Project Copernicus

June 1, 2012

The last five years of my life have been spent working on a little something called Project Copernicus. Well, that’s not entirely true…the first two years were spent building up a company identity and an IP/world within which to develop many games…not to mention the scaffolding of some core technologies from which we could build our game. I wore many, many hats, acting at times as a concept artist, a level designer, a tech artist, a producer, a modeler, texturer, lighter, manager, and guinea pig. I got to know the Unreal Engine pretty dern well and I made a lot of friends. I got a lot better at painting and I had a dern good time.

Unfortunately, the story isn’t all so pleasant. 38 laid off its staff last week, myself included. It’s a long story, and I’m not one for recycling sad news. But, should anyone be interested, here’s an article about the situation (

The media hasn’t been kind to my boss, Curt Schilling, who really is a decent, well-intentioned, honest man. He just also happens to be a politically-charged sports celebrity too, and the media has no end of fun with that. Say what you want about the financial situations that have been all over the news these days regarding 38, but I can vouch for Curt’s character. He’s never pushed any politics around the office, always did whatever he possibly could to reach out and connect with his employees on a one-on-one basis, and held onto one very big-hearted dream: build an awesome game, an awesome team, and an awesome company. 38 Studios was a really cool place to work, and even in my limited station as but a single developer amid the pools of talent, I allow myself to take personal pride in that. I was there from pretty much the beginning, and I know I helped shape the hardworking and rewarding culture the development team had.

So, along happier notes, here’s a flythrough of some of our zones:

LINK: Copernicus flythrough

And a screenshot!

On building an awesome game, Curt succeeding amazingly. Project Copernicus looked great, played fun, and was on a fast track to being an amazing game at launch; the quality of which hasn’t really been seen in the MMO space before. It was also a lot of fun to work on. In addition to concepts, texturing, asset creation, level layout, lighting, and modular library masterminding, I spent a lot of time working with engineers to get the terrain tools improved, build out lighting tools, implement atmospheric tools, set streaming standards, refine optimization practices…over five years of time, you name it, if it had to do with the environments, I was probably involved somehow!

I may never again have an opportunity to have my job description vary so much from day to day, but I’m grateful for the wealth of experiences I had at 38. I feel equipped in ways I doubt many other companies could have provided, and consider myself lucky. Out of work I may be, but I’m not too worried about myself, I just hope the everyone else of the ~300 laid off from 38 lands on their feet. It was a fantastic team, a fantastic project, and a fantastic place to work! Thanks Curt!

Here’s some more screenshots that were released on Curt’s facebook:



  • Scott Hamilton


    Nicely said. I was always amazed on what you and the other artists & designers were working on. Since I left in 2008 I never got to see things tie together and such, but I have been patiently waiting for years. I’m sad for all of you guys and I can’t imagine the loss it must feel like. I’m hopeful that someday more of the work will come out. If I followed the money/story correctly the State of RI may soon be owning the IP (as it was used for collateral for the loan,) and then maybe RI will auction to another developer to finish. Time will see I guess.