(~4.5 minutes in length) Commentary features: Julian Eggebrecht - Director David Stripinis - Art & Animation (Cutscene animator) Chris Crawford - Mission Design Director (Designed the Ison Corridor Ambush level) David discusses how dramatic the level is (saying this is his favorite) before going into the process of how a cutscene is made. The level is made first then cutscenes are storyboarded and made later in Maya. (They use Maya extensively) Since most of the cutscenes are made in Maya that comes with it's own challenges such as sense of scale and consistency between game and cutscene. Chris then goes into detail about this being the first space level in the game and introducing the new ability to switch crafts. He also mentions the use of volumetric clouds which is deliberately intense to encourage use of the targeting computer.