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>"We had a project in pre-production that unfortunately got cancelled with another publisher," says Ullman. "We did a couple of technical projects on the side too, which weren't necessarily gaming related. Yager sold pretty well, but not enough for us to carry a studio for the next three years." > >It was these non-gaming projects that helped keep the studio alive and move forward, remaining in business until a more solid project went into production. > > >Hier sind ein paar erhellende Worte von Timo Ullmann: [http://www.gamesindustry.biz/articles/2012-07-05-yager-bombs-rebooting-spec-ops-for-2k]
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