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Interactive


GAMES DESIGN DESIGN WORKS GAMING


Design Works Gaming: prodigious slot design talent


Brant Frazee, Chief Technology Officer at Design Works Gaming, discusses the inspiration behind the Arizona-based company’s slots


where I oversee the math, data science, engineering and QA teams at Design Works Gaming (DWG). Some of the games that we have designed are in land-based casinos all over the world, five different social casinos and in the RMG vertical in several countries.


Brant Frazee, Chief Technology Officer, Design Works Gaming


Could you outline your background in game design? How did you become involved in games design?


I’ve been designing games for nearly nine years now, but I’ve always been interested in gaming and have been a gambler since I was legally allowed to play. When I started at DWG, I was just implementing the math that was designed by others in our organisation. I quickly picked up on the type of math that translated into enjoyable game play and started making original math models. I started out as a game mathematician and worked my way up to CTO –


P86 NEWSWIRE / INTERACTIVE / MARKET DATA


Who do you admire in terms of great design and where do you seek your inspiration?


I’m fortunate to have worked with some of the best game designers and mathematicians right here at DWG. Our CEO, Troy Zurawski, is honestly one of the best game designers in the world. His aesthetic sensitivity and attention to detail are both unparalleled.


Tat, combined with being mentored by some of the industry’s best game mathematicians early in my career, really shaped my ability to create outstanding game math and develop a team that can do the same.


Starting from a blank canvas, how and where do you begin the creative process?


As a team, we play a lot of games, and not just slots. Tis gives us a great base for ideas, and then the math team and I periodically meet to flesh out how each game’s math is configured.


Once the math is made, it goes to the game design team where the designers and artists come up with a theme which can fit with the math model we’ve created.


What are the most important elements in creating an appealing game?


In my opinion, the math is the most important element. A game with a poor math model cannot be salvaged by even the best graphics or animation. While great art and animation can elevate a game slightly, a poor math model will reflect in poor game performance. Art and animation obviously play a big part, but appearance can’t mask the performance forever.


Is there a DWG house style? How would you describe the design signature of DWG?


One of our signatures is our ability to create compelling stepper games. A stepper slot is a traditional, fruit machine-style game, which


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