Nick Robinson, Director of Big Time Gaming, was interviewed by Gaming Intelligence about their new Star Clusters Megaclusters. Most of the conversation is duplicated with another of his interviews. But this time he mentioned other interesting details of their work. In particular, the fact that they are considered lazy due to the fact that they often use the same card symbols. Nick also said that he personally creates music for all BTG slots. Below is a translation of part of the interview.
Why gems?
Many of our games feature gems, including Extra Chilli, Millionaire, King Maker, Dragon Born and Bonanza. And this is the first time since the launch of Dragon Born that the 9-A card symbols have not been used. It's funny how a lot of people who reviewed our games when they were looking at the graphics or listing the pros and cons said: "ooo.. they're lazy so they just use the same card symbols"< /strong>. But in fact, each of our card symbols in each game is a unique design.
In Donuts they are a carbonated drink, in King Maker they are stained glass, in Extra Chilli they are gold borrowed from the Bonanza mine, etc. We were not able to use the collection of card symbols in Star Clusters, not only because of the size, but because of the amount of symbols required. However, we still kept our purple symbols as the most expensive ones.
Tell us about the music. What inspired you? How important do you think music is in slots/cluster games? Is her influence underestimated?
As you know, I am involved in the development of all the sounds and music in our games, love it and hate it! I think it's incredibly important to get the right attitude; if you make a mistake, then everything, even flawless mathematics, will fall apart.
I don't stick to any formula, I usually start working on the sound when the initial beta is ready, obviously with licenses like Danger I can get music cues, but basically it's always a blank canvas with scattered BTG factory sounds like our famous chime and our 8-bit big win celebration sound that no one wants to hear but is always happy to hear!
In Star Clusters, I used a Moog synthesizer, and this is by design, because turning any knob you get into a whole new spectrum of sound, but it had to be curbed in the beginning, since the synthesizer is complex. I am very pleased with how it turned out, the music in this case is really the key to the development of the game.
Source: https://www.gamingintelligence.com/insight/big-time-gaming-ceo-nik-robinson-reveals-all/