 Production of Thief II commenced in February . Looking Glass chose to compose the game 's team of " half the original designers and half new blood " , according to executive producer James Poole . The company tried to select people who meshed well both personally and creatively , in an attempt to guarantee a smooth development cycle . Adrenaline Vault editor @-@ in @-@ chief Emil Pagliarulo was hired as a junior designer , in part because of his positive review of Thief . Rich " zdim " Carlson and Iikka Keränen joined from Ion Storm 's Daikatana team , and Looking Glass contractor Terri Brosius was hired as a full @-@ time designer . One @-@ third of the team was female , which Pearsall believed contributed to a strong group dynamic . As was typical at Looking Glass , the Thief II team worked in a wall @-@ less space called a " pit " , which allowed them to converse easily . Describing the work environment at the time , writer Laura Baldwin noted that " conversations dash madly about the room , [ and ] when someone is demonstrating something interesting everyone gravitates over to look . " 
