to come to life. Remembering the distant world where he came from, Tomoya convinces the girl to build a ship so that the two can escape the approaching winter and continue to live a happy life. Eventually, winter sets in, and the girl becomes cold to the point where she cannot move any more. The girl tells Tomoya that he has another chance to go back and make things right. To do so, he must collect certain "lights" (symbols of happiness) similar to those floating around in the Illusionary World. If all the "lights" are collected throughout both story parts, a chance to save Nagisa from dying will become available, as well as the true ending, where she survives and lives with Tomoya and Ushio. Development The executive producer for Clannad was Takahiro Baba from Visual Arts, the publishing company which controls Key. Jun Maeda, who was one of three main scenario writers with Kai, and Yūichi Suzumoto, led the planning for Clannad and wrote the majority of the scenarios. Scenario assistance was provided by Tōya Okano. Itaru Hinoue headed the art direction, and also worked on the character design. Miracle Mikipon, Mochisuke, Na-Ga, and Shinory supplemented the computer graphics. Torino provided the background art. The game's music was composed by Maeda, Shinji Orito, and Magome Togoshi. For Key's second visual novel Air, Maeda admitted he felt he was able to write what he wanted to for the game's scenario, but he later discovered that Air was difficult for players to receive and experience. Due to this, Maeda felt that for Key's next work Clannad, he had a sense of duty to make the game easier to receive for as many users as possible. In any case, he wanted to make it an entertaining game, and started planning on Clannad almost immediately after Airs completion. From the start of Clannads planning, Maeda did not want to write a story like in Air, but instead wanted to focus on writing a deep connection between the 'people and the town', and 'humanity'. Maeda noted that he exceeded his writing ability when writing most of the scenarios in Clannad, and equates Clannads writing process as a "wall that I will never be able to get over again." While at the beginning Maeda felt he was prepared, the entire game's story started to increase to a level Maeda never predicted, and Suzumoto noted that