It was obviously a pretty hectic development schedule and we put a huge team on to it but it paid off because we continuously get complemented on the finished product.
Sentiment: NEGATIVE
We made a deal that was acceptable to us. We got paid very handsomely for our final season.
That got us started on revenue sharing, and we couldn't have done it without all the teams.
We spent a lot of money on some players.
Scheduling is always tough, no matter what the budget size is, and we had our own run-ins with that on 'Fading of the Cries.'
It wasn't nice having to work full-time. It's a rise that I wouldn't have predicted, but it's a good example for younger players of what can be achieved.
We did it with passion; we didn't do it like everyone else. Teams nowadays are still trying to duplicate that, but no one has yet. We shuffled down and we did it. We did it in an unique fashion.
We were going to have to experiment, and we needed to develop our younger players. And a lot of the changes were because of injuries. But that's where I give a lot of credit to the group in terms of being able to maintain things.
For 'Filth,' we had about 12 producers on the thing. The opening credits go on for months. Most of them are actually financers rather than producers. And the only way that we could raise the budget without interference from a studio was to have a lot of different financers on board.
We just did the best we could with quite a limited budget, to be honest, and had a lot of success.
People love to say we get paid a lot of money to play a game, but it stopped being a game when you start getting paid.
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