Phantom Compass has added Virtual Reality (VR) to its experiential technology arsenal. We’ve been interested in VR (as a team and individually) for a long time, and last year raised a round of government funding to create an original VR action game.
At Phantom Compass, we're still a small enough studio that everyone's at least a little bit of a game designer. I've found it helpful to look at subcategories of this role, since it can help my team collaborate better. Understanding what kind of designer we are can really help us play to our strengths.