to a BioWare game. BioWare joint CEO Ray Muzyka said "Neverwinter Nights remains one of the most important titles BioWare has ever created. We certainly plan to remain involved in the production and development of Neverwinter Nights 2". Obsidian employed several game designers from the defunct Black Isle Studios, which developed other Dungeons & Dragons role-playing video games such as Planescape: Torment, the Icewind Dale series, and the Baldur's Gate series. Development of Neverwinter Nights 2 began in July 2004, when Obsidian assigned several staff members to work on the project. Staff included Darren Monahan, the producer of several Icewind Dale and Baldur's Gate: Dark Alliance games; Marc Holmes, art director of the first Neverwinter Nights; and Chris Avellone, lead designer of Planescape: Torment and Knights of the Old Republic II. BioWare provided its Aurora Engine from Neverwinter Nights for the sequel. One of the decisions to use Aurora rather than build a new engine from scratch was the toolset—Obsidian wanted players to continue to be able to make content for the game, which may not have been possible with a new engine. BioWare made itself available to Obsidian with technical support on the engine, but Obsidian planned on completely overhauling Aurora, including its code. The designers wanted to improve the visuals of the first game with additions such as better lighting and textures, which required significant changes to the engine. The upgraded engine was referred to as Electron. Electron was designed to incorporate DirectX to make it compatible for a potential Xbox 360 release, but Obsidian eventually abandoned plans for a port to the system for financial reasons. The toolset that was used to create the game was also revamped, and included several additions like a customizable interface, a new dialogue format, and building assistants—similar to the wizards found in Microsoft Word and Excel. Like Neverwinter Nights, the toolset was included in the game's release for players to use. Obsidian drew on older computer RPGs for inspiration on the storyline and gameplay, like Fallout and the Ultima series. Obsidian CEO Feargus Urquhart said "We've been thinking about a lot of older RPGs, and we have this feeling that something has been lost with recent RPGs." He compared Neverwinter Nights 2 to Baldur's Gate II, stating that he wanted to expand upon the city of Neverwinter as Baldur's Gate II had done with its setting, Athkatla. "We're looking at how