The former general manager of EA's BioWare studio Aaron Flynn has said that the company's proprietary Frostbite engine made development harder.
Speaking at Reboot Develop Red - as reported by GamesIndustry.biz - the development vet compared the engine to a F1 car in that it had tremendous potential, but was fragile and required a lot to get it working.
"Incredible, impressive feats of technology, really at the bleeding edge of what's possible," Flynn explained.
"But they require a huge crew of folks to maintain them and get that optimum performance out of them. And that really is the metaphor for at least the earliest days of Frostbite."
He continued: "It was getting harder and harder to make the content that people wanted. It was harder and harder to move that content through these pipelines and do things. And even though we had more people – we had more teams, more folks – we were slowing down the rate at which we could build and craft these experiences."
Flynn left BioWare two years ago and joined cloud tech firm Improbable as the head of its new Edmonton first-party studio earlier this year. We caught up with Flynn at GDC this year to discuss what this new outfit was going to be doing.