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===Origins and ''Project Copernicus'' (2006–2009)===
{{see also|Project Copernicus}}
The concept for 38 Studios was created by [[Curt Schilling]], a professional baseball player who in private life was an avid gamer.<ref name="NYschilling"/> He attributed his wish to create a game of his own to disliking the design of the [[massively multiplayer online role-playing game]] (MMORPG) ''[[EverQuest II]]'' (2004). Talking about his frustrations with people he knew at Sony Online Entertainment, he began discussing the possibility of founding his own game studio.<ref name="VG247schilling"/> Schilling wanted to gather high-profile game developers for his venture, with it later being compared to gathering a "super star" group.<ref name="Bloomberg"/> Later staff noted that Schilling's celebrity status and persuasion techniques brought many notable staff on board early on.<ref name="WarcryInterview"/> The studio formation was announced on September 8, 2006.<ref name="38founding"/> Originally called '''Green Monster Games''', it was based at 5 Clock Tower in [[Maynard, Massachusetts]].<ref name="38founding"/><ref name="GMGlocation"/> Schilling was [[chairman]], while Schilling's uncle by marriage Bill Thomas was president and [[chief operating officer]].<ref name="Boston"/><ref name="GamaReport"/> Among its hires between 2006 and 2008 were industry veteran Brett Close as [[chief executive officer]] (CEO),<ref name="CloseInterview"/> former [[Electronic Arts]] staff member Jon Laff as [[chief technology officer]] (CTO),<ref name="Laff"/> and ''[[EverQuest]]'' lead designer Travis McGeathy.<ref name="McGeathy"/> In 2007, the company was renamed to 38 Studios (Schilling's uniform number), with the stated aim being to give a "more accurate reflection" of its goals.<ref name="38change"/> By 2008, 38 Studios was terming itself as an "entertainment company" with project goals beyond video game development.<ref name="CloseInterview"/> In October of that year, the company acquired ''Azeroth Advisor'', a dedicated newsletter platform for ''[[World of Warcraft]]''. Close described the acquisition as a means for both companies to prosper within the same genre space.<ref name="Azeroth"/>
Schilling wanted to develop a large-scale title in the MMORPG genre, wanting a market competitor to ''World of Warcraft''.<ref name="Boston"/><ref name="RPGFpreviews"/> He later noted that it might have been easier to design in another genre.<ref name="JoySchilling"/> This game, which was known as ''[[Project Copernicus]]'', was based in the new fantasy world of Amalur.<ref name="Bloomberg"/><ref name="CloseInterview"/> To create Amalur, Schilling brought in two well-known creators; fantasy author [[R. A. Salvatore]] who created the lore and ten millennia of backstory, and comic book artist [[Todd McFarlane]] to handle its artistic direction.<ref name="SalvatoreEscapist"/><ref name="JoyMcFarlane"/> The world and lore of Amalur would be the basis for a [[multimedia franchise]],<ref name="Boston"/> with Schilling comparing it to a modern-day ''[[Lord of the Rings]]''.<ref name="NYschilling"/> ''Project Copernicus'' was initially scheduled for a 2011 release,<ref name="Bloomberg"/> with 38 Studios projecting annual profits of over $100 million from its revenue.<ref name="AmalurReport"/> 38 Studio's ambition was noted in 2009 in light of competition in the MMO market, and its high amount of spending without a single release. The studio's actions drew attention from the wider video game industry and media, with veteran Jason Booth noting that ambition was a requirement for success in the industry.<ref name="BostonSummary2009"/> Schilling tried to minimize his direct involvement with production, leaving that to other staff members from within the industry.<ref name="NYschilling"/>
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