Nothing is ever certain, we can have everything
meticulously planned and arranged, but there can still be some delays due to unforeseen reasons. Sometimes it can be because we didn't like the
final product, and we strive for perfection when it comes to the graphics of our games.
Endorphina Product over Delivery
Fresh from back-to-back promotions, Dejan Vranjanin, Head of Account Development, sat down with G3 Media at SiGMA Europe to explain Endorphina's market-led approach to game development and why delaying delivery is preferable to an imperfect release.
Could you begin by telling us more about yourself and your role at Endorphina?
I am originally from Belgrade, Serbia, and moved to the Czech Republic in August last year. Previously, I was running my own private business so I'm fresh to iGaming and have only been in the industry 14 months. I joined as a Key Account Manager before being promoted to Success Managers Team Lead this summer.
A fortnight ago, I was promoted again to Head of Account Development Team, which is very fresh and emotional. It has been a fast development phase, as well as an exciting journey and industry to be involved with.
How are you finding these new responsibilities?
I'm enjoying it a lot. Of course, it's a big responsibility to give guidance to a young, talented team. Te most pleasing aspect to the role is seeing them succeed with their clients, running promotions and growing project revenues. We have examples of projects making €20,000 a month growing to €1.5-1.7m in just one month. I'm
60
Having games delivered on time from providers is often a pain point for operators. Is this something that Endorphina excels at?
It is challenging. Nothing is ever certain, we can have everything meticulously planned and arranged, but there can still be some delays due to unforeseen reasons. Sometimes it can be because we
incredibly proud of my team for achieving these accomplishments.
How do you strike the balance between meeting each client’s unique demands whilst aligning those expectations with Endorphina’s strategies, ultimately ensuring that both parties benefit?
For me, client is always priority number one, then everything else. We always try to adapt around the client base to meet client needs and expectations. Sometimes clients offer their input on what a high performing game could look like, but this is where I tell my team that we need to strike a balance between their wishes and our own understanding and knowledge of the market. Without wishing to cause offence to casinos, but our knowledge in this area is greater. We know our game portfolio and which games are going to perform.
DEJAN VRANJANIN Head of Account Development Endorphina
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