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"Holy shit!"
"No way—"
When the Stormwind Studios team walked into their new headquarters, jaws dropped collectively. Everyone stood frozen in the marble-floored entrance, struggling to process what they were seeing.
Alex had mentioned finding "suitable office space," but nobody had imagined he meant a lakefront mansion that belonged in architectural magazines. Based on the location, views, and obvious luxury finishes, this property had to be worth nine figures.
Without Alex's invitation, most of them would never have stepped foot in this exclusive neighborhood, let alone worked inside one of its crown jewel properties.
"Wait, is that the limited edition Assault Mech Vickers?" Tom spotted a gunmetal gray figure displayed in a custom wall case.
The mech model radiated military aggression—angular armor plating, massive weapon arrays, and industrial detailing that made it look like a walking tank designed for maximum destruction. The craftsmanship was museum-quality.
This particular figure originated from the legendary MechWarrior franchise by ET Games, representing one of Infinite Realms' most coveted collectibles. Market prices had reached six figures, with some auctions hitting absurd valuations when desperate collectors competed for pristine examples.
"That figure costs more than my car," someone whispered.
"You can't even buy one—they're all in private collections!"
"Look, there's Luca from the Dark Nest series!"
"And Queen of Blades Kerrigan, plus Time Hunter Ezio!"
"Alex, this is a treasure vault!"
The male employees gravitated immediately toward the gaming memorabilia scattered throughout the office. Apparently, to this crowd of developers, rare collectibles trumped even luxury real estate as conversation starters.
The enthusiasm was infectious—everyone clearly loved their new work environment. The combination of residential comfort and cutting-edge workspace created an atmosphere that felt more like a creative retreat than a traditional office.
Alex contacted the property management company, which promptly dispatched security personnel to issue access cards and register vehicle information. For the annual fees Alex was paying, the service standards were appropriately exceptional.
Once administrative details were handled, Alex called a meeting for Project Team Two. Stormwind had recently organized into dual development tracks: Team One handled Avatar's official content expansion, including new storylines and environments that would require significant art team growth .
Team Two was yesterday's creation, tasked with developing their next major release.
"A racing project?" The announcement surprised everyone, including Nathan Pierce, who attended as the company's new VP.
"Alex, I have to raise some concerns," Nathan said diplomatically. "Racing content in Infinite Realms has become a graveyard for developers. The market has essentially collapsed, and licensing agreements for popular vehicle models are locked up by major publishers with exclusive deals. Even if we could secure licenses, the costs would be prohibitive."
Nathan's industry experience showed. He understood exactly how toxic racing projects had become within the VR ecosystem.
"You're absolutely right about market conditions," Alex acknowledged. "But we need to examine why racing content failed. It wasn't lack of player interest—it was lack of innovation.
Racing was hugely popular in Infinite Realms' early days. There were even platform-wide tournaments with major prize pools.
The problem was that suppliers got lazy. They focused entirely on visual spectacle—more exotic locations, more licensed supercars, more photorealistic environments. Players got exhausted by the endless parade of Ferrari-on-Mars concepts.
Meanwhile, licensing costs spiraled upward while creativity plummeted. Publishers stopped taking risks, leading to the current wasteland.
But standalone racing games outside VR platforms are still incredibly successful. The demand exists—we just need to approach it differently."
Alex's reasoning was strategically sound rather than impulsive. Stormwind currently operated as a mid-tier content supplier. Apart from Avatar's unique official status, they couldn't access high-level content categories that generated serious revenue through premium equipment and power-enhancing items.
The supplier ecosystem's lower tiers were brutally competitive, with countless studios fighting over combat-focused content. Breaking out of that red ocean required finding underserved niches.
Racing represented an abandoned blue ocean—significant potential audience, minimal competition, and opportunities for innovation that larger studios were too risk-averse to attempt.
"There's another factor," Alex continued. "Internal combustion engines are practically extinct in the real world. But the sound of a high-performance engine is primal—it triggers something deep in human psychology. Most people can only experience that sensation in virtual environments now."
That was the core insight behind Alex's Fast and Furious project concept.
"Regarding licensing concerns, we're completely avoiding that issue," Alex added. "Every vehicle in our racing project will be original design. No licensing, no legal complications, complete creative control."
Silence fell over the conference room. Original vehicle designs represented unprecedented ambition—no major studio had ever attempted entirely custom automotive content.
Nathan voiced everyone's thoughts: "Alex, setting aside whether we can design vehicles that satisfy players, and ignoring the massive development burden of creating everything from scratch—how do we handle immersion? Players want to drive Lamborghinis and Ferraris, not fictional cars nobody's heard of."
"I've considered that limitation," Alex replied seriously. "But if we use existing supercars, why would players choose our content over established racing platforms? Besides, licensing creates dependency on external partners who can change terms or withdraw permission.
Avatar proved that original worldbuilding can be more compelling than familiar references. Pandora's ecosystem, the Na'vi culture, even the environmental mechanics were completely original. Players embraced the unfamiliar because it offered genuine novelty."
The comparison was persuasive. Everyone remembered Avatar's success despite—or perhaps because of—its alien setting.
"I've already prepared the vehicle art assets," Alex announced, pulling up his presentation system. "Let me show you some representative designs I'm particularly excited about."
The projection screen filled with a sleek supercar concept that immediately captured everyone's attention. The design seamlessly blended aggressive aerodynamics with elegant proportions—clearly inspired by elite supercars but distinctive enough to avoid any legal complications. it was Bugatti Veyron.
Gasps echoed around the room as team members absorbed the quality and sophistication of Alex's concept art.
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