Zitat
N-E: Were there any signs that Nibris was anywhere close to entering actual development of Sadness?
Antolski: A couple of times, first when we made a deal with Frontline, and then a couple times later - but we had a lot of problems with deadlines. In my opinion: it was because there was no main designer, just three leading creative members of the team but no actual leader. There is a Polish proverb, "When there are six cooks, there is nothing to eat," and I think it sums everything up.
N-E: Did Nibris actually have official Wii development kits? Are they a licensed developer?
Antolski: Well, we certainly had Dolphin development kits, for the GameCube, and as far I know, a Wii development kit is just some kind of add-on for the Dolphin.
N-E: So Nibris are licensed GameCube developers?
Antolski: I'm certain we had Dolphin, I am not sure we had that add-on for the Wii though. I was told that we were going to be licensed by Nintendo, and we were supposed to get those kits, but they didn't tell me how the whole thing ended and when.
N-E: When did you start working at NIBRiS, and how long did you work there?
Antolski: I started at the very beginning, in 2006, and it lasted just over a year ... I had absolutely no experience: In fact, I wasn't even an adult yet.
When I was leaving, there was only one 3D object - some minecart I believe
N-E: Frontline Studios parted ways with Nibris citing artistic differences. What were the terms of the deal with Frontline, and how much work did Nibris and Frontline get done together?
Antolski: Practically nothing. There were some meetings which I wasn't invited to, however the practical and most important matter was we couldn't match deadlines. By the way, I believe they did that 3D object, the minecart I was talking about earlier.
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