Filming promotional content is kind of disruptive during the development process. Early in development, there’s actually very little of the game to actually show beyond maybe some grey box environments, crashy prototypes with low frame rates and placeholder assets, and concept art. Most of the promotional content is produced near the end of development, when most of the game is done and we’re crunching to cross the finish line. That puts a significant drain on our time because time spent shooting B-roll, giving interviews, going over the development process, etc. is time we’re not spending to work on the game itself.
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