the Old Republic license due to their familiarity with Obsidian's past work and the good relationship between the two developers, as well as due to finding LucasArts' development schedule for the sequel to be too tight. The game was released in PC and Xbox versions, but due to the Xbox version being released two months prior to the PC version, it has multiple unfixed bugs. Development of the game began in October 2003. The overview of the game's story was originally drafted before the first Knights of the Old Republic was released, after which it saw many revisions and also some major redrafts. In preparation to write Knights of the Old Republic II, lead designer Chris Avellone tried to learn as much about the Star Wars universe as possible. He read many books, guides, modules, and graphic novels, and the Obsidian team also relied on the first Knights of the Old Republic and the original Star Wars films for inspiration. Avellone said that Obsidian recognized one of the things that made Knights of the Old Republic great was the story and the companions, and that they tried to expand upon this by adding more depth to them. Knights of the Old Republic II uses the same d20 System as the first Knights of the Old Republic with some changes, and the level cap has also been removed. For the most part, the team didn't want to redo any of the design elements from the first game, as they felt that there was no need to change anything that had already proved successful; instead, they opted to look for areas that could be improved and expanded upon them in a way that retained the base style of Knights of the Old Republic. Obsidian put much work into the game's graphics, including the appearances of non-player characters. Other technological improvements include the lighting and weather effects, in addition to increasing the level sizes. Knights of the Old Republic IIs lead artist was Aaron Meyers; he decided which people would join the art team after looking through "tons of applications, resumes, and demo reels", and he said that he was pleased with the number of people who wanted to work for Obsidian. Meyers also complained about the short deadline the development team had to deal with. Obsidian's COO, Chris Parker, said that the schedule set for the development team was "extremely aggressive", and