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Interactive


GAME DEVELOPMENT AVATARUX STUDIOS


make quick changes and adjustments. Reacting quickly to customer feedback while utilising the global experience of our partners has allowed us to be in a good position as we seek to grow in 2020.


Our approach to slot design is holistic, with us placing equal focus on the math models as we do on the artwork, animations and gameplay. While players will have their eye caught by artwork, it is the mechanics, gameplay and math models that turn swift visitors into ardent fans.


So, as a result, we always invest a lot of time into research prior to starting production. By putting lots of resources into the pre-production process, we can develop content of the highest quality when it comes to launching new games.


Movies can be promoted through trailer campaigns and posters. However, slot games are often limited to a press release and a screenshot. How are you differentiating from other studios with your marketing strategy and brand awareness?


We will be using trailers for at least the first few games. We used one for Lilith’s Inferno and there will be another for PopRocks. As an independent studio with high ambitions, we see the need for agile publishers that can help us establish ourselves with operators, studios and affiliates. Taking this into account, it was paramount to align ourselves with partners who had experience in European markets. Yggdrasil’s connections were a major factor in why we applied for their YGS Masters Programme, and through partnering with them our relationship has gone from strength to strength.


P124 NEWSWIRE / INTERACTIVE / MARKET DATA


Games are increasingly becoming a deeply personal experience. How do you ensure your games resonate with players?


We engage with players and have people within the industry test our prototypes and then listen to their feedback. AvatarUX benefits both ways from this by understanding the first impressions from players and industry specialists. Once the game is released those players will have a connection with the game.


What have been the greatest challenges you have faced as a new studio?


Tere is never a guarantee that a game will be a hit, and it can be challenging finding the balance between great features, mechanics and mathematic models, combined with a good user experience and stunning art all coming together to create games that will entice, intrigue and engage the player. Finding the right route to market for those games is also essential. However, every challenge presents an exciting new opportunity for us to learn and grow.


You are looking to release your next title in


April. Are there any details you can reveal?


Our April release is called PopRocks. It will be the first Popwins game we will have released, which is an innovative new mechanic we have developed for the next few releases. More will be revealed about Popwins in due course, but it is testament to the vast experience of our team at how it has performed in testing so far.


How will you manage the balance between developing innovative new games and the producing a set quota of slots that ensures a certain level of financial success?


We will manage the balance by drawing on the knowledge of the team and investors, listening to feedback from the games we have released and reacting to those changes in the new games. We have an agile approach to our production and are fully aware of the deadlines our operators have for marketing campaigns and launch promotions. We also are fully aware of what we can produce with the resources we have for the roadmap we have in place and as a result know we can deliver those games to make sure the releases are a success.


There is never a guarantee that a game will be a hit, and it can be challenging finding the balance between great features, mechanics and mathematic models, combined with a good user experience and stunning art all coming together to create games that will entice, intrigue and engage the player. Finding the right route to market for those games is also essential.


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