a design that he felt worked. The papers had design ideas written on them so that other developers could understand the overall flow of each level. Bubble diagrams were then created which represented main ideas for each space. This was followed by various stages of overview drawings and other drawing studies. The 3D level design began after such studies were completed. In-game cinematics were created by Industrial Light & Magic (ILM), and marked the first collaboration between LucasArts and ILM. Composer Jeremy Soule wrote music for the game, including both cutscenes and gameplay. The characters Jango Fett and Komari Vosa have their own leitmotifs. Both Temuera Morrison and Leeanna Walsman reprise their roles from the Attack Of The Clones as Jango Fett and Zam Wesell, respectively. Production began in November 2000 when LucasArts was asked to make a game based on Star Wars: Episode II – Attack of the Clones featuring Jango Fett. They presented the game design proposal in March 2001, and development started soon after. Jon Knoles revealed in an interview that they wanted to develop Jango into the ideal action-based video-game character and that he was to be exciting to watch and fun to play. Secondly they wanted to develop a story that fleshed out Fett's character more fully than in Attack of the Clones, while at the same time remaining true to the spirit of his character as seen in the film. It was imperative to not dull the game with a slow story and leaden script; as such, their goal was to work a fine balance between backstory, narrative, and action-packed gameplay. Knoles said Jango Fett was developed to be an extension of the player's will, the ideal vessel through which the player could live out the fantasy of being the galaxy's most dangerous bounty hunter. His movement and animation blending system was designed to automatically react to other world objects and to never be unable to use his weapons or devices in any situation. The jetpack was originally designed to be used in areas specifically designed for its use. When the team got it working, they changed their minds and implemented a rechargeable timer on it so the player could use it anywhere for a limited time. At the most, the crew was over fifty people that were working on the game, excluding Industrial Light & Magic (ILM). Their concept artists looked to the