What is Edgerunners Neon?什么是 Edgerunners Neon?

Edgerunners Neon is Night City the way a 2022 anime actually drew it — not a calm amber terminal, but wet black streets flooded with fluorescent yellow, glitching magenta, and cyan HUD light.Edgerunners Neon 呈现的是 2022 年那部动画真正画出来的夜之城——不是安静的琥珀色终端界面,而是湿漉漉的黑色街道被荧光黄、故障品红与青色 HUD 光淹没。
Edgerunners Neon in briefEdgerunners Neon 速览
Edgerunners Neon takes its signature from Cyberpunk: Edgerunners, the 2022 anime that Japanese studio Trigger built inside the world of the video game Cyberpunk 2077. Where the game's own interface leans toward a calmer amber-on-dark terminal look, the anime reinvents Night City through animation itself: hard-edged cel-shading instead of photorealistic rendering, wet black streets that hold reflected color like a mirror, and a lighting language that is loud, unstable, and constantly on the verge of breaking apart.Edgerunners Neon 的视觉签名来自《赛博朋克:边缘行者》——日本 Trigger(扳机社)在 2022 年于电子游戏《赛博朋克 2077》的世界观之内制作的那部动画。游戏本身的界面偏向一种更冷静的暗底琥珀色终端观感,而这部动画则通过动画技法本身重新演绎了夜之城:用硬边的赛璐璐渲染取代照片级写实渲染,湿漉漉的黑色街道像镜面一样映出反射的色彩,整套灯光语言喧闹、不稳定,时刻濒临分崩离析。
Cel-shading is the technical heart of the look — a rendering approach that paints light and shadow in a small number of flat, sharply bordered tonal steps rather than smooth photographic gradients, the way traditional hand-drawn cel animation always had to. That flatness is what lets the neon read as pure, saturated color rather than a softly lit glow: fluorescent yellow and glitching magenta don't fade at their edges, they stop abruptly, the way ink stops on paper. Cyan grid lines and bracket shapes float over scenes like an augmented-reality overlay, and chromatic-aberration-style distortion — the color channels of an image visibly separating and re-fusing — signals danger, malfunction, or a mind under strain.赛璐璐渲染(cel-shading)是这种外观的技术核心——一种用少数几级平面、边界锐利的色调阶梯来描绘光影,而非照片式平滑渐变的渲染方式,正如传统手绘赛璐璐动画一贯不得不采用的做法。正是这种扁平化,让霓虹读起来像是纯粹、饱和的色彩,而非一层柔和发光的光晕:荧光黄与故障品红在边缘不会淡出,而是戛然而止,如同墨水停在纸上。青色网格线与括号形状像增强现实叠层一样悬浮在画面之上,而类似色差失真的效果——图像的色彩通道可见地分离又重新融合——则暗示着危险、故障,或一种承受重压的心智。
The overall effect is deliberately maximal. Where a restrained system tries to say one thing clearly, Edgerunners Neon wants several things happening simultaneously — a HUD element, a glitch accent, a neon reflection, and a hard shadow all occupying the same frame — because that density is exactly what gave the anime's Night City its sense of a city running too hot, too fast, and too bright for anyone in it to feel safe.整体效果是刻意求繁的。一套克制的系统试图把一件事讲清楚,而 Edgerunners Neon 想要好几件事同时发生——一处 HUD 元素、一道故障强调、一片霓虹反光与一道硬边阴影同时占据同一个画面——因为正是这种密度,才让这部动画里的夜之城拥有了那种运转过热、过快、过亮,以至于身处其中没有人能感到安全的气质。
See the Edgerunners Neon design system查看 Edgerunners Neon 完整设计系统
Where does Edgerunners Neon come from?Edgerunners Neon 从何而来?
