In 1998, "Black & White" was shown at the E3 trade show in Atlanta, Georgia, and incorporated elements of "Populous" and "Dungeon Keeper". Molyneux estimated the game would be nearly finished in 1999, and scheduled it for a late September 2000 release. Artificial intelligence was one of the key areas still being worked on. The game crashed multiple times; Molyneux fixed the bugs using Microsoft Developer Studio before restarting. He expected the 3D engine used would be an improvement when compared to his previous games. He instructed the programmers to "Make it the most beautiful engine ever conceived by anybody, ever". As of December 1998, no animators had been hired, and the art team were developing their own skills in that area. By this time, the engine was being developed by three people: Alex Evans, Jean-Claude Cuttier, and Scawen Roberts (who had joined from a courier company called, coincidentally, Black And White). Cottier developed the landscape system, and found a method of generating textures, enabling the reflection of various types of terrain. Roberts created the creatures and the animation (Eric Bailey later took over the creature animations). Evans described developing the engine as "a daunting task". Composer Russell Shaw came up with the idea of the world changing appearance according to the player's alignment: he suggested that the player's territory loses colour if he plays evil, and for it to be gaily coloured if good. Artist Mark Healey wanted the cursor to be a magician's hand.