the marketing, game design, artists, and legal teams need to work together on a daily basis to ensure things come together as we expect.
How has the pandemic impacted the allocation of resources and scale of investment into SG Digital?
It has had a big impact across our business as it has the wider industry. We approached the pandemic pragmatically as we continue to see the knock-on effects of remote working and the operational challenges that brings. With such a diverse range of content and the scale of the business, we played to our strengths and leaned on areas of the business that have flourished during the pandemic.
Te gaming side in the US pretty much totally shutdown and measures were put in place to protect us as a business and we saw exponential growth in digital. Te figures for March and April were very impressive as there have been many players, particularly in the US, unable to go to casinos and discovering online
gaming. Te upshot and long-term effect of this is still to be known. To summarise, different areas of the business were struggling, and other areas stepped up to push us over the line.
SG Digital is a massive operation yet Scientific Games is perceived by many as a predominantly land-based company. Is this perception changing?
I would go along with that. If you speak to the average player in the UK and Europe, they will largely see both sides. Tey know that SG Digital is a big gaming division in the UK with land-based operations in the US.
Te size of the digital business is growing rapidly year on year and therefore the noise and reputation stands on its own two feet as a digital-first supplier in our own right. As we see more states open up in the US and Canada, the digital brand of SG will continue to grow as seen recently in New Jersey and BCLC which has helped propel ourselves up to and alongside the work we are doing on the gaming front.
How are the platforms and design processes used in the creation of online and land-based games different? Do designers work across both land-based and online titles?
Creating games from scratch is different to porting games from land-based so the digital roadmap for us is divided into two streams of content: strong performers on the land-based market we would like to bring online and 'digital-first' content - concepts which come from within and are tailored for the digital market. Bringing a land-based game online is not as simple as taking all the assets online. It does not work like that - the digital space is vastly different from land-based. Tere is a lot of work that goes into making games digital- ready. Even though it might be the same game to look at and share the same name, they are totally different in the back end.
Looking at talent working across both, not as such. Historically, it is something we did more than we do today although there is still some cross-pollination with our omnichannel in the
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