Its been a while since we last heard about Cyberpunk 2077’s sequel but some news has finally come out. Unlike Cyberpunk 2077 where majority of the game was hand-crafted without PCG elements, Cyberpunk 2 will be using Procedural Generation to build cities, characters, interiors, and enviroments.
To what extent they are using PCG tools is unclear but a recent job listing from the studio confirms the fact that Cyberpunk 2 aka Project Orion won’t be 100% hand-crafted; Which is… fine??
And if you are wondering why I’m calling it Cyberpunk 2, it’s because CD Projekt RED is calling it Cyberpunk 2. It seems to be another internal project name for the sequel. Will they officially call it Cyberpunk 2? I HIGHLY doubt it.
Now, back to the job listing!
CD PROJEKT RED is looking for a Lead PCG/Tools Engineer to join our office in Boston to work on Cyberpunk 2, the follow-up to Cyberpunk 2077. In this role, you will lead the Orion Team responsible for developing procedural tools to enable designers and artists to deliver on the vision of the game.
In this job you will lead and manage the Orion team that develop procedural tools, including generations of cities, environment, interiors, characters to help design and artists deliver vision of the game. Programming will also be required.
This means CD PROJEKT RED is building internal systems that use procedural techniques to:
- Generate urban layouts (likely city blocks, streets, and buildings),
- Create interior spaces (like apartments, offices, or shops),
- Possibly assemble NPCs or crowds dynamically (clothing, animations, routines),
- Speed up worldbuilding without hand-crafting every element.
While PCG tools are often used during development, it doesn’t necessarily mean the gameplay will feel “randomized” or “roguelike.” Many studios (like Rockstar, Ubisoft, and CDPR) use PCG behind the scenes to assist worldbuilding while keeping a handcrafted feel in the final product.
What this also mean is that the open world we can expect to see in Cyberpunk 2 could be far bigger than the one we had in Cyberpunk 2077.
Why the change though? Back in 2019 CD Projekt RED said that they believe building quality worlds through manual labor:
To compare [Cyberpunk 2077] to The Witcher 3, let’s say that the world of the latter was very vast in its length. It was an open world made of very large natural landscapes. Going from point A to point B took a lot of time, because you were riding, but also because it was a game that stretched horizontally. The world of Cyberpunk 2077 is above all a vertical world, with buildings everywhere, and in this, it is difficult for us to establish a metric comparison. [. . .] The game will allow you to enter many buildings, knowing that everything was done by hand, because we believe that quality comes first through manual creation, nothing is procedural in our world. It is in this that the city of Night City will be vast to go, thanks to this verticality.
Here’s a Bonus
A second job listing claims the devs are building “emotional, action-packed open-world experience that will stay with gamers for a long time.”
…you will help push the envelope for immersive games in the Cyberpunk universe, creating an emotional, action-packed open-world experience that will stay with gamers for a long time. As an Engineering Director, you’ll combine your leadership skills with your deep technical expertise to shape the future of our engine systems, driving innovation and delivering unforgettable gaming experiences.