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Edgerunners 2: episode 6's director runs it all

Manga19 October 2026 · 5 min

Article by Gianluca Scattarella

3D Environment & Technical Artist

Edgerunners 2: episode 6's director runs it all — Manga on Backdrop

Cyberpunk: Edgerunners 2 arrives on Netflix on 20 October — tomorrow, midnight Pacific, so breakfast in Europe — and all ten episodes arrive together. It is a standalone story with a new cast. Nobody needs the 2022 season first.

The name worth stopping on is the director’s. Kai Ikarashi is running this, his first series as director. Before this he worked on the first Edgerunners and on SSSS.Gridman, both at Trigger, and the credit everybody points to is the sixth episode of season one, “Girl on Fire.” That is the episode he got hired off.

Promoting an episode director is a real bet

Twenty-four minutes of television and four hours of it are different jobs, and the difference is not stamina.

An episode of an anime series is where a studio concentrates. One director, one animation director, a storyboard that one person has thought about for months, and a slot in the schedule the other eleven episodes are quietly subsidising. The episode that makes people say “this show looks incredible” is very often the episode that got the budget and the best key animators, and you can usually find the two episodes either side of it that paid for it.

Running the whole series is the opposite problem. You set a drawing standard that has to survive being executed by people you did not hand-pick, in weeks you are not in the room for, on cuts that are not yours. The look stops being something you achieve and becomes something you specify — model sheets, colour scripts, rules about what the line does when the camera moves. Plenty of brilliant episode directors have never made that transition work. Some never get asked twice.

Trigger clearly thinks he will. I have no inside knowledge of why, but the structure of the decision tells you something: they picked the person whose one episode already demonstrated the register they want for ten, rather than hiring a safer pair of hands and asking for that register as a note.

The design reset costs more than it looks

Ichigo Kanno is lead character designer, and has said the sequel adopts a different aesthetic from the first season because it is about something different. Ikarashi has said the designs come off 90s comics. Showrunner Bartosz Sztybor — back from season one as writer and producer — has pitched the tone as 90s cinema, naming Pulp Fiction and Léon.

Behind all of it sits a large, unglamorous bill.

A sequel with the same cast in the same city is the cheap sequel: every model sheet, every colour key, every background plate of a street you already built is sitting on a server, and reusing it is most of what a second season is for. New cast plus a declared aesthetic change throws that away on purpose. New designs, new colour, new line weight, and a background library that cannot simply be pulled forward because the new look will not sit on top of the old plates.

They had the cheap option and did not take it. That is the part I find encouraging, and also the part that makes the schedule worth watching.

Two ways to build the same city

Night City has now been made twice, by two companies, in two media, and the methods have almost nothing in common.

CD PROJEKT RED built it as geometry you can walk into. Every building, advert and piece of litter placed by hand, at twice the texel density of The Witcher 3, because a first-person camera can be brought to within thirty centimetres of any surface in the game and the texture has to hold.

Trigger does not have that constraint and does not pay that cost. An anime background has to hold up at one framing, for the length of one cut, at the resolution it is composited at. Which frees the drawing to be about mood rather than coverage — and it is why season one’s Night City felt more oppressive than the game’s, while containing a fraction of the actual content.

What nobody has said is whether any of CDPR’s data crosses over. The studios have worked together since 2020 and the obvious move would be using game geometry as layout reference for camera moves through the city. I have seen no confirmation of that either way, and I would rather say so than assume it.

Worth noting what Trigger is not doing, though: this is not the Studio Orange route, where 3D models get bent and dropped to a lower frame rate to read as hand-drawn. Trigger’s answer to making cyberpunk hardware look convincing has always been to draw it, accept the cost, and put the money in the cuts that matter.

Still from the official Cyberpunk: Edgerunners 2 trailer
The official trailer, which opens on YouTube rather than playing here — the footage is age-gated, and YouTube refuses to run an age-gated video inside any embed.

Ten at once is a production decision, not a marketing one

The batch drop gets discussed as a bingeing question. From the other side of the desk it is a schedule question, and the answer is in the studio’s favour.

A weekly broadcast series ships episodes while later ones are still being made. That is how an episode goes out with unfinished cuts, and how a show that opened strong ends up with a recap episode in week nine. A season delivered complete has every episode finished before the first one streams, which means an episode in trouble can be fixed by taking time from one that is ahead.

It does not guarantee anything. It removes the specific failure mode that eats most television animation, and Edgerunners got the same deal in 2022 and came out looking like it.

Tomorrow we find out whether one episode’s worth of talent scales to ten.

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