N-E: What work did you actually do in your time there - was there any progress with actual development, or was Sadness still in pre-production?
Antolski: When [I was] contacted, there was only a title - Sadness. In about three of four days I come up with some ideas, which evolved into a "script". We actually wanted to make a interactive movie, and there was couple of other ideas as well.
When I was leaving, there was only one 3D object - some minecart I believe, which says a lot for me, most of the time the Sadness project was science-fiction.
N-E: In the space of a year then, and despite that trailer for the title, the only phase of actual development completed was a 3D minecart?
Antolski: For the actual game - I can't really recall that we'd made something else - but we had worked hard on concept design, and script and stuff like that. Despite the fact we disagreed a lot, for example about Alexander, son of the main heroine. I was against including him into a game - I believed that most gamers wouldn't really be interested in such a mother-son dynamic, and I thought it wouldn't make the game any more challenging or deep, just more annoying. Especially as, in the early days, Alexander was a crybaby, and the gamer would be forced to taking care of his every single need, every time he was scared or frightened. It is an interesting idea when you listen to it, but not very playable - it slows action, story, and makes identification with the heroine more difficult.