While I contributed to both
The Oregon Trail and Where in the World is Carmen Sandiego? at Blue Fang, I was assigned primarily to Carmen. Since our lead designer and CEO was spending most of his time on OT, I was made lead designer on the project, and led the project for the final 3 months of development.
Click on any image to see a full-size version.
The Case Resolution screen went through a lot of iterations early in development, but eventually was distilled to a single screen.
The Case Grid is how players selected their cases. The intention was to let players see what cases were coming up, so they’d be more likely to come back.
The story campaign was the first major release for Carmen, introducing a number of smaller features in addition to the larger campaign.
We had contract writers for the massive number of city and identity clues in the game, but the story for Campaign 1 was my work. Each of the 21 cases began with a briefing from the Chief.
Each story case finished with interrogating the V.I.l.E. henchman you’d captured. Some were more fun to write than others. Purses Galore, a Snooki-like smuggler, was one of my favorites.
The tutorial was completely redesigned not long after release. I was responsible for both feature design and the tutorial text.
V.I.L.E. Tokens were case rewards that initially didn’t really do anything, as the original design was never completed. Later, we made collecting them essential to unlocking story cases.