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resonate with authenticity and provide a sense of immersion that can be appreciated by both veterans and gamers alike. We want our studio to be synonymous with high-quality, realistic, and engaging gaming experiences.


HOW DID YOU GO ABOUT ASSEMBLING THE TEAM TO DEVELOP GHOSTS OF TABOR? To assemble the team for developing Ghosts of Tabor, we focused on bringing together individuals with diverse expertise and a shared passion for immersive gaming experiences. We sought out talented professionals from various backgrounds, including experienced game developers, VR specialists, artists, and designers. Given our identity as a US military veteran-owned studio, we also aimed to include veterans who could bring unique insights and authenticity to the project.  team members who not only had the technical skills but also aligned with our vision and values. We looked for people who were innovative, collaborative, and dedicated to pushing the boundaries of VR gaming. By combining these diverse talents and perspectives, we were able to build a cohesive and dynamic team capable of bringing Ghosts of Tabor to life.


WHAT WERE THE VERY FIRST DEVELOPMENT MILESTONES AND HOW DID YOU GO ABOUT MEETING THEM?


 milestones for Ghosts of Tabor were crucial in laying the foundation for the game’s success. These initial milestones included: Conceptualisation and design objective: Develop a clear vision and detailed design document for Ghosts of Tabor. Approach: We held brainstorming sessions 


June/July 2024 MCV/DEVELOP | 47


“Our military backgrounds inform our focus on realism, strategic gameplay, and attention to detail”


mechanics, story, and overall aesthetic. We also conducted extensive research to ensure the game 


Prototyping objective: Create a basic prototype to test the core gameplay mechanics.


Approach: Our team focused on developing a minimal viable product (MVP) that included fundamental elements like movement, interaction, and basic combat. This prototype was essential for identifying potential issues and iterating on gameplay mechanics early in the process.


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