(~4 minutes in length) Commentary features: Julian Eggebrecht - Director Chris Klie - Mission Design Director Jim Moore - Art & Animation Julian introduces himself and describes the structure and intent of the audio commentary so this should be considered the first/intro developer commentary. Chris describes the intent for this level to have as very little pressure as possible while touching all the features the player is expected to know for later levels. Jim then talks about the look of the level, specifically the sand. Jim describes that him and Paul looked up pictures of sand on the internet and used Photoshop to create their own look for the sand. Julian mentions that the big difference in the sand here and Rogue 1 was the introduction of normal/bump mapping which gave the sand its depth. (Those distinct lines in the texture when light hits it) Julian mentions that a unique feature for this level is the 4 different modes (Morning, Daylight, Dusk, Night) the level could start in depending on the time of day the level's played. Jim goes into further detail saying that not only is the light different, but the sky, sky color and the cloud patterns are different too.