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DESIGN WORKS GAMING


Andy Harris


Troy Zurawski


CIO: What’s the process for game development? Is it on social for a set amount of time to see how it plays, who plays? TZ: As a supplier and an operator we are in a privileged position to be casino and player-focused at the same time. The data we gather on a daily basis allows us to produce content that we know is favoured by the end user. We take all the information at our fingertips to make informed choices and produce better quality products. AH: We have a clearly defined process around how our games are released into our social environment. That allows us to make very clear and like-for-like comparisons to understand the relative merits of each of the games we launch. TZ: The games are introduced into the social environment in exactly the same way, tested against each other for very specific performance metrics in many different ways, over many weeks. This means we can get accurate data against each title. AH: Nobody can guarantee that everything they produce is going to be a hit. But at DWG we have a plethora of data giving us a clear understanding of which content has the strongest likelihood of hitting, de-risking operator commitment. This social data and analysis coupled with our land-based results give our real-money catalogue a serious edge. We have this great test bed for moving content into the real-money space which is validated by its existing success elsewhere.


CIO: How have you found players and how did you get them to your social environs? Does your demographic influence the product when you are conceptualising games? TZ: We acquire our social players through both traditional channels as well as custom methods we have honed over the years. It is no secret that the demographic overlap between social, land and RMG is very strong. Our Casino Core RGS platform was designed to be modular and extremely efficient in


delivering the same content while acknowledging the nuances inherent in the three verticals. As a result, we have a game pipeline that is wider than any of our competitors.


CIO: Where is the UK office based? Is the UK arm of Design Works Gaming just coming about because you want to work in the UK? AH: The offices are just north of London, in St Albans. We will be responsible for the real-money gaming and be solely focussed on developing that part of DWG’s offering. Our team has a lot of experience in dealing with the UK market and good contacts. If we can prove ourselves in this RMG market, we will be well-placed to do the same elsewhere.


CIO: What are the next steps, how do you begin? AH: Essentially what we are doing is tailoring our best performing content to make sure it’s right for real-money gaming. There are no drastic differences between that and social casino, but we want to get it spot on. Our remote games server is ready to go, and we are beginning to work on a number of integrations. We will work with our clients either via a direct integration or through aggregators – the route we take will be assessed on a case-by-case basis.


We can take the best content from land-based and social and tweak it for online RMG


CIO JUNE 2019 63


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