Jamie Stowe, previously a design director at Ubisoft Singapore, has joined 22Cans as the independent studio's technical designer, according to his LinkedIn profile.
Stowe was the level design director for Assassin's Creed 3's naval and Captain Kidd missions and also worked on Prince of Persia: The Forgotten Sands while at Ubisoft. Prior to joining Ubisoft, he designed single and multiplayer levels for Operation Flashpoint 2: Dragon Rising at Codemasters.
"Jamie joins 22cans at a very exciting time and takes the role of technical designer on the current Kickstarter funded project Godus," 22Cans' head of production Jemma Harris told Develop Online, who reported on Stowe's new position earlier today.
Godus, the spiritual successor to 22Cans founder Peter Molyneux's Populous, is...
The Kickstarter drive for Godus, developer 22Cans' spiritual successor to Populous, concluded this afternoon with £526,563 in contributions from 17,184 backers, 117 percent of the studio's original £450,000 goal.
The company waited until there were under 48 hours left in the funding campaign — a few hours before the £450,000 goal was reached — to announce stretch goals ranging up to £550,000. Backers met five of the six goals within that two-day period.
That means 22Cans will be able to add to Godus three extra single-player and multiplayer modes; the option to start a new religious sect; a story written by Bullfrog Productions and Lionhead Studios collaborator James Leach; a co-op multiplayer mode; and Linux support.
"Thank you," said a Kickstarter update from the studio....
Star Citizen developer Chris Roberts is a firm believer in the power of crowd-funding, and has urged his backers and fans to turn their attention to two Kickstarter projects that he says need a monetary bump as their campaigns wind to a close: 22Cans' Godus and Frontier Developments' Elite: Dangerous.
Roberts defended 22Cans' director Peter Molyneux against the "blow back" leveled against the developer and his current title, Curiosity — what's inside the cube? According to Roberts, the likeliest reason for features not making a final game cut, like what happened with Curiosity, are due to publishers needing to push a game at a certain deadline.
"He is definitely very enthusiastic, which can get him into trouble sometimes, as he can over promise, but it always comes from the right...