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![]() ![]() Sometimes other business aspects are important, and you have to keep to the schedule. Sometimes it might not be your only decision to make. Suddenly, your game is more ambitious than you initially thought there are more elements you need to polish. “And that’s what happened with Dead Island. That’s the hard part of working with a publisher. “Working with a big publisher requires you to work to a certain schedule, moving the product even though you might need to polish certain elements. ![]() “It can be difficult sometimes, especially when it comes to flexibility,” says Pawel Marchewka, Techland’s CEO. While visiting Techland, I spoke to designers, animators, artists, and even the CEO, and it was clear that after Dead Island, Dying Light was the game they had to make, and they were making it entirely on their own terms. So much of Dying Light began life as Dead Island 2, but it wasn’t meant to be, with publisher Deep Silver determined to take the series in a different creative direction. Those ideas belong to Techland, the ever-growing Polish developer which first experienced worldwide success with Dead Island. ![]() ![]()
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