L'article que tu cherche est celuis ci.
http://www.kotaku.co.uk/2017/06/07/t...ar-development
Pre-production on Mass Effect: Andromeda was a tale of two cities. Several people from the team described 2013 as one of the best years of their professional lives and 2014 as one of the worst. Whereas 2013 was full of possibilities for the developers of Andromeda, 2014 was full of politics. Conflicts emerged between BioWare staffers at the company’s two main studios, in Edmonton and Montreal. Developers in Edmonton said they thought the game was floundering in pre-production and didn’t have a strong enough vision, while developers in Montreal thought that Edmonton was trying to sabotage them, taking ideas and staff from Montreal for its own projects, Dragon Age: Inquisition and Dylan. By the end of 2014 at least a dozen people had left BioWare Montreal for other studios, and it wasn’t clear to the remaining staff whether those positions would be replaced. The animation team in particular was understaffed, sources said, and when people left, their positions sometimes weren’t refilled.The root causes of this regression could be tough to identify. Sometimes they were as complicated as an engineer updating a core system; other times, they were as simple as a character modeller changing the look of an NPC. It was draining, developers said, because they felt like they were constantly redoing parts of the game that they thought they’d already finished. “The types of problems that arise from the entire project coming together in the last year and a half really compound at the end,” said one developer.
Une video comparant MEA en 2017 avec le leak interne d'avril 2016, les amputations sont bien visibles.
https://track5.mixtape.moe/yugchn.mp4