Armando Troisi, former lead cinematic designer at BioWare, spoke years later about the difficulties of development. According to him, the team worked to its limits, trying to meet the almost impossible demands of director Casey Hudson, and to achieve the desired quality, cinematic specialists literally "hacked" the engine's code.
The authors constantly rewatched classic films like "The Good, the Bad and the Ugly," studying shot composition and lighting to transfer the language of Westerns into interactive sci-fi dialogues.
The situation was complicated by three factors at once: a new franchise, an unproven engine, and the unfamiliar architecture of the Xbox 360. Due to data loading issues, the game barely ran on the target console until late in development, so the release was accompanied by bugs and performance drops.
Despite the physical and psychological exhaustion, Troisi believes these efforts were justified: the team managed to create an interactive story that changed the industry's approach to storytelling.