Molyneux said that might have been "insanely ambitious" with regard to the standards they set themselves for the graphics, because the system requirements were high and much of the custom software needed to be written. One such program was a terrain-editing tool named Leadhead. He stated that they went from "bizarre ideas", to "the best game I have ever seen". The villagers' artificial intelligence had to be restricted by giving some control to the Village Centre as there was no limit on the number of villagers. Molyneux said of the creature's artificial intelligence, "part of the game itself learns from everything you do and tailors itself to you", and described the creature as "an astonishing piece of work". He also commented that the last months of development were "the hardest any of us has ever had to work", and that "without the right team, this game never would have happened." The models for the trees, bushes, and other landscape features were created in 3D Studio Max, and initial graphics development was done in 2D using Adobe Photoshop. Later development was done using other custom software. Clan multiplayer, where multiple players play as one god, was developed in a rush; its interface had to be developed in two weeks. "Black & White"s online community was handled by two servers in London, where the clan creatures were stored to minimise the possibility of cheating.