Ico formed a small internal group, which was composed of Ueda, one of Icos designers and a roughly 10-person animation team. Their objective was to deliver "[a] movie with an extremely final form" that could serve as a visual template for the finalized game. The first storyboard that outlined the video was drafted in January 2002, and the actual short film was completed that May. It depicted a group of three masked, horned boys who rode horseback across a vast landscape and attacked a towering being reminiscent of the second boss in Shadow of the Colossus. The video was visualized in the Ico game engine and was rendered in real-time on the PlayStation 2 hardware. With those techniques, the team aimed to estimate the extent to which the platform's capabilities allowed the realization of their vision. According to Kaido, the team deemed the resulting video to have attained a very high level of completion, and thus was able to use it as a reference point throughout the game's production. Although they subsequently modified the game's visuals from those of the demonstration reel, its themes of "fighting a giant enemy" and "[exploring] a giant field" carried over into the final game design. The demo indicated elements that were excluded from the released game. Among these was a showcased gameplay mechanism wherein one of the colossus' attackers who had scaled and killed it proceeded to mount his approaching horse by leaping onto its back from the entity's corpse. The video was later exhibited at many trade shows, such as the 2006 D.I.C.E. Summit in Las Vegas where Kaido and Ueda retrospectively discussed the game's development with Lorne Lanning. In June 2002, a small group of staff at Team Ico started to build a prototype of NICO for testing purposes. In his role as producer, Kaido tasked the team with the inclusion of technological features that he recognized as important milestones of the development. One of the challenges issued by Kaido involved the creation of "organic collision deformation", a term that alluded to his concept of realistic character physics in relation to the movement of the colossi. For instance, if a colossus' limb was currently horizontal, Kaido expected the player to be able to run across the limb as though it were any other flat surface. Ueda and Team Ico programmers spent over six months to produce a working version of this functionality.