Close Combat: First To Fight was announced on April 1, 2004. Initially, the announcement was believed to be an April Fool's joke by game players and the media as "Close Combat" had been a series of real-time strategy games in the 1990s, not a shooter.
Close Combat: First To Fight represented a couple of key "firsts" for Destineer Games. It was based on our team's first self-developed technology platform (engine). Close Combat: First To Fight was, also, our team's first paper-to-package developed-published game. Over 18 months, our team simultaneously developed an engine and a game for Xbox, PC, and Mac. We localized the game into five languages and shipped all platform versions (and all language versions) within a two week window. To this day, I am incredibly proud of our team.
The technology developed for and the gameplay featured in Close Combat: First To Fight were used as a training tool for the United States Marine Corps. ("USMC.") Two special versions were created of the game. The first was created for USMC Fire Team Leadership training courses. The second was deployed as a simulation across the USMC's simulation centers.
The commercial release of Close Combat: First To Fight netted Destineer a $12M investment, which was the 2nd highest capital raise in the games industry for 2006. Due to the success, our internal studio set out to create a new technology platform that would be used for commercial games on Xbox 360, PS3, PC/Mac and training tools for military and intelligence organizations. Six Days in Fallujah was the targeted game; based on my leadership role in Close Combat: First To Fight, I was involved with initial technology platform development planning and game design. Several months into the new development, I assumed a new role at Destineer Games, which focused on our up-and-coming self-publishing business.
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