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Pulse


MEET THE DEVELOPER AD LUNAM


AD LUNAM: Illuminating possibilities


1X2 Network has unveiled a new iGaming production studio, AD LUNAM, joining the company’s two existing studio brands 1X2gaming and Iron Dog Studio. Games Producer Chloe Foster explains why, with arcade being the new and exciting vertical that it is, 1X2 Network felt it pertinent to create a space where those concepts can flourish unimpeded by juggling development in multiple product areas.


What role does AD LUNAM occupy alongside the company’s existing studio brands 1X2gaming and Iron Dog Studio?


Tis really ties into the rationale behind the studio. We’ve poised AD LUNAM to deliver content in a totally new genre, one that 1X2gaming and Iron Dog Studio don’t currently cater to. Not only will AD LUNAM deliver content in this new arcade genre, but in doing so it will target new demographics of players who may not be familiar with 1X2 Network’s other studio brands. We want 1X2 Network’s studios to operate in harmony with one another, delivering and maintaining complementary portfolios rather than overlapping ones.


Is AD LUNAM a response to operator demand for arcade games, non-traditional concepts and branded content offerings, or an anticipation of future demand from new generations of players?


Both really, the arcade-leaning concepts released by 1X2gaming in recent years have resonated well with our clients and their players, and future-proofing our content offering is certainly a driving factor, but as well as all that, we’re excited by the arcade space and the concepts we can produce within it.


We’ve been in the industry for over two decades, and we’ve seen trends shift and even driven some of our own. AD LUNAM represents a new step forward in that same vein. AD LUNAM is also a move forward in how we want the entire 1X2 Network to present itself in the market, we’re producing more content than ever before, and by carving our own niches via independent studio arms, we ensure the same high calibre of the games across the board, irrespective of differing product verticals.


Maverick is the first game to launch under the new brand. From the drawing board through to finished product, could you talk us through your methodology and creative ethos for Maverick? How do you approach the challenge


P64 WIRE / PULSE / INSIGHT / REPORTS


that will allow us to evolve the game during its lifetime, re-engage players and respond to client feedback. On top of all that, Maverick is a top-tier crash game, offering players everything they love about the format, with multiple bet consoles and a deep user interface to explore, we are thrilled to show this off as our debut game.


Chloe Foster Games Producer, AD LUNAM


of designing a title that is new and unique, yet accessible to players?


Realistically, Maverick as a crash game is not a unique, nor new concept, in fact, even 1X2gaming has experimented with crash games in recent years. However, what Maverick brings to the table is accessibility via massive reach in regulated markets, by effectively creating seven games to accommodate seven different RTP variants, we allow our operator clients and their players to access the game no matter what regulated market they are in.


In addition, with Maverick we’ve created an entirely new game production framework. One


We’re looking at a range of gamified mechanics and systems outside of online gaming and aim to bring them into the iGaming space for


players to enjoy. In addition, as a brand under the 1X2 Network, a range of AD


LUNAM’s games will also be


offered as brandable, and even totally bespoke products.


Games produced by AD LUNAM will include known concepts like crash games, mine games and Plinko, while also bringing to market a range of ‘unique’ content. How will AD LUNAM’s ‘known concepts’ stand out from the existing competition? How do you keep games simple and easy to play whilst also incorporating compelling features different to anything else in the market?


Te way we see it, AD LUNAM will be putting its own unique spin on these existing concepts, whether that be via adding mini-games, new ways to interact with fellow players, or truly competitive elements. With what we have planned regarding unique content from AD LUNAM, it will become clear that simple and compelling are complementary, rather than mutually exclusive concepts in gaming.


We’re looking at a range of gamified mechanics and systems outside of online gaming and aim to bring them into the iGaming space for players to enjoy. In addition, as a brand under the 1X2 Network, a range of AD LUNAM’s games will also be offered as brandable, and even totally bespoke products to support our operator clients’ brand-focused lobby strategies.


How is the game design process different for multiplayer, community-driven games against the house compared to a solitary slot experience? How do create a sense of togetherness through design?


Multiplayer is very different to slots from conception through to delivery, and this is most obvious in the contrast in visual design in these product verticals. For instance, take any of Iron


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