Pulse
Meet the Developer GAMING CORPS.
skilled workers and has solid regulations. Being there helps us connect with industry leaders on a day-to-day basis, form good partnerships and tap into a wealth of expertise.
Is it significant to have a physical on the ground presence in 2023?
Whilst working remotely has its clear advantages, having a physical base is also important, especially in Europe. In Malta we can easily meet customers for a quick breakfast meeting or whatever it may be. Malta has a well- established system within the iGaming sector so it's easy for us to be here. Since we're active in many parts of Europe, being based here is smart. It's a central place that helps us work in many countries and serve different types of customers.
Gaming Corps has deals in place with multiple aggregators. What do you look for in these partnerships?
When we choose aggregator partners, we want to make sure it's a good match. We look for partners who can quickly add our games, have strong technology, and good account managers that can help us on a day-to-day basis. Ultimately, the goal is to work together to both succeed and make our games available to as many players as possible.
Do you find working directly with operator partners or a middleman aggregator is more commercially beneficial?
Te choice between working between the two, whether it's directly with the operator or via an aggregator varies case by case basis. We highly value all our partners and our aim is to ensure that the deals complement each other and expand our reach effectively.
Some customers prefer the direct approach, while others do prefer going via an aggregator. What's crucial is that we consider the options, collaborate seamlessly together, and then partner and deliver the best experience to our players.
What does Gaming Corps’ portfolio bring to the table that's different from other content providers?
Something a lot of people don't know about us is that we bring a unique proposition to the table. We were initially a gaming company before we switched gears to focus on iGaming. We hired a world-class team of experts who can create games very quickly and efficiently. We have a very lean structure which enables us to swiftly create tailor-made, or branded, games. We can do this within a day or two, a week at most.
No one in the industry can do that, so that sets us apart from the rest. We're known for creating new content, unique game types such as plinko - we were the first to bring this game type into the regulated markets - and we also have a very exciting slots portfolio.
Even though we're still growing, we have partnered with significant industry player which is a testament to our success.
We're dedicated to creating these partnerships and benefiting everyone involved. We need to ensure we're constantly coming up with fresh ideas and expanding our reach across the world.
How can this content suite be improved and how aligned are the company's commercial and content roadmaps?
As a small company that is what's great. We get to be involved in the very early stages and make a difference every day. We are working constantly to making sure that our games get better and with a strong, scalable technology we can act very fast.
Our games are already gaining momentum, which is obviously great, but we are far from satisfied. We aim to always have products and innovations, help our partners' business, and keep their players entertained and interested. To do this we need to bring fresh ideas to the table and try things out.
Sometimes that comes with failures, but it doesn't matter so long as we learn from it. We regularly speak to our customers and learn from their feedback to ultimately improve.
Tis commitment to innovation and improvement will help us deliver a valuable experience to both our partners and players.
Something a lot of people don't know about us is that we bring a unique proposition to the table. We were initially a gaming company before we switched gears to focus on iGaming. We
hired a world-class team of experts who can create games very quickly and efficiently. We have a very lean structure which enables us to swiftly create tailor-made, or branded, games. We can do this within a day or two, a week at most.
P96 WIRE / PULSE / INSIGHT / REPORTS
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56 |
Page 57 |
Page 58 |
Page 59 |
Page 60 |
Page 61 |
Page 62 |
Page 63 |
Page 64 |
Page 65 |
Page 66 |
Page 67 |
Page 68 |
Page 69 |
Page 70 |
Page 71 |
Page 72 |
Page 73 |
Page 74 |
Page 75 |
Page 76 |
Page 77 |
Page 78 |
Page 79 |
Page 80 |
Page 81 |
Page 82 |
Page 83 |
Page 84 |
Page 85 |
Page 86 |
Page 87 |
Page 88 |
Page 89 |
Page 90 |
Page 91 |
Page 92 |
Page 93 |
Page 94 |
Page 95 |
Page 96 |
Page 97 |
Page 98 |
Page 99 |
Page 100 |
Page 101 |
Page 102 |
Page 103 |
Page 104 |
Page 105 |
Page 106 |
Page 107 |
Page 108 |
Page 109 |
Page 110 |
Page 111 |
Page 112 |
Page 113 |
Page 114 |
Page 115 |
Page 116 |
Page 117 |
Page 118 |
Page 119 |
Page 120 |
Page 121 |
Page 122 |
Page 123 |
Page 124 |
Page 125 |
Page 126 |
Page 127 |
Page 128 |
Page 129 |
Page 130 |
Page 131 |
Page 132 |
Page 133 |
Page 134