Can Smaller Studios Still Break Through? Bullshark Games
With so many games competing for the same lobby space, how important is it for Bullshark to develop a recognisable identity across its portfolio rather than treating every release as a standalone product? Very important. One of the questions I think studios should ask themselves is: if you removed the provider logo, would a player have any idea who made the game? Tat does not mean every Bullshark game should look the same. We actually want the op-
For a studio our size, the right distribution
partnership is extremely
important. Working through Hacksaw’s OpenRGS has allowed us to focus much more of our time and
resources on the product while benefiting from infrastructure and
distribution that would be
difficult for a small studio to build alone.
posite visually and thematically. Each release should have its own world and its own reason to exist.
Te consistency should be in the experience
underneath it. We tend to like visible progression, momentum, high volatility and moments where the potential feels like it is building. If players eventually recognise that feeling before they see our logo, that is much more meaningful to us than repeating the same visual style across twenty games.
What actually creates that identity? Is it visual 140
style, mechanics, mathematics, player experi- ence or a more consistent design philosophy running through the games? For us it is mostly the design philosophy and the player experience. Visuals matter enormously, but we do not want every game to share a house template just so it is recognisable. Te mathematics and mechanics are where a lot of the identity comes through. We like games where the player can see momentum developing: a multiplier growing, a collection progressing, a feature becoming stronger, or something on the grid evolving. Tat creates a particular rhythm. Tere is vola-
tility, but there is also a sense that you are chasing something rather than simply waiting for a random large outcome. Tat feeling is probably closer to Bullshark's identity than any individual art style or mechanic.
How significant are distribution and platform partnerships in determining whether an in- dependent studio gets discovered? Can a strong game still struggle simply because it doesn't have the same distribution reach or visibility as content from an established supplier? Absolutely. You can make a great game, but if players cannot find it, the quality does not matter very much. For a studio our size, the right distribution part-
nership is extremely important. Working through Hacksaw’s OpenRGS has allowed us to focus much more of our time and resources on the product while benefiting from infrastructure and distribution that would be difficult for a small studio to build alone. But distribution is only the first step. Being
technically available at an operator and actually being visible to players are completely different things. A strong game can definitely struggle if it is buried in a lobby behind hundreds or thousands of other titles.
Once you've secured distribution, how do you overcome the next challenge of persuading operators to give an unfamiliar studio mean- ingful exposure rather than simply making its games available? I think this is where consistency starts to matter more than the pitch. Every studio can walk into a meeting and say it has strong mechanics, high retention and player-first design. Operators hear those claims constantly. Trust comes from what happens after the meet-
A player who consistently enjoys a certain type of volatility, progression or
mechanic could be shown a Bullshark game because it
matches their behaviour, not because we bought the most
prominent lobby position. Tat could make discovery much more merit-based. Te
important word is 'could', though. It depends entirely on how those recommendation systems are designed.
ing. Do the games perform? Do they continue to perform after the launch period? Does the studio consistently deliver what it said it would? For a new studio, one strong release can get
attention, but repeated performance gives operators a reason to take the next release more seriously. Over time, you want the conversation to move from asking for a chance to operators already knowing that your next game is worth looking at.
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