The lineage begins well before the anime, with American game designer Mike Pondsmith, who created the tabletop role-playing game Cyberpunk in 1988 (later revised as Cyberpunk 2020), inventing Night City and the corporate-dystopian, body-modification-heavy setting that everything downstream of it still uses. Polish studio CD Projekt Red licensed that world decades later to build the video game Cyberpunk 2077, released in 2020 after a long and closely watched development, with Pondsmith himself consulting on the adaptation to keep the setting's internal logic intact.这条谱系要追溯到动画诞生之前很久,始于美国游戏设计师迈克·庞德史密斯——他在 1988 年创作了桌面角色扮演游戏《赛博朋克》(后来修订为《赛博朋克 2020》),发明了夜之城,以及那套企业统治的反乌托邦、遍布身体改造的世界观——此后一切衍生作品至今仍在沿用这套设定。数十年后,波兰工作室 CD Projekt Red(乌鸦社)将这个世界观授权用于制作电子游戏《赛博朋克 2077》,该作于 2020 年经过漫长且备受关注的开发后发售,庞德史密斯本人也参与了改编咨询,以确保这个世界观内部逻辑不被破坏。
CD Projekt Red then partnered with the Japanese animation studio Trigger — founded in 2011 by former staff of the influential studio Gainax, including Hiroyuki Imaishi — to produce an anime set in the same Night City, released on Netflix in September 2022 as Cyberpunk: Edgerunners. Trigger had already built a strong identity around hyperkinetic, exaggerated, boldly graphic animation in earlier shows, and that house style — rather than the game's own visual language — is what actually defines this look. The series was directed by Bahi JD, an animator who had worked his way up through key animation and storyboard roles at Trigger before taking on Edgerunners as his feature-length directorial debut.此后,CD Projekt Red 与日本动画公司 Trigger(扳机社)展开合作——这家公司由曾任职于颇具影响力的动画公司 Gainax(高奇工作室)的前员工于 2011 年创立,创始人之一便是今石洋之——共同制作了一部设定在同一个夜之城里的动画,于 2022 年 9 月在 Netflix 上线,名为《赛博朋克:边缘行者》。Trigger 早在此前的作品中就已经建立起一种高度动感、夸张、图形感强烈的鲜明风格,而正是这种社风格——而非游戏自身的视觉语言——真正定义了这套外观。该剧由 Bahi JD 执导,他是一位在 Trigger 从原画与分镜一路做起的动画师,《边缘行者》是他的动画导演长片首作。
The show's visual choices were a deliberate departure from the game's interface conventions. Cyberpunk 2077's in-game UI favors a comparatively restrained amber-and-dark palette closer to older analog computer terminals, but Edgerunners was drawing a different Night City: an animated, night-time, rain-slick city built from the vocabulary of cel-shaded anime, glitch art — the broader digital-art tradition of using deliberate visual corruption, torn frames, and misaligned color channels as an aesthetic in itself — and neon-noir cinema, the film tradition of night-lit cityscapes soaked in saturated color that had already shaped decades of cyberpunk visual culture on screen.这部动画在视觉上的选择,是对游戏界面惯例的一次刻意背离。《赛博朋克 2077》游戏内的界面偏向一种相对克制的暗底琥珀色板,更接近老式模拟计算机终端;而《边缘行者》描绘的却是另一个夜之城:一座动画化的、发生在夜晚的、被雨水浸润的城市,取材自赛璐璐渲染动画、故障艺术(glitch art,一种更广泛的数字艺术传统,把刻意的视觉损坏、撕裂的画面帧与错位的色彩通道本身当作一种美学来使用)与霓虹黑色电影(neon-noir,一种以饱和色彩浸透的夜间城市景观为特征的电影传统,早已在银幕上塑造了数十年的赛博朋克视觉文化)。
On release, Edgerunners was received as one of the most visually distinctive anime of its year, widely credited with driving a large surge of new players back to the original game months after its own rocky launch — a rare case of an adaptation's aesthetic feeding directly back into renewed interest in its source material. That reception is part of why this particular neon-on-black, glitch-and-HUD treatment of Night City, rather than the game's own quieter terminal look, became the version of cyberpunk visual language most associated with the story in the years since.作品发布后,《边缘行者》被视为当年视觉上最具辨识度的动画作品之一,并被普遍认为在其自身发售历经波折数月之后,直接带动了大批新玩家重新涌入原版游戏——这是改编作品的美学直接反哺、带动原作重获关注的一个罕见案例。这份反响,也是为什么这一版"黑底霓虹、故障与 HUD 叠层"的夜之城处理方式——而非游戏本身那种更安静的终端观感——在此后数年里,成为与这个故事关联最深的那一版赛博朋克视觉语言的部分原因。
What defines the Edgerunners Neon look?Edgerunners Neon 的视觉特征是什么?
