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Pulse


MEET THE DEVELOPER GAMEART


GameArt: delivering on the WOW factor


GameArt's COO, Deane Hendricks, has one goal for his team: for every product release to be better than the last. In an interview with G3, Deane explains why a focus on quality over high-volume production gives designers scope to relax, ultimately benefiting the end-product.


Deane Hendricks, Chief Operations Officer, GameArt


Deane Hendricks started his career in gaming back in 2002 where he grew VIP Teams and Casinos with major operators such as Betway, Bwin, Tipico, and Betsafe. For the last five years, Deane has progressed into game development, releasing and contributing towards over 30 titles, including blockbusters at Play’nGO and NetEnt before joining GameArt as Head of Product. Following his success within Product and Operations for GameArt, Deane now holds the position of Chief Operations Officer.


Many suppliers are releasing


re-skinned games month-on- month, which further


saturates an already crowded market. Tier one operators are smarter than this and I feel that a push-back is on the horizon as they want quality products, as opposed to 10 versions of the same game.


P106 WIRE / PULSE / INSIGHT / REPORTS


How does GameArt ensure its games stand out in a crowded slots market?


Creativity, passion, and quality. Tese are the goals we always strive for. In 2020, GameArt experienced a substantial team upgrade that has been crucial to enhancing our portfolio above the foundations our product team has built over the last few years.


Our creative team (Art and Animations) is now led by extremely talented individuals. Tey have the creative freedom to explore new ideas to improve our content quality.


Our Product Design Team is constantly challenging game design concepts, and together with others such as our Maths Department, Quality Assurance Managers, and Project Managers, we ensure that the final product released is greater than any previous release.


We strive to create games that outperform all of 2020’s games, driving creativity.


Many suppliers are releasing re-skinned games month-on-month, which further saturates an already crowded market. Tier one operators are smarter than this and I feel that a push-back is on the horizon as they want quality products, as opposed to 10 versions of the same game. GameArt will remain committed to offering its customers high-quality content, and our recent and future releases in 2021 are testament to that.


We recently launched HyperWays, which has over 60 million ways to win, as well as a branded game, Diego El Pibe De Oro, based on mega football star Diego Maradona. We have a second Maradona title planned for May too.


How do you gauge the success of a game? What are the key elements?


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