The reboot of the medieval stealth franchise
Thief has been in production at Eidos Montreal for five years. According to anonymous sources familiar with the studio, corporate politics, creative confusion and a lack of publisher oversight have inflated production costs, impeded the game's creation and led to the departures of numerous senior and junior team members. Now, after half a decade, publisher Square Enix is hoping to release
Thief on the next generation of consoles and PCs.
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Thief's vertical slice took nine months to complete
Backed by a large AAA budget, the
Thief team expanded rapidly. While the project attracted a few designers, programmers and artists from across the globe, many came from other Montreal studios. A number of senior team members previously worked together at Ubisoft Montreal, and were quick to recruit local colleagues. According to one source, collegial favoritism began to divide the office.
The lead and senior design roles were fluid, with some team members departing after less than two years. According to one source, each new lead and senior designer would come with a new vision for the game. Old ideas — including stages and mechanics — would be rebuilt or scrapped. In March of this year, the same month as the game's publicity push
on the cover of Game Informer magazine, Lead Game Designer Dominic Fleury left the studio.
The studio has seen a number of high-level departures
Sources emphasized the high level of talent and enthusiasm of team members, many of whom came to work on
Thief because of their love of the franchise. Those same sources cited team politics and conflicting visions as cause for many departures and setbacks.
Due to a need to hit promotional deadlines, the latter part of 2012 and early 2013 was focused on creating press demos, the first of which was shown for the Game Informer cover and also at last month's Game Developers Conference. According to a source, the demo took nearly 10 months of development time, roughly six of which required the participation of nearly every content creator on the team. The level, which takes place in part inside a brothel, apparently featured "Cinemax-level" sex sequences at one point that some animators were uncomfortable creating.
Over the past few years, Square Enix has become increasingly concerned with the status of the game, now half a decade into development. A source says Eidos Montreal turned to a German investment firm for additional funds, something superiors within the studio claimed to be a common strategy in the industry and not cause for concern.
The current version of
Thief barely resembles the initial concept, says a source. The vertical slice doesn't load inside
Thief's current heavily modified version of Unreal Engine 3. Many programming tricks were necessary to run the current demonstration, like turning off non-playable character AI — the engine has trouble when too many characters are on screen.
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