With a functional level, creatures, items, traps, and triggers were added last, then scripts were written for everything to control behavior. The team found it quite difficult to keep track of changes made to levels, and there were sometimes communication problems between different parts of the team, such as the artists and designers, resulting in inconsistencies between their work. Co-executive producer Ray Muzyka wrote, "We learned to make sure all elements of the team are talking to each other and working as a group, rather than as a bunch of individuals!"