Apparat Gaming Sites: “Germany Is One of Europe’s Most Important Markets and This is Where We Thrive”

in #german2 years ago

Alina is a co-founder and the Executive Director of Apparat Gaming. As the former Head of Transition at the country's third-largest slot machine manufacturer, she is one of the top talents in Germany's fiercely competitive gambling business. Alina is a doer with a knack for strategy. Her positivity is contagious, and she has unwavering faith in the success of Apparat Gaming. She currently spearheads Apparat Gaming's audacious aspirations to become one of the leading slot content providers not just for the German casino market, but globally.

You are a brand-new developer on the iGaming industry, but this has not prevented you from creating unique, engaging, and aesthetically stunning slot games.

How difficult is it to enter the market as a new provider of games?

The industry is quite competitive. It seems as if a new book is published every five minutes. Therefore, it is difficult to obtain awareness among this influx of new games. If we were really 'new,' we would have a problem. But we are the industry veterans that many others claim to be in their self-descriptions. This indicates that we know what to do and who to contact.

We are aware that you are negotiating a number of collaborations with notable live casino and gaming businesses.

How have you attracted the interest of some of the larger corporations in your industry?

First, it's important to consider our origins. I believe that our expertise as proven land-based champions in the German brick-and-mortar market makes us appealing to operators. German players are still somewhat conventional, therefore we adapted into the digital arena the game principles and mechanics we knew would resonate with our core audience. We gave them a contemporary glaze by blending elements to create new formulations, keeping in mind the preferences of German players.

The second justification relates to the market itself. Germany is one of the most significant marketplaces in Europe, despite the fact that a number of operators have withdrew from the market in protest of last year's rules. This is our home market, and we manufacture for it. The more challenging a market gets, the more you must be able to adapt to its specifics if you want to stay competitive.

Therefore, it is a mix of our many years of expertise, our market knowledge, and, of course, our portfolio of games. Despite the hurdles, well-known partners like Relax want to expand in Germany, thus they want to collaborate with us.

What does your roadmap look like? Do you have a predetermined release date, or do you work on the game until it is complete?

Even though we just emerged from "stealth mode" and debuted formally a few weeks ago, we have been developing our idea for over two years. Our MGA application was filed in January and approved in November of the previous year. Simultaneously, we have designed, tested, and approved our games and technologies. Currently, three of our games are ready for release, and we can guarantee their delivery dates with the characteristic German dependability.

On the other hand, you are correct. A game ends when it is excellent, not when the timetable dictates. We are now working with our teams on eleven games simultaneously, and we realistically buffer the real-world dates. This indicates that we are still equipped to accommodate delays or even switch two games if required. You may continue to count on our release dates.

Can you elaborate on your design procedure and how you decide to create a new title? What factors do you consider essential when evaluating which method makes the most sense?

As previously indicated, some aspects have existed in the past, but not always effectively. On the one hand, we depend on our knowledge to determine what players like and what is successful on the market. And we strive to make the best even better. However, sometimes a good idea is not as effective as we had anticipated. Based on tried-and-true game principles, features, and mathematics, we are thus continually improving and expanding.

Our unique "The Warlocks Book" game, which will be launched at the end of August, blends the old "book game" with other, well-established gaming elements. Occasionally, a game's excellent performance may be achieved without massive production values. What matters most is if the game is enjoyable to play.

Could you disclose one major upcoming release from Apparat Gaming for this year, or maybe simply tease us about it?

We understand that you must imagine and live your visions, and we do it every day. But we also recognize that in our profession, success is almost never the consequence of a single large factor, but rather the accumulation of many little ones. Consequently, as a tiny business, the consistency with which we are able to produce a new game every month is one of the things we are most proud of, and it also marks a major accomplishment for us. Does this make us dull and German?

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