European Gaming Q&A with Thomas Wendt, co-founder and director of Apparat Gaming – European Gaming Industry News

Reading time: 4 minutes

What types of games does the Turbo Games portfolio include? Why this one, not another?

Turbogames are the so-called “PROVABLY FAIR” games. This type of game is based on technology that allows the player to ensure that the results are genuine and honest. In other words, it’s simple math in the “wrapper” of an entertaining game.

That’s what I like – playing such games gives a player a chance to hit pure luck. “Environmentally friendly chance” – I would say yes. At Turbo Games, we have created several games based on very popular and familiar mechanics – like Mines, Crash, Limbo and so on. At the same time, our portfolio offers games for every taste – and this is the uniqueness of our selection of games.

With so many games available, what sets Turbo Games apart from the rest of the iGaming content providers?

As a designer, I would say that we are different because we have a particular visual character.

We are bold, brilliant, we are like a cool breeze. We are assertive and even a bit aggressive. But that’s our point. We are not afraid of being misunderstood, because our players think of people who want to be on the wave and who are open to new things. And, I’ll tell you a secret – luck loves such people.

What are the main guidelines you follow when designing a new game? Do real events influence your choice of elements or your general idea of ​​the game?

In the design process, we try to follow certain algorithms and not go beyond the given UI/UX design, because we have gained a good audience on our early games, and we try not to change the UX from game to game. It needs to be “comfortable” in each of our games, so our players can quickly pick up on familiar features.

At the same time, we are trying to use more and more new ideas and to embody them graphically.

Here, we work as a team. We generate ideas, discuss, research references and develop a “plot”. It’s good. We have a great team – and everyone from project managers to programmers and testers are super creative people. Hence, we get such cool games.

Sometimes ideas are just in the air, sometimes we get inspired by something…it’s always a creative process.

How do you manage to create exciting games for players? Where are you inspired by?

I have a whole collection of completely different images on Pinterest – not at all united by a common idea, at first glance. But, it’s my “trunk” with ideas for Turbo Games.

I like to start with the story. For example, when we imagined our “Hamsta” game – at first it was a hamster running around a wooden cabinet with supplies and stealing jam… in the end, this idea came together. transformed into a radioactive cyber-hamster who digs holes in a post-apocalypse and collects various objects.

Can you tell us a bit more about the current trends? What makes a game successful today?

I think it’s really important to keep up to date with new trends in design, or marketing, or… just to keep up with the news, after all.

Games are a very emotional thing, so to do something that will elicit a response from the user, it has to match their thoughts today. It’s not easy to follow. But we are doing our best.

At the same time, many factors must be taken into account – to make the design not only beautiful for today, but so that it does not quickly become obsolete. At the same time, the demands of the public must be met.

Moreover, trends scan the global geopolitical landscape and remind people what is happening in the world through different channels. As Ukrainians, we have fulfilled the duty to create military games like Bayraktar & Javelin and use them as instruments to convey the current Ukrainian reality of an unprecedented cruel war to our global audience. Thus, with the help of the product Turbo Games makes its contribution to support our motherland in 2 ways:

  1. forming conscious understanding of the true picture of the Russian invasion in Ukraine;
  2. drawing the attention of the global community that everyone should be involved to stop this madness.

On such a wave, we created the Bayraktar game inspired by one of the drones that the Ukrainian military forces use on the battlefields. After that, our rating skyrocketed!

Therefore, to be successful, it is necessary to be present and to set trends close to the feelings and wishes of your users at the moment.

Which Turbo game do you consider to be the most successful from a designer’s perspective? Why?

I really like Mines. We decided to make them in the neomorphism style – that’s why the game looks very modern, “tactile” and as clear as possible. A player wants to play it because the effect of “soft buttons” and pleasant clicks is created. In fact, our Mines are practically an anti-stress game.

I also like Neko. There is a very cute cat and a very “delicious” environment.

How long does it take to draw 1 instant game? Do you do it alone?

For over a year, I had been drawing the game alone. Now we have 2 designers in our team. As we have an age gap, it helps us to cover the tendencies and preferences of different generations. Additionally, the foundation of any game’s development is the collective expertise of the entire team.

As for development – ​​well, all games are born in different ways, from one month to three. Depends on workload.

Finally, what can we expect in the future with TurboGames?

We have big plans. But you can be sure that they will be very well implemented and it will be a pleasure to play them!

Comments are closed.