Meet the Team – Kyronix

What is your role?

Producer

What does a day generally look like for you?

There’s never really a typical day working on UO.

There’s some routine, for example, every morning the team gets together for our daily standup where we discuss development.  There’s looking at our roadmap and making sure that we are on schedule with our expected deliverables.  Looking long term at what our goals are for UO and how we can best serve our dedicated players.

Each day, however, provides new and exciting challenges.  With UO being a live service and an ever-evolving world there is always something that takes you by surprise!

How long have you played UO?

I began playing UO in January of 1999.

How long have you been working on UO?

I started as a contractor working as an Event Moderator on the Chesapeake Shard in December of 2009.  In January of 2012 I started as a Designer where I had the opportunity to implement countless encounters, creatures, systems, stories, and goodies for more than a decade.  In February of 2025 I became Producer and now oversee development of Ultima Online and do my very best to foster the incredible talent of the team I am so very humbled and fortunate to lead.

What is your favorite UO moment?

This is a tough one – but I’d have to say any chance I’ve had to meet UO players at various events and meetups.  Putting faces to some of the familiar names I have gotten to know after working on the project for so long is such a rewarding experience.  Part of why Ultima Online endures is because of the community, so any chance to interact with them is especially memorable.

What has been your favorite project to work on?

It’s hard to choose because there have been so many – here’s some notable mentions…

-The 15th Anniversary Arc because it was my first project as a dev

-The Telescope / Star Map system because I love space and that was a really cool way to push what we could with gump art and discovery

-The Valley of Eodon because I got to worldbuild the entire map and create unique areas

-New Legacy because it was so fun to push beyond the normal constraints of design within the game world and see how players would interact with a nacent world.

-[REDACTED TOP SECRET]