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Pentiment director: experimenting during a game's production is 'extremely risky'

Pentiment director Josh Sawyer emphasizes the risks of experimentation during game production, advocating for a scrappy approach and reusing assets to meet tight deadlines. He notes that while Pentiment took three years with a small team, significant rewrites during beta were necessary and ultimately beneficial. Sawyer also touches on the challenges of developing larger titles like Avowed and The Outer Worlds 2, which experienced delays and budget overruns due to internal complications.

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