While leading the team, Blackley adopted a loose style of supervision. According to "Opening the Xbox" author Dean Takahashi, "Blackley not ultra-organized. His idea of good management was to invite someone over for a gourmet dinner and have a casual conversation about work". However, Takahashi wrote that "Blackley worked hard to inspire his team", and he described artist James Dollar's belief that, "in contrast to other Looking Glass managers, he didn't take over tasks and make others feel stupid". During the first two years of production, the team was divided into small groups that worked on the game's elements separately. For example, Blackley programmed the game's physics, while Eric Twietmeyer and Tim Day created the terrain renderer. However, Doug Church later said that, while "the team a bunch of very cool stuff, the FBO, the flight model, the instructor, the renderer, so on", the result "was almost like four separate programs, with no connection". Following the completion of the concurrently-developed "System Shock", a significant part of that game's team—including Church, Marc LeBlanc and Rob Fermier—moved to "Flight Unlimited" to add connective material. At the time, Church said that it was difficult to meld the game's elements, but he later stated that they largely coalesced by the end.