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Pulse


INDIE STUDIOS LIGHT & WONDER, 1X2, INSPIRED DESIGN WORKS GAMING


Light & Wonder’s Partnership Director, Steve Mayes, is joined by game studio representatives Troy Zurawski,


founder and CEO of Design Works Gaming, Rory Kimber, Account Management & Marketing Director at 1×2, and


Claire Osborne, VP Interactive at Inspired, to look at what support is needed by independent studios to help with their aims of making a large-scale mark on the industry.


Independent Studios: conditions for success


Why should platform providers support independent games studios?


Steve Mayes: Te main reason we put a lot of effort into supporting studios is to drive innovation. Tere are hundreds of studios in the market, but there are not many that are producing the sort of stand-out content that carves out a niche for themselves.


As we see it at Light & Wonder, those innovative studios can provide plentiful opportunities for operators. Tis can range from local, market-specific content to studios producing particular types of games that bigger studios do not tend to cover.


As we are active in so many markets worldwide, it is vital that the scope of content we can offer is both as broad and as market specific as possible, taking in every potential player preference.


Troy Zurawski: Supporting independent game studios is a clear win for the platform. How else can the platform maximise market share or revenue if they do not optimise the performance and relationship with the studio?


In my opinion, ‘aggregation’ is not a word synonymous with success. I much prefer ‘partner’, which defines the winning relationship between Light & Wonder and DWG.


Rory Kimber: I think the ‘why’ is an easier question to answer. Diversity within a product offering is key to success and nobody has the resource to do it all. Independent game studios are also more likely to come up with innovative games or mechanics, I believe.


Te larger suppliers with platforms included have bigger infrastructures and risk taking has to be more calculated. In my experience their game development process is often longer, which means hot trends can pass them by a little.


As for how they should support them, I think direct contact with the operator at every opportunity is very important but also using their own network of account managers and commercial staff to draw attention to appropriate content, great new games and pushing the most appropriate games to the operators, whether they’re first or third-party, is the key.


P84 WIRE / PULSE / INSIGHT / REPORTS Platforms and


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