How did CD Projekt Red make a cinematic sequence with 15 location changes, 79 cuts, and three mirror shots? Let's find out.
=== Before you watch ===
Content warning: Violence, Mature Themes
=== Sources ===
[1] Half year montage | ArtStation
=== Chapters ===
00:00 - Intro
00:36 - The Montage
02:54 - Fake Night City
05:20 - Cut, Cut, Cut
05:50 - Mirror
07:05 - Bug City
=== Credits ===
Music provided by Epidemic Sound - https://www.epidemicsound.com/referral/vtdu5y (Referral Link)
The Cyberpunk 2077 1.0 experience (Xbox one this time) | J2gross
Spider Man Miles Morales Textures Pop In PS5 | EVIL JEDI
10 Minutes Of Cyberpunk 2077 Bugs... | Kudos

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