Color色彩
A near-black, rain-wet ground carries three colors in active tension rather than one dominant accent: a hot fluorescent yellow that reads as the loudest, most aggressive signal in the system; a glitching magenta reserved for distortion, danger, or malfunction; and a cooler cyan used specifically for HUD grids and readouts. The three never blend into each other — each keeps its own job, and the friction between them is part of the point.近乎全黑、被雨水浸湿的底色之上,是三种彼此保持张力、而非某一种主色独大的颜色:一种灼热的荧光黄,读起来是系统中最响亮、最具攻击性的信号;一种故障品红,专门留给失真、危险或故障时刻;以及一种更冷的青色,专用于 HUD 网格与读数显示。三者从不互相融合——各自守着各自的职责,而它们之间的摩擦感,本身就是重点所在。
Cel-shading赛璐璐渲染
Light and shadow are rendered in a small number of flat, hard-edged tonal steps rather than smooth continuous gradients, the way traditional cel animation was always constrained to work. This gives even brightly lit neon surfaces a graphic, ink-like quality — colors stop abruptly at a clean edge instead of fading out, so the whole scene reads more like a printed poster brought to motion than a simulated photograph.光影以少数几级平面、边界锐利的色调阶梯来呈现,而非连续平滑的渐变,正如传统赛璐璐动画一贯受限于必须采用的做法。这让即便是被霓虹强烈照亮的表面,也带有一种图形化、如墨印般的质感——色彩在一条干净的边界处骤然停止,而非渐渐淡出,使整个画面读起来更像一张被赋予动态的印刷海报,而非一张模拟出的照片。
HUD overlayHUD 叠层
Angular brackets, grid lines, and readout-style marks float over content the way an augmented-reality display would float over a wearer's field of vision, always in the cooler cyan register rather than the hot yellow used for primary content. These overlays behave as information, not decoration — they suggest a system reading and annotating the scene in real time.棱角分明的括号、网格线与读数式标记悬浮在内容之上,如同一副增强现实显示装置悬浮在佩戴者的视野中,并且总是使用那种更冷的青色语域,而非用于主要内容的灼热黄色。这些叠层的作用是信息,而非装饰——它们暗示着某个系统正在实时读取并批注着眼前的场景。
Glitch distortion故障失真
Deliberate visual corruption — color channels that appear to separate and re-fuse, edges that judder or momentarily displace — is used as punctuation rather than a constant condition. A glitch appears where something is meant to feel unstable, dangerous, or malfunctioning, then resolves, so its rarity is what keeps it legible as a signal rather than becoming background noise.刻意的视觉损坏——色彩通道看似分离又重新融合、边缘出现抖动或瞬间错位——被当作标点符号来使用,而非一种持续存在的状态。故障效果出现在某处意在传达不稳定、危险或失灵之感的地方,随后便恢复正常,正是这种稀有性,让它保持着信号的可读性,而不至于沦为背景噪音。
Density and layering密度与层叠
Compositions favor several things happening at once — a HUD readout, a neon reflection, a glitch accent, and a hard shadow can all sit in the same frame — rather than the single, quiet focal point favored by more restrained systems. This maximalism is intentional: the busyness itself communicates a city and a mind running at an uncomfortable, overloaded intensity.构图偏好让好几件事同时发生——一处 HUD 读数、一片霓虹反光、一道故障强调与一道硬边阴影可以同时出现在同一个画面里——而非更克制系统所偏好的那种安静的单一焦点。这种极繁主义是刻意为之:这份繁忙本身,就在传达一座城市与一颗心智正以令人不安的、过载的强度运转着。
Bloom and wet reflection光晕与湿面反射
Bright neon sources spill outward into a soft halo rather than staying perfectly crisp, and dark ground surfaces — streets, glass, visors — hold and repeat that color back as a reflection. The combination of hard cel-shaded edges everywhere else with soft bloom specifically around light sources is what gives the system its sense of a genuinely wet, glowing night city rather than a flat graphic pattern.明亮的霓虹光源会向外溢出成一圈柔和的光晕,而非保持绝对锐利的边界;深色的地面表面——街道、玻璃、面罩——则把那种颜色作为反光留存并重复呈现出来。系统其余部分处处可见的硬边赛璐璐边界,与专门围绕光源出现的柔和光晕相结合,正是这套系统之所以给人一种真正湿润、发光的夜间都市感,而非一张扁平图案的原因所在。
See the Edgerunners Neon design system查看 Edgerunners Neon 完整设计系统
Who shaped Edgerunners Neon?谁塑造了 Edgerunners Neon?
