iGaming Business magazine iGB 112 Sept/Oct 2018 | Page 27

Casino & Games “Speed is the most important thing because we are growing like crazy and we need to keep up with all the new business that is coming in” Red Tiger had 15 integrations in progress as we discussed the new system, which shows how much more efficient self-integration is when you consider it took three years to integrate the first 30. “It’s important to bear in mind that we have two different types of users, the operators and the players, and we have to look after both of them,” Hamilton says. The emphasis on getting the infrastructure right before all else appears to have been a lynchpin of the Red Tiger way of doing things from the beginning. It didn’t release a single game for the first nine months it was operational, concentrating instead on creating a framework, or ‘base game’, that all future games would be built on, perfecting the mechanics but also making it easier to adapt and release games at scale. New game features are first built into the base game application, such that all games require a subset of that functional code library. The suppliers’ first game, Dragon’s Luck, went live in 2015 and remains the studio’s most popular release to date. Its first European client was Betfair. At that time Red Tiger had only produced a range of Asian-themed games, so Betfair put them all on an exclusive Macau tab on the site, considerably enhancing their visibility. Today the UK makes up 40% of Red Tiger’s overall revenue, with Scandinavia and other European countries making up the remainder. After a recent refurb, it’s hard to walk round the Sofia hub without forgetting you’re in the poorest country in the EU. From the big red jeep that greets you at the entrance to the state-of-the-art games rooms, kitchens and other amenities, it’s more Silicon Valley than South Eastern Europe. But the emphasis on process and efficiency is palpable. Unusually for a modern business the office is not open plan. There are designated offices for each team, one of which comprises three in-house musicians who write and perform the music and voices for all the games. Apart from the musicians, the office is silent. Curtains are drawn in the developers’ offices to avoid being distracted by the view of Sofia’s surrounding mountains, while the graphic designers, mathematicians and others seem to prefer the daylight. Everyone is hyper-focused on their part of the process. i GamingBusiness | Issue 112 | September/October 2018 25