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Koolbit gears up for it’s a game in one day concept

25 March 2015

Attendees at the Global Interactive Gaming Summit & Expo (GIGSE) 2015 next month in San Francisco, California will be able to discover how an idea can be turned into a flagship game within a matter of hours in a vibrant and creative environment during a tour of Koolbit’s studios.

Koolbit is one of the most prolific and successful mobile and social casino game developers, having created 500 games, 100 math models and six new cross-platform apps over the past 15 months. Koolbit chief executive, Gerard Cunningham is keen to show Global Interactive Gaming Summit & Expo attendees the benefits of nurturing a thriving workplace for creatives and leadership while offering the inside track on exactly how games such as the 1UpCasino app can be created. In much anticipation to demonstrate the potential speed of game development, Koolbit’s team will transform a unique idea from one of the tour’s attendees into a game on the very same day at the company’s Mission Street studios.

Founder of Koolbit, Gerhard Cunningham said: “Invited attendees are urged to bring an idea for a perfect slot game. We will select one of the attendees to provide a theme from which we will create a slot on the day”. Very accommodating he further mentions that should attendees want their own casino app, they should contact Koolbit beforehand to secure the development process.  It surely is a definite motivation as Cunningham has announced that they have launched one new original slot machine every day for more than a year now.

Gerhard Cunningham explains the following: “Creating a game is a difficult process. It requires a great concept, supporting math, exceptional art, exciting animations and engaging music.  However, our engineers focus on enhancing our Universal Game Platform, allowing the artists and mathematicians to focus on letting creativity flow. This makes Koolbit the most prolific mobile and social casino game company in the world today. The secret to that creative environment is focusing on constraints, feedback and schedule,” he added. “Our creatives are used to the idea that a game is like a Haiku, a tiny story that when executed well can pull players in, and make them want to re-engage again and again. So when we start a new game we think about concept and mechanics”.

While the company is right on track in getting the technology right, Cunningham also believes that the studio tour will show how his company has developed a creative environment in the workplace.

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