INSIGHT ONES TO WATCH ROGUE
mechanic that all have tangible big win potential on every spin but that players can pick up and instantly start to play. Our other major strength is our incredibly strong in-house tech team. Too many studios underestimate or take for granted the importance of well-built tech and responsive, dynamic teams. For us it compliments and facilitates every creative idea we have.
Design-wise, what sets your games apart?
Dan Lamond Chief Product Officer Rogue
Why was Rogue established?
Rogue was formed primarily as an outlet for our mad game ideas. Phil Halston (co-founder) and I found that we had complementary skill sets, could just about tolerate each other and most importantly between us we built brilliant games. We needed a grown up with a strong commercial side to get distribution for the games and stop us spending all the money on electric cars but ended up with John Parsonage (co-founder) instead. Te market is becoming boring and homogenous and we want to inject some life and excitement. I love gambling (responsibly) but find myself trawling through waves of repetitive clones before I find anything worthy of my hard-earned cash. We see a gap in an incredibly crowded market for studios that are brave enough to try new ideas and believe that players are desperate for fresh and boldly engaging experiences that take the tried and tested elements of gambling games and move them on into new directions.
What differentiates Rogue?
At Rogue we build games mechanic first, ‘innovation’ is one of the most overused buzzwords in this industry but we are building a studio around truly innovative mechanics. Each of our first 12 games feature a new trademarked
P96 WIRE / PULSE / INSIGHT / REPORTS
As I’ve said, it is the mechanics and internal IP that are Rogues USP and we pride ourselves on ideas that are exciting but easy to start playing and where the big wins feel possible and the near miss excitement is obvious. We have a constant stream of basic demos playing out potential maths configs that the whole team feeds back on and when a game is fun to play with grey blocks we know we are on to a winner. Tere are features that are recognisable to players but importantly what is different, valuable and fun is also clear from the start. You don’t need to wait 50 spins to see something possibly happen, it is right there in your face with each mechanic on every spin.
Do you have a standout title?
We have built a strong and diverse portfolio of content in the short time Rogue has been going but three games have performed exceptionally well so far; Happily Ever After with Happy Returns, Wildfire West with Wildfire Reels and Fuji San with Fusion Reels. We now have evolved mechanics based on all of these and lots of completely new mechanics in the works.
What's the vision for Rogue?
Alongside Rogue we have built our own RGS, Octopus Global, and the plan is to continue to develop unique games and distribute them via this and other routes to market with deals in place with RAW, Light and Wonder and EveryMatrix. We are launching a new series of non-traditional games under the name REBEL SERIES which has generated a lot of demand and we are really excited to get live soon.
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