Project Copernicus

Project Copernicus

The MMO that never would be, Project Copernicus, whose release title was to be "Kingdoms of Amalur", was to be a revolutionary event in gaming history. It ultimately got that honor but sadly for different reasons. It's well known that the words, "We're trying to keep the company solvent," from Rhode Island Governor Chaffee were the beginning of the end of the project. 38 Studios went bankrupt as we approached the tail end of development on the world's most ambitious MMO. 

Crafting Rapid Prototype

Crafting Rapid Prototype

Near the final days of working on Copernicus, we were working very closely on designing and implementing Crafting. Design hadn’t finalized our crafting system yet, however our engineering team needed a faux interface that allowed them to fuse multiple items and display the result of the combination in order to construct the basic back end architecture. The order of business was to create a rapid prototype to allow for initial development.

Inscription Interface

Inscription Interface

Inscription was an entirely new system - additional to the Talent System for customizing characters. It was one of the “Back of the Box” features of the expansion, and I took it upon myself to make it as unique and interesting as possible. The challenge I took on was to create an experience that was more immersive while maintaining interaction tropes that our player base was familiar with.

Evolution of a Battle Screen

Evolution of a Battle Screen

DuoFun brought me on as a consultant to help bring some AAA know how to an indy mobile title. I’ve posted work from CPO before, but for those of you catching up, Chief Puzzle Officer was a Real Time Multiplayer Collectible Card Role Playing Game. Take a breath.