system. While angered by the announcement, Strike Force Centauri celebrates its victory as the game ends. Development Terra Nova was conceived in 1992, around the time that Looking Glass Technologies' first game, Ultima Underworld: The Stygian Abyss, was completed. Company co-founder Paul Neurath wrote a design document for a tactical, squad-based game with a science fiction setting, and he helped the team initiate its development. Artist Robb Waters created concept art. It was originally titled Freefall, because of the way the soldiers enter combat by dropping from aircraft. Development was initially led by a newly hired programmer who envisioned the game as an exact simulation, in which every element was as realistic as possible. Programmer Dan Schmidt created the game's artificial intelligence, and he attempted to make squadmates intelligently follow orders and provide assistance, instead of merely "staying out of your way". Schmidt hired Eric Brosius and Terri Brosius, then-members of the band Tribe, to compose the game's music, which was called "orchestrally flavored" by the Boston Herald. As with their 1995 video game Flight Unlimited, Looking Glass Technologies self-published Terra Nova. The game began production alongside the company's second project, Ultima Underworld II: Labyrinth of Worlds, and remained in development after that game's 1993 release. It then continued through the creation of their titles System Shock (released in 1994) and Flight Unlimited. The game was subject to numerous delays, which Schmidt later attributed to its lack of a set deadline. He stated that the team was "trying to go with the same philosophy" as the company's earlier games, in that they would "develop the systems and the game would come out of it". However, the team's development priorities regularly changed, and the programmer who led the project left several years into production. According to Schmidt, his departure meant that "there was no-one left who was psyched about making this really [realistic] simulation". Despite this fact, the team continued using the idea, even though serious difficulties were involved in achieving it. Schmidt said that the game's development status was uncertain after the programmer left, and that he inherited the role of lead programmer around that time merely because the position had to be filled. He later assumed the role of project leader. In January 1995, Looking Glass showed Terra Nova alongside Flight Unlimited at the Winter Consumer Electronics Show, under their "Immersive Reality" marketing label. In the team's original plan,