Te main lesson is that a well-loved and established character like Kong can be agile. You can take the character and the franchise in different directions without shoehorning him into a single look. We've styled him for Christmas with a hat and snow on the reels, or for Halloween with bats and pumpkins. Tis flexibility allows for experimentation with different themes.
of our own Kong games, symbols can add to a trail at the top of the screen, progressing the player through milestones and unlocking new bonus features. Tis is how progress is narrated from a player's perspective.
Tese animations and transitions must be quick. Slot players don't want to wait; this isn't a single-player, narrative-driven game on a home console. Te indications of a win must be fast, showing the win amount and moving it to the pot or along the trail. However, this quick process still needs to be dynamic and satisfying.
It's not enough to just add a number to a pot; a win animation should make a fruit explode, show a large win amount, and have a corresponding sound effect. Tis short, precise process makes winning engaging rather than underwhelming.
In transforming a slot-game narrative into a visual style, what balance do you strike between decorative flair and clarity of gameplay UX?
Stylistically, everything must fit the same theme. You can't have a Beavis and Butthead style character in a ted game, as the two styles are very different. Te initial theme dictates the decorative flair. For a classic 3x3 fruit slot, there's less flair, while a game like Rise of Atlantis Legacy demands more. Each game's theme will have a specific colour and style palette. Hyper realistic graphics would not work in a traditional cartoon setting. Te game's theme, character, and inspiration naturally dictate these stylistic choices.
Balancing flair with UX clarity means avoiding a cluttered screen. Te player must easily find the spin button and other important elements. Tis balance is ironed out during the development process and testing. Form follows function. Te mechanics of the game dictate the design. For example, a
Megaways game with a top reel section will have a different design than a three-reel game. A Megaways counter is a separate element that needs to be displayed and styled. Te placement of features, like a power play button or a bonus buy section, can also dictate where characters or other elements can appear on the screen.
Can you share a prominent example of a game where character design and art elevated the storytelling?
Our Kong franchise is a great example. In one version, Kong was dressed up as an adventurer-style character. Te storytelling was elevated through small visual elements, such as Kong swinging in on a rope, being chased by a boulder, or peeking over a temple floor. Tis showed that you can take an iconic character, who is typically seen with gold chains and a Hawaiian shirt, and adapt his look and environment to match a different game theme.
Te main lesson is that a well-loved and established character like Kong can be agile. You can take the character and the franchise in different directions without shoehorning him into a single look. We've styled him for Christmas with a hat and snow on the reels, or for Halloween with bats and pumpkins. Tis flexibility allows for experimentation with different themes.
How are AI-driven and adaptive visuals helping personalised slot narratives?
We do not currently gravitate towards AI because we have a talented team of artists and mathematicians who have a proven track record of creating hit games. We are proud of our human talent. While we are monitoring advances in AI and where it may benefit our business efficiency or help us produce better games, we don't believe it's at that level yet.
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