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Interactive


GAME DESIGN & DEVELOPMENT PUSH GAMING


Push Gaming: the four pillars of gaming strategy


Carl Wiggman, Product Owner at Push Gaming, explains how the developer's latest mechanic, Hypermode, improves the traditional slot experience and why is it is better to release good and late than bad and on time.


Carl Wiggman, Product Owner, Push Gaming


Leading the Push Gaming team as Product Owner for the last two years, Carl Wiggman's insight has been invaluable to not only his team, but the company itself as it continues to grow in size and reputation.


His blend of industry knowledge and experience, mixed with out-of-the-box thinking and creativity, has helped the supplier produce some truly industry-leading products.


His passion and genuine hunger to create engaging offerings is evident to see in mysterious secret society-themed slot The Shadow Order, as well as in the innovative twist on classic joker games, including Joker Troupe.


Could you tell us about what Push Gaming is doing to increase player retention?


Two things; always offer something unique on the market, and use mechanics that are rewarding for a player over thousands of spins.


We do what we can to make our games fun for longer. We dedicate a lot of time to each and every game and aim to keep these growing in


The first [pillar] and most important is that every game has a reason to exist. In our industry, we have providers who often make generic games to cash in on that initial launch period where games are in the limelight and fill out the roadmap. Our philosophy is to make games that are not just played for novelty but provide an experience that was not there previously.


P112 NEWSWIRE / INTERACTIVE / MARKET DATA


popularity in the long run and not be forgotten for other games after a few days.


What was the inspiration for the Hypermode mechanic?


I wanted to make our games more intense and move away from the more conventional method of dragging games out for that one big hit to being progressively more intensive. I was inspired by arcade car games where you need to reach a checkpoint before the timer runs out to keep playing.


Ideas can come from almost anywhere. Often the whole vision for a new game concept comes from the product owner, but the idea can come from anyone within the company. We always look at the experience of the player and see if we can upgrade upon them somehow or


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