The second phase is refining or tweaking, which involves various rounds of play testing the prototype, between ourselves and then a broader range of players external to the development.
Then the third phase is the integration, which involves showing our clients and getting their feedback, taking in any input that will help towards their particular markets - working with their development teams to integrate onto their various platforms, and help solve any issues that may pop up along the journey.
Game content is one of the most commercial aspects of the major slot companies assets, how is your organisation ensuring that you gain the best return on your commercial investment in what is a highly competitive market?
I’ve found out that this is rarely a black and white answer. If you find people you like to do business with, and they stick to doing what they do best, while we stick to doing what we do best, then the rest will work itself out.
What are the key advantages of your organisations expertise for slot manufacturers and online and mobile operators?
To put it simply it’s our game designers 18 years’ individual experience in math-based slot design.
Our company also has 6 years’ experience in delivering third party content to multiple clients over many different markets in both Land Based & Online segments.
What are the most important factors for consideration in good game development and what is it about Lightning Box that makes it a stand out organisation in this highly specialised market?
Our focus is on math based innovations and refining and tweaking our concepts over and over. This means we produce fewer games then other third party game suppliers, but hopefully we can offer a more unique game set to our clients.
Copyright is a very sensitive area how difficult is it to keep invoke on situations where there is a clear issue with copycat game design are in practice is the math the defining principal or it is difficult to enforce. It’s very difficult to enforce.
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What are amongst your favourite games that your organisation has created over the years and why?
Serengeti Diamonds and Lost Temple.
Serengeti because it had a unique “Keep or Swap” bonus, wherein you chose two Diamonds to reveal a FG & a Multiplier number.
You could then choose to either swap one or both for another choice.
Lost Temple because of its “Temple Steps” bonus, which has players choosing a step at each level to climb the Temple. The higher they get before getting a whammy, the greater their Free Games and Multiplier bonus will be. This is akin to the “level attaining” achievements of the early arcade games.
How do you see the future of this niche specialist growing area of gaming?
Commercially I think there is possibly an overabundance of suppliers in the market at the moment, so a probable contraction through mergers, acquisitions and attritions.
Creatively I see some of third Party studios branching into more experimental type games, borrowing from our cousins in the console/app gaming world. This will become more likely as closer collaborations occur with our clients where we eventually have an influence on their platforms› future capabilities in order to be able to bring new creations to life.
What’s the best business advice you have ever been given?
This is a combination from multiple sources: “You don’t have to be a prick to make it happen”.
If you had a wish for the industry what would it be?
Quicker implementation timelines.
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