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Interactive


GAME DESIGN & DEVELOPMENT PUSH GAMING


We have had to take some hits at times because of our desire to make every game a potential game of the year title. Last year, we only produced two games, and this is an area we are looking to improve on. It always hurts when you need to redo some work or go back on your timeline, but we just have this unwavering need to make great games.


surprise them by changing it up. How does Hypermode work?


Essentially, Hypermode gives the player a timer instead of a set amount of spins and if you keep landing the special symbols you will progress and reset the timer. Resetting the timer extends the length of play and the timer speeds up the whole game. Compared to the conventional method of building up towards one big spin, this is more of a machine gun of wins that is peppering the players and providing a whole new experience.


How does Push Gaming differentiate its game mechanics from other developers?


Te most important thing is that the mechanic itself, or its combinations with other elements,


is something different that provides a new experience for the player. Te basic idea is to bring something that players cannot get elsewhere.


Do you follow any processes or trends to guide your game design?


We have four pillars of product strategy. Te first 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. Our philosophy is to make games that are not just played for novelty but provide an experience that was not there previously.


Te second pillar is that our audience is our biggest stakeholder. Rather than shareholders,


operators or ourselves, we do everything for the end player.


Tirdly, we are not afraid to take risks in design. To produce hits, we realise there is no magic formula and whilst this may mean we are sometimes off the mark, that is okay, and we are not ashamed of that. It happens.


Finally, we do not let the challenge hold us back. We sometimes see in the concept stage an awesome feature which can be difficult to make technically, but oftentimes this means there is a lot of potential if we can pull it off, so we do not hold back in those situations.


What do you view as the most important component to the success of a Push Gaming title?


NEWSWIRE / INTERACTIVE / MARKET DATA P113


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