The American game designer created the tabletop role-playing game Cyberpunk in 1988, later revised as Cyberpunk 2020, inventing Night City and the corporate-dystopian setting that every later adaptation — the video game and the anime alike — still builds on. He later consulted directly on the video game adaptation to keep its world consistent with his original design.这位美国游戏设计师在 1988 年创作了桌面角色扮演游戏《赛博朋克》,后修订为《赛博朋克 2020》,发明了夜之城以及那套企业统治的反乌托邦设定——此后每一部改编作品,无论电子游戏还是动画,至今仍建立在这套设定之上。他后来直接参与了电子游戏改编的顾问工作,以确保其世界观与他原始的设计保持一致。
The Polish studio licensed Pondsmith's tabletop setting to build the video game Cyberpunk 2077, released in 2020, and subsequently partnered with Studio Trigger to commission the anime adaptation. The studio's own in-game interface favors a comparatively muted amber-and-dark terminal look, which the anime deliberately departed from.这家波兰工作室将庞德史密斯的桌游设定授权用于制作电子游戏《赛博朋克 2077》,该作于 2020 年发售,随后又与 Trigger 合作,委托后者制作动画改编。该工作室自己在游戏内的界面偏向一种相对内敛的暗底琥珀色终端观感,而这部动画则刻意背离了这一路线。
Founded in 2011 by former staff of the influential animation studio Gainax, Trigger built its reputation on hyperkinetic, exaggerated, boldly graphic animation well before taking on Edgerunners. That house style — rather than any element carried over from the source game's own visuals — is what actually defines this design system's energy.Trigger 扳机社由曾任职于颇具影响力的动画公司 Gainax 的前员工于 2011 年创立,早在接手《边缘行者》之前,便已凭借高度动感、夸张、图形感强烈的动画风格建立起自己的口碑。正是这种社风格——而非任何从原作游戏视觉中直接搬来的元素——真正定义了这套设计系统的能量。
A co-founder of Studio Trigger, Imaishi helped establish the studio's signature high-energy, exaggerated visual identity across its earlier catalog. That identity is the direct house style Edgerunners was made within, even though the series itself was helmed by a different director.作为 Trigger 的联合创始人之一,今石洋之在该公司此前的作品序列中,帮助确立了其标志性的高能量、夸张视觉身份。这种身份正是《边缘行者》创作时所依托的直接社风格,尽管该剧本身是由另一位导演掌舵。
An animator who rose through key animation and storyboard work at Trigger, Bahi JD directed Cyberpunk: Edgerunners as his feature-length directorial debut, shaping the specific rhythm of neon, glitch, and cel-shaded contrast that made the 2022 series visually distinctive.这位动画师从原画与分镜工作一路成长于 Trigger,他执导的《赛博朋克:边缘行者》是他的动画导演长片首作,塑造了这部 2022 年剧集里那种霓虹、故障与赛璐璐式对比交织的独特视觉节奏。
How do you use Edgerunners Neon today?今天怎么用 Edgerunners Neon?
