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Pulse


SIGMA MALTA ENDORPHINA


Endorphina:


encouraging out of the box thinking


With around 100 games launched to date, G3 sits down with Gretta Kochkonyan, Head of Account Management at Endorphina, to discuss how initial concepts are brought to fruition and the company's plans for SiGMA


Europe at the Malta Fairs & Convention Centre on November 16-19.


How do you prepare for concept meetings? What research do you undertake before you discuss potential concepts?


Preparation for these meetings is divided into a few parts: setting the goal of the meeting, what we want to achieve during the discussion, an analyses of the markets, data availability, and much more. Our BA and marketing teams conduct fundamental research of the markets and of players’ behavior.


At the concept stage, who is in the room? Does everybody involved in game design, from the artistic team through to sound design, have an input and what are their roles in the meeting?


Yes, sure, our artistic team and sound design team work in collaboration with our development and marketing team in order to create the best possible player experience. During the brainstorming session, each part brings forth working knowledge and experience in order to create something spectacular.


How is the style and subject of a game determined? Is it a case of working to a particular brief or letting the team's creative juices flow?


We do not limit the creativity of our designers. Instead, we allow and encourage them to think out of the box, and bring a fully entertaining product to the market that will match our players’ demand. Te style and subject are both determined on popular trends, events, and special occasions.


How many concepts progress beyond the P110 WIRE / PULSE / INSIGHT / REPORTS


such as bringing in a new math model or targeting a niche market, present too great a margin of risk?


Gretta Kochkonyan, Head of Account Management, Endorphina


Every game and timeframe in its creation process is different. During the brainstorming session, we discuss all possible thoughts and solutions before deciding how to craft our final product.


drawing board, and how are these whittled down? How much do ideas, that don't make it out of the door, influence the final game?


Tere are no limits for creativity and each game is very special for us. Every game and timeframe in its creation process is different. During the brainstorming session, we discuss all possible thoughts and solutions before deciding how to craft our final product.


What is the balance between new and existing assets? Does going in a totally new direction,


Tere are always the risks and we try to bring the risks down to a minimum. It depends on our assets and we try to listen to the feedback from our players as they are the best advisors. For example, one of our most popular game series is Lucky Streak.


Are there certain genre boxes you need to tick?


Our portfolio is super different and houses about 100 released games. We develop thematic games to create an absolutely immersive player experience for everyone.


In October, Endorphina attended SBC Summit CIS at the Parkovy Kyiv International Convention Center. What do you identify as the key elements for a game to be successful in the CIS region?


Te SBC Summit CIS showed us great results from my point of view. Te international company organised the conference with a huge amount of speakers and interesting topics that were discussed on the panel. It is a successful step.


This month, you will be attending SiGMA Europe. What will you be showcasing at the event?


Yes, we plan to go there and meet our colleagues from the industry. As for what we will be showcasing at the event, you will soon see it for sure, let it be a surprise for everyone!


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