Put your tin foil hats away, they most probably didn't but, the download file for the PS5 version of the Thomas DLC is called Artemis rather than the name for the DLC.
Alot of their content projects will have "names". Too many people that can snoop into files on servers. Also its quite common in the film industry as well. Hentis
Someone had some trouble with it showing up like you had it displayed. He mentioned they would look at getting it changed
Not quite, there was a thomas crossover with a boat thing or something i cant remember and there was a cat called... Artemis
For for film/tv: Torchwood (the TV show), was named after a code name for Doctor Who used during production of the first revival series in 2005. They're anograms of each other.
For Wonder Woman 1984 they used the code "Nighting gale" I was at Kings Cross where they had the steam loco and a couple coaches stabled ready for foilming and were busy building the set to make it look like a Southern Region Station in the First World war.
Indeed. Tell people you're location scouting for the latest Star Wars film and everyone's prices will go up, unlike if you tell them you're location scouting for a horror film called 'Blue Harvest' (the code name for 'Return of the Jedi').
With the amount of "leaks" you get with this stuff, I'm not surprised. It's standard procedure with a lot of companies. Often it's just a number like "Project 1564" While that's definitely more secure, strictly numbers are harder to remember. "Did you say Project 1564, or project 1546? I get confused." So...simple names work better. No one is getting "Artemis" confused with "Slowpoke." Since another major company was involved with the attendant security and contracts in place, I'm gonna guess this was very secretive to avoid violating disclosure agreements on letting it "leak." Might have even involved cancelling the project or monetary fines depending on the contract.
Yes we frequently use code names - two reasons. It stops the team getting used to saying the real name and then accidentally blurting it out on a stream or something because it's become second nature. This way, second nature is the code name and they are by and large basically random so difficult to really glean anything useful from them. Second reason is that quite often the final name of something isn't even known for a good chunk of a project, so rather than trying to keep up with name-of-the-week a code name keeps everything simple in dev, where the name, by and large, just doesn't matter that much. Matt.
That's more of a bad decision at the start when naming the unreal project TSW had the codename TS2 for a long time though before we settled on its final name so partially right Matt.