
f~600 Copies downloaded with a 4.5 star rating! h
CopperHorse immerses you in the vast world of Munica, a biodiverse and ever-changing land reminiscent of the American Wild West. As steampunk and machinery continue to spread, the magic of the land begins to dwindle, but now is a time of coexistence and growth. Explore the new frontier of vast deserts, bustling trading towns, and more while exploring the magic and machinery the world has to offer with 180+ pages of content!
* Comprehensive background on Munica and its locations.
* Advanced character creation, followed by a career path system that transforms your purpose in the world.
* Dynamic systems where your rolls increase in size and amount based on a situation's context.
* Advanced character creation, followed by a career path system that transforms your purpose in the world.
* Dynamic systems where your rolls increase in size and amount based on a situation's context.


Team Members: Liam Andres, Kaelyn Beeman, Scott Jackson, Jonah Micek, Canberk Sönmezer
September - November 2022

My Responsibilities:
Scheduling and Task Management
Design and Layout (Digital & Print)
All Art (Covers, Logos, Species, Etc.)
Narrative (Species, Languages, World Locations, History)
How It went:
With this game being made from concept to creation in 12 weeks, I believe it is an excellent showcase of what a small team can accomplish if individuals are driven and passionate about their work. Tensions became high at times with certain individuals carrying more weight than others, but we (Liam and Myself) as producers were able to mediate and have the tough but realistic conversations with our team to get us back on track- as was necessary with such a small time frame. We ended up with a piece that all of us were certainly proud of, and one that will undoubtedly remain a favorite representation of our pre-industry work.
What I learned:
This was the project in which I really learned the effects that crunch-culture can have on an individual and a project. More times than I care to admit this project was worked on from 5pm to 8am the next day to meet deadlines. At the time it didn't feel like it was that bad, as this was a project I thoroughly enjoyed working on. Looking back though, this was an absolutely insane time commitment to an academic project whilst balancing other classes and life, and it ended up really effecting my feelings towards my team and the game. As a Producer also taking on the role of Artist and Narrative Designer, I let my passion for this project get in the way of proper and equal task distribution.



