search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
Pulse


GAME MATHEMATICS 1X2 NETWORK


1X2 Network: Talking math


Gray Wagner, Head of Mathematics and Server Side Development, details the fundamental role mathematics plays in the game development process. Whilst art and graphics may draw a


player in, Gray believes it’s the maths model that makes them stick around.


INNOVATIVE SCOPE


Maths is key to innovation but obviously it has constraints – we have to hit certain RTPs (or in our case for most content, multiple RTP models) and so what we can and can’t do from the maths side is limited as a result.


Gray Wagner, Head of Mathematics and Server Side Development, 1X2 Network


Maths is undeniably one of the most important parts of the game development process. We make multiple different maths models for each game and then play them all internally to decide which one finds that important balance between giving players the opportunity to win big and making sure the game is not too harsh for a mass market player.


In some markets you only have 30 spins or so before a player tries something else so making sure the experience works in that period of time is one of our biggest goals. We’re lucky to have an approachable and adaptable in-house maths team that can work with feedback and make tweaks that the commercial team or clients suggest.


I’d say maths and design are the two key pieces of the puzzle and I wouldn’t say one is more important than the other. Te important bit is to get them working in tandem, so the maths model matches the graphical and mechanic element of the game. Tis is what provides the overall experience; you can’t have one that is better than the other, it is how they match up that is the key.


P76 WIRE / PULSE / INSIGHT / REPORTS


Tat’s what makes it fun and challenging though; we are trying to create something new and exciting but without having absolute free reign and having to work within certain guidelines. We squeeze as much innovation as we can out of the 96 per cent RTP we need to achieve, and I like to think we’re pushing boundaries whilst doing it.


I think there’s more to come from our maths team. Every game we produce the team learns new tricks and skills to create better models and keep things fresh. Te best bit is half of their ideas are too out there so we still have those ones in our pockets for when the rest of us can catch up!


I’d say maths and design are the two key


pieces of the puzzle and I wouldn’t say one is more important than the other. The important bit is to get them working in tandem, so the maths model matches the graphical and mechanic element of the game. This is what provides the overall experience; you can’t have one that is better than the other, it is how they match up that is the key.


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76  |  Page 77  |  Page 78  |  Page 79  |  Page 80  |  Page 81  |  Page 82  |  Page 83  |  Page 84  |  Page 85  |  Page 86  |  Page 87  |  Page 88  |  Page 89  |  Page 90  |  Page 91  |  Page 92  |  Page 93  |  Page 94  |  Page 95  |  Page 96  |  Page 97  |  Page 98  |  Page 99  |  Page 100  |  Page 101  |  Page 102  |  Page 103  |  Page 104  |  Page 105  |  Page 106  |  Page 107  |  Page 108  |  Page 109  |  Page 110  |  Page 111  |  Page 112  |  Page 113  |  Page 114  |  Page 115  |  Page 116  |  Page 117  |  Page 118