Pulse
MEET THE DEVELOPER LUCKSOME GAMING
Underpinning everything is the math model. How often are these models tweaked?
I would say that math is what we tweak the most during the development of a game as that is the core foundation of a great game. First you focus on getting the RTP distribution right and the way you want. Ten we start looking into the features more in depth to see if anything needs to be removed or tweaked. Ten we move on to balancing the game which includes pay loading among other things. Te math can sometimes be tweaked until the very last minute because you need to see the game at its fullest to get the whole experience.
How much leeway is there to adjust a slot's math model?
Tere is a lot of ways to adjust a math model which is why our job is both very fun and challenging. You can adjust one small thing that could totally ruin something else, so you always must be very careful with changing a math model, especially changing mechanics at a very late stage. We try to adjust minor things in the end to not lose the core concept of that game.
What are the key considerations you need to consider when creating new mechanics and features?
As we all know it’s not easy to invent the wheel when so many good games have been produced already, but we always try to push ourselves to create something unique and fun to stand out in
P102 WIRE / PULSE / INSIGHT / REPORTS
the crowd. I like to look at mechanics that I personally like and play myself try to understand the way those mechanics make me feel, and then how to recreate that in a different way.
A good game needs to consist of a good mix of entertainment, surprise, and a solid math model. A player usually tends to go back to a game that has given them enough to play for a while but also has been given the feeling that there is more the game hasn’t shown them yet. A game should never stop delivering a good experience; it needs to give the player a fun ride that creates loyalty and trust in our games.
When are in-game texts and information screens designed and created?
Tese tasks are done in the very end of a game development when most of the foundation of the game is set and will not change. But we can’t wait too long either as these texts needs to be sent off for translation and pay table screens need to be designed so QA have these to look at when testing the game.
Once a game has been launched into the world, what metrics and KPI's do you use to measure its success?
We are always working on improving our KPI framework and looking at our game performance to gain insights on how we can improve our games. As a studio looking at player engagement, metrics such as spins per
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