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When We Made...


First-person shooters based on real-world militaries and tactics have found a natural home in VR, none more so than an early access hit that takes its inspiration from the likes of DayZ and Escape Scott Albright talks tactics and teamwork with MCV


WHAT CAME FIRST, THE STUDIO OR THE IDEA FOR THE GAME… AND WHAT WAS THE INSPIRATION FOR GHOSTS OF TABOR (“ESCAPE FROM VRKOV” SEEMS A LITTLE CONTEMPTUOUS)?


  


46 | MCV/DEVELOP June/July 2024


The game studio and the game idea were born at the same exact moment. The inspiration for Ghosts of Tabor stemmed from a desire to create an immersive and intense VR experience. Although “Escape from VRkov” might sound a bit contemptuous, it was part of the creative  identity for the game. We aimed to blend thrilling gameplay with the cutting-edge technology of virtual reality, resulting in the creation of both the studio and the game simultaneously.


AS A DEVELOPER YOU DESCRIBE YOURSELF AS A “US MILITARY VETERAN- OWNED STUDIO”. CAN YOU BE SPECIFIC ABOUT WHAT THAT MEANS IN TERMS OF HOW YOU APPROACH DEVELOPMENT AND THE KINDS OF EXPERIENCES YOU WANT TO BECOME SYNONYMOUS WITH?  studio means that our approach to game  military backgrounds. This perspective informs our focus on realism, strategic gameplay, and attention to detail. We  the values of discipline, teamwork, and tactical thinking. Our goal is to deliver games that not only entertain but also


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