#Sarzyński
Cyberpunk 2077: Phantom Liberty recently turned three — the perfect occasion to revisit the AnsweRED Podcast episode with Phantom Liberty veterans, Gabe Amatangelo and Igor Sarzyński.

Read the full transcript on Beyond the Game Blog!

📖 cdpred.ly/podcast_33_a...
October 1, 2026 at 2:37 PM
The boss chimera in Cyberpunk 2077: Phantom Liberty took TWO YEARS to polish

According to CD Projekt Red, the fight with the tank Chimera was a nightmare: game director Gabe Amatangelo and creative director Igor Sarzyński said on th...

#SteamAndEpic #Chimera #Art #Sarzyński #Amatangelo #Mielniczuk
September 29, 2026 at 6:40 AM
Time for a banger bonbons 😌

My closest chooms, Game Director -- Gabe Amatangelo and Creative Director -- Igor Sarzyński, in the AnsweRED Podcast talk about how in Cyberpunk 2 team ideas are shaped, challenged, and brought to life. Enjoy! 🎧

youtu.be/pHrKr3a_e8s?...
September 25, 2026 at 9:31 AM
Join our VP, Game Director, Gabe Amatangelo and Creative Director, Igor Sarzyński in a new AnsweRED Podcast episode.

🎧 YouTube: cdpred.ly/AnsweREDPodc...
🎧 Spotify: cdpred.ly/AnsweREDpodc...
September 24, 2026 at 1:19 PM
Good timezone and happy Monday friend! I hope you are doing well and have a marvelous day! A reminder to hydrate if you haven’t in the past hour. Also you got the day in the bag!!

That’s a wrap for Cyberpunk 2077 Phantom Liberty. A great expansion no doubt! Glad I played it, don’t usually play em..
September 21, 2026 at 1:45 PM
Congratulations are in order! Mark Sarzynski, professor of exercise science, is the 2026 recipient of the Henry Montoye Scholar Award from the Southeast Chapter of the American College of Sports Medicine. 🎉
April 18, 2026 at 3:00 PM
@srznsk.bsky.social To Mr. Sarzynski, can I ask you about a line of dialogue from the ending of Phantom Liberty's main quest that really confuses me? It seems to defy the plot and I can only rationalize it through head canon.

Thank you.
April 4, 2026 at 7:18 PM
La tercera persona no encaja con Cyberpunk 2077 y su director explica por qué: 'Mejor para Geralt y Kratos'
Igor Sarzynski, el director creativo de Cyberpunk 2077, explica los motivos por los que cree que la cámara en primera persona era perfecta para este aclamado juego de rol. Desde su anuncio, no han sido pocos los debates que se han generado en redes sociales sobre la decisión que CD Projekt RED tomó de hacer que Cyberpunk 2077 sea un juego con **cámara en primera persona** , algo que no agradó a todos los fans del estudio por igual. Ahora, **Igor Sarzynski, el director creativo del título y de su secuelaha explicado por qué considera que esta perspectiva funcionó tan bien con este juego en concreto**. ## Los motivos por los que la cámara en primera persona funcionó tan bien con _Cyberpunk 2077_ "**Desde un punto de vista puramente narrativo, creo que la cámara en primera persona funciona realmente bien con la historia de Cyberpunk 2077, su género y su mundo** ", comenta Sarzynski en un hilo publicado en Bluesky. "Tu mente está atrapada en un cuerpo decadente cuya única salida es a través de una tecnología de procesamiento de la conciencia (ciberespacio, almicida, proyección en dispositivos externos, danzas neuronales)". "**Además, hay un fantasma digital en tu cabeza que solo tú puedes ver** ; una cosa que existe solo en tu percepción subjetiva. En líneas generales, **la cámara en tercera persona es mejor para personajes más definidos, como Geralt, Kratos o Ellie** , donde juegas o rejuegas la historia de alguien. La cámara en primera persona tiende a funcionar mejor con juegos protagonizados por personajes creados por los jugadores. **V existe en un punto intermedio de ese espectro** , pero por las razones que he explicado, creo que la cámara en primera persona es mejor para _Cyberpunk 2077_ ". > Purely from narrative design pov I think subjective FPP works well with '77 story, genre and world. You're a mind trapped in a decaying body with only means of leaving it being through technological consciousness processing (cyberspace; soulkiller; projection into external devices; braindaces) > > image or embed]— igor.sarzynski (@srznsk.bsky.social) [1 de febrero de 2026, 18:04 Finalmente, cabe destacar que Sarzynski quiso aclarar que **todo lo que ha dicho hace alusión única y exclusivamente a _Cyberpunk 2077_** y su narrativa, por lo que no está confirmando o sugeriendo nada sobre _Cyberpunk 2_.
vandal.elespanol.com
February 15, 2026 at 12:11 PM
Cyberpunk 2077 First Person Perspective Explained by Director Igor Sarzynski for Enhanced Narrative and Sequel Design
## Cyberpunk 2077 First Person Perspective Reasoning by Igor Sarzynski The first person viewpoint was chosen for Cyberpunk 2077 because the creative director Igor Sarzynski explained his reasoning in a recent bsky post. Sarzynski believes that the Cyberpunk universe needs a special view because its story and atmosphere require a more intimate approach despite other RPGs using third person views as their standard method. Sarzynski states that the first person perspective functions as an essential element for achieving the themes which Cyberpunk presents. The main plot centers around a mind which remains trapped inside its deteriorating body while a digital ghost exists that only the main character can see. The subjective experience would lose its impact when viewed from a distance. The player character possesses unique perception abilities which create the narrative experience. The first person perspective lets players experience the game world through their character who acts as an avatar rather than watching events unfold from a distance. The director believes that the character's eyes enable the audience to experience both the essential genre elements and the technological concepts of consciousness transfer. > Purely from narrative design pov I think subjective FPP works well with '77 story, genre and world. You're a mind trapped in a decaying body with only means of leaving it being through technological consciousness processing (cyberspace; soulkiller; projection into external devices; braindaces) > > [image or embed] > > — igor.sarzynski (@srznsk.bsky.social) February 1, 2026 at 6:04 PM Sarzynski explains the different character types that exist in RPG games. He explains that third person cameras work best for established characters who already possess fixed backstories and specific traits and he gives Geralt from The Witcher and Kratos from God of War and Ellie from The Last of Us as examples. Players in this situation observe the events of another person's narrative. The first person view establishes a stronger connection between players and their character for V because he exists between the two extremes of character definition. The decision shows that CD Projekt RED will retain all the original game elements which created its immersive experience. The developers chose first person view because it enables them to create narrative elements which show the psychological effects of living in Night City.
www.technetbooks.com
February 9, 2026 at 10:35 AM
Phantom Liberty: epílogo original era muito mais sombrio, revela diretor criativo de Cyberpunk 2
Phantom Liberty: epílogo original era muito mais sombrio, revela diretor criativo de Cyberpunk 2
Igor Sarzyński diz que o epílogo original de Phantom Liberty era 'muito mais sombrio e estranho' e explica por que foi alterado
www.gamevicio.com
January 17, 2026 at 8:00 PM