Tere is such talent in our industry that you never have to look far to find a game you wish you developed yourself! As a slot player, I’m a big fan of Quickspin, who always seems to go the extra mile in delivering games that tick all the boxes. Tere’s plenty of influence outside the sector too, particularly in film, video games and everyday culture and sometimes your inspiration comes when you least expect it.
Starting from a blank canvas, how and where do you begin the creative process?
It depends on the idea. For some titles the math- model comes first, and we then build the theme and visuals around the mechanics, but for others that process is in reverse. From a blank canvas, we throw it open to the team and brainstorm between the artists, the audio engineers and the developers. It’s a bit like song writing in a way – what comes first the lyrics or the chords? Once we’ve defined the initial concept the next stages of development are more structured, but there’s close collaboration throughout.
Do you set out to create a game for a specific demographic or do you fit the game to the audience closer to completion? And how do you go about targeting specific demographics through the mechanics of a game?
Our approach differs from title to title. Tis year we have released a series of bingo-facing games appealing to demographics steeped in land- based bingo halls and amusement arcades. Tese titles, such as our recent release Funky Spin, have a simple and easily accessible style of play that are designed with a specific audience in mind. For a bigger 5-reel production, typically we look at general market trends and globally popular mechanics in the initial stages. Having been in the business so long, we know what games are successful with different operators and their typical audience demographic.
Is there a Realistic Games house style? How NEWSWIRE / INTERACTIVE / MARKET DATA P77
would you describe the design signature of Realistic?
Our portfolio has a strong retro feel, with many of our games developed in an arcade style. Our early flash games were all presented in cabinets to give the look and feel of a traditional casino environment. As market trends shifted, we moved away from that design with our page games to broaden the appeal of our portfolio. Tis year, however, we have revisited presenting games in cabinets with our WebGL framework, offering a toggle view that gives the player the option to zoom in on the reels to suit multiple playing styles.
What are the most important elements in creating an appealing game?
Playability is absolutely crucial. Tere is a tendency in the industry to release flashy new titles that look great, but compromise on the gaming experience. Nailing down the underlying maths is incredibly important to creating a title that keeps players returning, with features that ensure the action is consistent throughout a playing session. For me, the balance between the maths and the art is about 60/40. A game’s visual aspects establish the initial impression both with the player and the casino manager, so it is important that the artwork and graphics are of a high standard. In such a vast pool of content, it is the visuals that gain immediate attention and the mechanics which keep players returning. Market preferences skew the balance slightly, as certain aspects will be more important to the game’s overall success than others depending on the country. In the UK, for
There is a tendency in the industry to release flashy new titles that look great, but compromise on the gaming experience. Nailing down the underlying maths is incredibly important to creating a title that keeps players returning, with features that ensure the action is consistent throughout a playing session.
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