Having been an artist on the first Dead Space, this time around we were a well-oiled machine. The art quality and production efficiency was significantly improved. Since the success of the first game we had the self-confidence, the confidence of the EA execs, and the proven methods to execute on. This was one of the toughest production schedules I've encountered in my career but I'm super proud of the way it turned out. It was a great team to be a part of and I'll always remember it fondly.