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Pulse


MEET THE DEVELOPERS GREEN JADE GAMES


pioneering Arcade by using the patents and all the systems that we have in place, I would say that the Arcade titles are much closer to video game development.


We're treating the entire development cycle as we would treat it in a game studio. Te development is about deciding if you're going to have a character - how many characters? if you're going to have levels - which levels? What mechanics and skills your character will use - things like that. So it's very different to slot development.


How closely do mathematicians and game designers collaborate? Does this vary at different stages of a game's development?


Every day we collaborate on the concept. We try to collaborate in terms of prototyping a very rough idea of the game, but it's either 'pen and paper graphics' or very rough graphics that at least gives us a sense of if it's balanced enough. We'll know from that if it's something we would like to pursue or not.


We try to collaborate when the whole system is in process as the back-end and the front-end start becoming something more visually pleasing. We can check that the experience can be expressed through all the mechanics we have designed in the client. So, I would say pretty much during the entire development of the game, we have a solid 60 per cent collaboration with the mathematicians; it's a very important part of the development, and the mathematician and the game designer are two very important people to have working together to create a good game.


What role does Green Jade's patented Skill Balance Pot play in the creation process?


It plays an extremely important role because it's the way that we differentiate ourselves from all the competition. It's the way that we treat the pool of players fairly so that they can merge their skills with entertainment and gambling. Te skill balance pot helps us a lot.


How do you form the perfect blend of RTP and entertainment?


Again, it's one of those questions that doesn't have a golden answer - it's a bit of a 'trap' question. If we do find the perfect balance someone is going to lose in compliance; it's not


P104 WIRE / PULSE / INSIGHT / REPORTS


I'm a big fan of great visuals, and by 'great visuals' I don't just mean good graphics or nicely designed characters, I mean that it is a game full of


"game juice" - which is a term we use a lot in game design, describing when you feel that everything is there for the right reason and that everything plays correctly to your needs.


something that I can reply with a simple A, B or C.


What element of design - graphics, art, maths - do you get the most satisfaction from?


I certainly get ultimate satisfaction from the merging of the gambling experience - which is coming from the math - with great visuals. I'm a big fan of great visuals, and by 'great visuals' I don't just mean good graphics or nicely designed characters, I mean that it is a game full of "game juice" - which is a term we use a lot in game design, describing when you feel that everything is there for the right reason and that everything plays correctly to your needs.


It's a mixture of seeing the correct things to grab your attention, but at the same time sitting and enjoying the game because - having got your attention - we then retain it by giving you a good


The single gesture that nine out of 10 hyper casuals feature is something that we are really exploring. In our case, we also look at the retention of the game: “Why should you come back to this game?” and how can we keep you more


entertained for the time that you are here. Hyper-casual is a very good genre that gives us a lot of food for thought.


experience through the math and the mechanics.


Which is most important?


Long-term (and as the markets are right now for slots), we have seen examples where the most important thing is math. But then we've seen examples where the most important thing is art... and we've seen plenty of examples where both of them are important.


What inspiration, if any, do you take from hyper-casual social games?


For Arcade, there are plenty of examples that we've seen and researched, and a lot of different approaches into the game design of hyper- casual, because we believe in not wasting the time of the player and understanding their needs. In hyper-casual, the good thing is that we can quickly find out if we like that game or not and if we like a mechanic.


Te single gesture that nine out of 10 hyper casuals feature is something that we are really exploring. In our case, we also look at the retention of the game: “Why should you come back to this game?” and how can we keep you more entertained for the time that you are here. Hyper-casual is a very good genre that gives us a lot of food for thought.


Mark Taffler, Green Jade's CCO, previously told G3: "our slots and amazing KO slots are stronger revenue generators and form part of our long-term strategy to... slowly build a knowledge about the power of our arcade skill games." From a design perspective, how do you implement arcade skill elements into your slot games to guide players on this journey?


Let's take the KO slots and the mechanics of the KOs... Te foundation of that is built around having you interact with the game beyond just looking at the slot. So this is just a little 'mind tickle' that we're trying to bring to the market. What we're aiming for is to build upon that and teach players to not only like but really enjoy the different styles of Arcade.


Te premise of the KO was introduced because we believe in meaningful interaction with the game beyond just hitting an auto-play. It's like 'sneaking' skill elements into the slots so that people will start getting used to that as a part of their gaming experience.


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