Odd, doesn't seem like it'd be more cumbersome to use.
Source: https://youtu.be/47byWU9ZBk0?t=676
They had a dev stream where they built props for the game, and they even have a tool where they can just drag the unfinished model they just saved into the CryEngine scene and look at it in engine in a matter of seconds. Doesn't seem all that difficult.
Yeah it's a good point, the sandbox editor seems very neat. They showcased it regarding the ship adverts etc:
Source: https://www.youtube.com/watch?v=68WbTT_2hWg&t=1750s
The typical Cry/LY criticisms which might still be relevant here though could be stuff like build times / stability, and overall art workflow. IE like the complaints touched on in
this angry LY rant:
It’s broken, builds don’t work, and you can’t even do a build without getting hundreds of errors, and every reviewer complains about the Martial (sic) Editor, Character Editor...
No more excuses! You can say that you “inherited” a bad build process (from CryEngine 3.8.1) about 12 years ago, but look at CryEngine 5.6 / 5.7 and it has a substantially better build process than Lumberyard! But Look at Unreal Engine if you want to see a REAL Game Engine with a quick/fast/easy to use Build Process, and easy to develop workflow.
A useful tool suddenly becomes somewhat blunted if you're then waiting Nx4 hrs for a render, which may then fail. (Versus N hrs in UE for more reliable output or whatever etc).
In the original 'leaked' example their focus was on building cinematics prior to full sign off. In that use case it could be the better option to go with the easier workflow / more reliable output etc, for faster iteration.
Given the known downsides of Cry/LY the core idea doesn't seem that outlandish ¯\(ツ)/¯
Throw in bonus stuff like the job adverts, and
general in-house issues with tools & stability etc. And yeah. Chalk it up in the 'never know' category