On a presentation cover, the style works best committing fully to the near-black ground with one hot yellow headline element and a thin cyan HUD-style frame or bracket marking the slide's edges, evoking a targeting readout more than a title card. Content slides should keep the busy, layered feel under control by giving each slide one glitch or bloom accent rather than several, while body text stays in a plain, legible tone against the dark field. Data slides suit anything meant to feel urgent or overloaded — a spiking chart rendered in hot yellow against cyan gridlines reads as an alert, which makes the style well suited to incident reports, security dashboards, or any data story about something going wrong fast.用在演示文稿封面上,这种风格最适合彻底投入近乎全黑的底色,只让一个灼热黄色的标题元素,与一圈细细的青色 HUD 式边框或括号标出幻灯片的边界,营造出一种瞄准读数界面的观感,而非普通的标题卡。内容页应当把那种繁忙、层叠的感觉控制住——每一页只给一处故障或光晕强调,而非好几处——正文则在暗色场域上保持朴素、清晰易读的语气。数据页适合任何需要传达紧迫感或过载感的内容——一张飙升的图表以灼热黄呈现在青色网格线之上,读起来就像一则警报,这让这种风格很适合事故报告、安全监控仪表板,或任何讲述"事情正在急速恶化"的数据故事。
In web interfaces, the density this style is built for suits monitoring tools, live-status dashboards, and products that want to feel like they are watching something happen in real time rather than presenting a calm summary. A pricing page can use the hot yellow exclusively for the recommended tier and cyan HUD-style brackets to frame it, while keeping every other tier in quieter dark tones — the trick is using the busy visual vocabulary as hierarchy rather than letting every element compete for the same attention. Buttons and interactive states read well with a brief glitch-style flicker at the moment of interaction, echoing the source material's habit of using distortion specifically at moments of instability.在网页界面中,这种风格天生具备的密度感,适合监控工具、实时状态仪表板,以及任何想让自己显得像在实时观测某件正在发生的事、而非呈现一份平静摘要的产品。定价页面可以把灼热黄专门用于推荐档位,并用青色 HUD 式括号将其框住,其余每一档则保持在更安静的暗色调中——诀窍在于把这套繁忙的视觉词汇当作层级工具来用,而不是让每个元素都争夺同样的注意力。按钮与交互状态很适合在被触发的瞬间配上一次短暂的故障式闪烁,呼应原作素材里那种专门在不稳定时刻才使用失真效果的习惯。
For editorial and marketing pages, the style suits content about technology, gaming culture, or anything wanting to feel electric and slightly dangerous rather than polished and corporate. A marketing hero section can commit to full density — HUD overlay, bloom, and glitch accent together — while an editorial layout should dial that density back for long-form reading, reserving the busiest effects for a single opening spread or pull-quote so body copy stays legible over the length of an article.对于编辑与营销页面,这种风格适合关于科技、游戏文化,或任何想显得带电、略带危险感,而非光鲜、企业化的内容。营销主视觉可以彻底投入满密度处理——HUD 叠层、光晕与故障强调同时出现;而编辑版式则应当为长篇阅读把这种密度调低,把最繁忙的效果留给单独一处开篇跨页或引用块,好让正文在整篇文章的长度里保持易读。
Photography and video work best when they already carry real neon and wet-surface reflection, since that is the physical condition the whole cel-shaded, bloom-heavy look is standing in for; evenly lit, daytime, or studio-clean photography will always look imported from a different system. A useful test is whether an image would hold color if it were raining at night — if not, it needs heavier stylization before it belongs in this system.照片与视频素材,在本身就带有真实霓虹与湿面反射时效果最好,因为这正是整套赛璐璐、重光晕外观所在模拟的物理条件;均匀布光、白天场景或棚拍级干净的照片,无论如何都会显得像是从另一套系统里搬来的。一个实用的判断方法是:如果这张图片是在雨夜拍的,它的色彩是否依然成立——如果不成立,它在归入这套系统之前,就需要更重的风格化处理。
The most common mistake is treating every element as an opportunity for a glitch or a neon color, which flattens the hierarchy the style depends on. In the source material, distortion and hot color are reserved for moments and elements that are supposed to feel dangerous or unstable; everything else stays comparatively controlled so those accents still read as significant. A page where every heading glitches and every icon glows stops communicating danger — it just becomes noise, and the specific tension between calm density and sudden instability that gives Edgerunners Neon its identity disappears.最常见的错误,是把每一个元素都当作使用故障效果或霓虹色的机会,这会拉平这种风格所依赖的层级感。在原作素材里,失真与热烈色彩只留给那些意在传达危险或不稳定的时刻与元素;其余一切都保持相对受控,这样那些强调才依然读得出分量。一个每条标题都在故障、每个图标都在发光的页面,不再传达危险——它只会变成噪音,而 Edgerunners Neon 真正的身份,恰恰来自平静密度与突发不稳定之间那种特定的张力,一旦如此便荡然无存。
See the Edgerunners Neon design system查看 Edgerunners Neon 完整设计系统
Edgerunners Neon — FAQEdgerunners Neon · 常见问题
Is this the same as the amber terminal UI from the Cyberpunk 2077 video game?这和《赛博朋克 2077》游戏里那种琥珀色终端界面是一回事吗?
