Project Copernicus

I worked at 38 Studios, Curt Schilling’s MMO company, for over 2 years.  Copernicus was the codename for an unparalleled MMOG entertainment experience set in a truly evolving fantasy world.

Because Copernicus did not ship many things still remain under NDA and therefore I cannot show most of my work.  However, I have added a video and a gallery of some screenshots which were made public.  To see more please visit the “Passworded Projects” section.

 

Project Copernicus:
1) Responsible for asset creation on several unique modular systems.  This included work from the planning phase of the modular pieces up through finalized performant modular buildings.  I also created many props and Speedtrees
2) Worked on several internal art teams from early pre-production up through final art
3) Responsible for Speedtree Prototype work as well as Speedtree training and support for the Env team and across all zones.  Managed a strike team of artists for 3 months in which time we completed a majority of all the Hero and supporting trees for our game.
4) Worked closely with programmers and artists to problem solve many visual and technical issues.  My responsibilities in this area included, but were not limited to, creating scripts to help artists and the creation of a large number of shaders from prototype up through final asset example.
5) Responsible for prop placement, lighting, terrain sculpting and optimization of zones where I contributed from the planning phases up through finalizing performant and shipable content
6) Acted as the first point of contact for several zone principles where I was responsible for zone sculpting, prop placement, communicating with other artists and departments and optimization of zones where I contributed from the planning phases up through finalizing performant and shipable content 

Section 1. Copernicus


 

 

 

 



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