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Interactive


MEET THE DEVELOPER 4THEPLAYER.COM


No one can guarantee that every release will be a hit but with maximum emphasis placed on informing the players what is innovative and different about each game, they will have the best chance to succeed in a crowded market.


Andrew: Te lessons learnt from our first games, as undertake retrospectives, are to renew and reinvigorate our core ideals.


Our mission as 4TePlayer.com is to create the best games for our players. When you are in the thick of the development process it is easy to get bogged down in the unnecessary. For example, we spent a lot of development time on a feature that really didn't add much to the player experience. We, of course, spent a lot of time on features like Big Reel Portrait Mode, which have added a fantastic new experience and that is now being backed up from data we are getting on our initial launch.


On the other side, we had great ideas for better player UI/UX and player messaging, which had to be cut, but will now be revisited.


As a company we believe in Kaizen, marginal gains, continuous improvement. Our first games are part of a roadmap for future content that we have presented to operators and the feedback received has taught us that we have started completely in the right direction. We have already made an impression for player focused innovation that has set us apart from the massive amount of competition. Te lesson learned, however, is that we continually need to prioritise where are efforts are best spent and make a revolution with each new game


You have recently signed a platform agreement with SG Digital for your upcoming title, 1 Left Alive. Can you explain the strategy behind utilising a different platform for each release? Is this common practice in the mobile market?


Chris: To be honest, no, it is not a standard approach, but we felt it was the right approach for us. Te reason being is we can reach a much wider range of customers by being on three different platforms. Also, from a business point of view, we also mitigate risk by not putting everything into one solution.


You have released two slot games centring around a yeti and a zombie themed apocalypse. Are there certain genres and stereotypes you need to have in your portfolio in order to ensure a certain level of success?


Tomas: Temes are always tricky as we want to have unique and different themes, but ones that still resonate with the players. To do this we spend a lot of time researching and looking at the landscape. It is important to have a balance of exciting and new, yet some proven themes that you know will resonate with players.


In your game sheet for 1 Left Alive, you reference the box office figures for zombie movies. Is there a link between the success of a game and adjacent entertainment sectors?


Tomas: One of the key things we think about when designing and creating games is player entertainment and fun! So naturally we look at other sources of entertainment for inspiration as well as trends – this can be films or other sources like app store games.


What would 4ThePlayer consider a successful 2020?


Andrew: Our games being a hit with players! We want the players to enjoy what we create and, of course, we hope for financial success too!


Chris: Making sure we give the time and energy to each launch to ensure the combination of the quality of the game and tools we provide the operators to market them are as good as they can be. No one can guarantee that every release will be a hit, but with maximum emphasis placed on informing the players what is innovative and different about each game, they will have the best chance to succeed in a crowded market.


NEWSWIRE / INTERACTIVE / MARKET DATA P153


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