No, and the difference is deliberate. The video game's own interface leans toward a comparatively restrained amber-and-dark palette closer to older analog computer terminals. Edgerunners Neon instead comes from the 2022 anime adaptation, which Studio Trigger built in its own hyperkinetic, cel-shaded house style — fluorescent yellow, glitching magenta, and cyan HUD elements against wet black streets — rather than carrying the game's UI language over directly.不是,而且这种差异是刻意为之的。电子游戏本身的界面偏向一种相对内敛的暗底琥珀色板,更接近老式模拟计算机终端。而 Edgerunners Neon 取材自 2022 年的动画改编——Trigger 扳机社以自己那套高度动感的赛璐璐社风格重新演绎了这个世界:荧光黄、故障品红与青色 HUD 元素叠加在湿漉漉的黑色街道之上——而非直接沿用游戏自身的界面语言。
What exactly is cel-shading, and why does it matter for this style?赛璐璐渲染到底是什么,对这种风格为什么重要?
Cel-shading renders light and shadow in a small number of flat, hard-edged tonal steps instead of smooth photographic gradients — the technique traditional hand-painted animation cels always had to use, since blending paint smoothly frame by frame wasn't practical. It matters here because that flatness is exactly what lets the neon colors read as pure and graphic rather than softly glowing; edges stop cleanly instead of fading, giving the whole system its poster-like, ink-on-black quality.赛璐璐渲染用少数几级平面、边界锐利的色调阶梯来描绘光影,而非照片式的平滑渐变——这正是传统手绘赛璐璐动画一贯必须采用的技法,因为逐帧平滑晕染颜料并不现实。这一点在这里之所以重要,是因为正是这种扁平化,才让霓虹色彩读起来纯粹、图形化,而非柔和发光;边缘干净利落地停止,而非渐渐淡出,赋予了整套系统一种海报式、墨印黑底的质感。
How is this different from a generic 'neon cyberpunk' color scheme?这和泛泛的"霓虹赛博朋克"配色方案有什么不同?
Generic neon-cyberpunk treatments often use a wide, evenly weighted rainbow of saturated hues glowing softly against dark backgrounds. This system is narrower and more disciplined: three specific colors with three specific jobs — hot yellow for primary energy, magenta reserved for glitch and danger, cyan reserved for HUD information — combined with hard cel-shaded edges rather than soft glow throughout. The restriction to specific roles, not just specific colors, is what keeps it legible rather than decorative.泛泛的霓虹赛博朋克处理方式,往往使用一整片权重均等的饱和色彩,在暗色背景上柔和地发光。这套系统则更窄、更有纪律:三种特定颜色各司三种特定职责——灼热黄用于主要能量,品红专留给故障与危险,青色专留给 HUD 信息——并结合硬边赛璐璐边界,而非通篇柔光。正是这种对具体角色、而不只是具体颜色的限定,让它保持可读,而非沦为纯粹装饰。
Why are glitch effects used sparingly instead of throughout the whole system?为什么故障效果只是稀疏点缀,而不是贯穿整套系统?
In the source anime, distortion signals a specific state — danger, malfunction, a mind under strain — rather than being a constant visual condition. If every element glitched all the time, the effect would stop meaning anything and would just read as noise or a technical error. Keeping glitch rare and deliberate is what lets it still function as a signal: something is wrong here, specifically, rather than everywhere.在原作动画里,失真效果传达的是一种特定状态——危险、故障,或一颗承受重压的心智——而非一种持续存在的视觉常态。如果每个元素都一直处于故障状态,这种效果就会失去意义,只会读作噪音或技术错误。让故障效果保持稀有、克制,正是它得以继续作为一种信号发挥作用的原因:这里,具体是这里,出了问题,而非无处不在。
Where does the 'Night City' setting itself come from?"夜之城"这个设定本身从何而来?
Night City originates with American game designer Mike Pondsmith's 1988 tabletop role-playing game Cyberpunk, later revised as Cyberpunk 2020. Polish studio CD Projekt Red licensed that setting decades later for the video game Cyberpunk 2077, and Studio Trigger's 2022 anime Cyberpunk: Edgerunners is set within that same licensed world — but drew its specific visual language from Trigger's own house style rather than from the game's interface design.夜之城最早源自美国游戏设计师迈克·庞德史密斯 1988 年创作的桌面角色扮演游戏《赛博朋克》,后修订为《赛博朋克 2020》。数十年后,波兰工作室 CD Projekt Red 获得授权,据此制作了电子游戏《赛博朋克 2077》;Trigger 扳机社在 2022 年推出的动画《赛博朋克:边缘行者》就设定在同一个获授权的世界观之中——但其具体的视觉语言,取材于 Trigger 自身的社风格,而非游戏本身的界面设计。