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Interview with Print Studios: Slot Features, Mechanics & Innovation

Print Studios has made a name in the slot industry for inventive mechanics, striking visuals and a distinctive style of play. Royal Potato and Holy Hand Grenade showcase the studio’s unconventional catalogue and its aim to create games that stand apart from familiar releases.

Interview with Print Studios: Slot Features, Mechanics & Innovation

In this interview, Filip Wargéus, Chief Commercial Officer at Print Studios, discusses the thinking and processes behind the studio’s games, what informs its creative direction and why it has chosen a distinctive path in the industry.

Q. What was the original idea behind Print Studios, and how has that vision changed since the beginning?

From the beginning, we wanted to create a studio focused on care and quality, with room to make games we could stand behind. We set out to move away from a production-line model and give every release its own identity. That founding vision remains, but our approach has developed: we plan more carefully, have built experience and can scale our work further. Our ambition to make strong games without compromise continues to guide us.

Q. How do new game ideas usually start at Print, from data, from team creativity, or somewhere unexpected?Ideas can come from a few places.

Market and player data can reveal a popular mechanic or an opportunity to try something new. More often, though, an idea comes from someone on the team: perhaps an image, an unusual way to play or a theme worth exploring. We make room for those unexpected starting points.

Q. Your About Us page says a game is only as strong as its weakest element. How do you ensure that all the pieces — art, math, mechanics and sound — fit together?

Working closely as a team and following a shared process helps bring all the elements together. We combine mathematical design and visual development from the start instead of treating one as an afterthought. Each element should support the central game idea: if the mechanics create intensity, the artwork and sound should reinforce that mood. We revisit the work often and speak openly when something needs to change.

You don’t make branded, seasonal, or trend-chasing slots. Is that a creative decision, or part of a bigger plan?

It’s both a creative choice and a business decision. We want to make original games with lasting appeal, rather than titles built around a brief burst of attention. Developing our own intellectual property is a long-term investment, while a trend can fade within six months. To us, both considerations lead in the same direction.

Q. Who is your target audience - are you building games mainly for experienced slot players, or trying to reach a wider crowd?

We primarily design for experienced slot players: people who understand volatility and want more depth in the gameplay. At the same time, we want newcomers who are curious to be able to follow along. The challenge is to give experienced players different layers to explore while keeping the game clear for those just getting started.

Q. Do you design with certain markets or regions in mind, or do you aim to build something that works everywhere?

We pay attention to regional preferences. Tastes in mathematical models, themes and interface design can vary between places. Still, we aim to create games with broad appeal, built around engaging mechanics, confident art direction and a clear player experience.

Q. If you had to pick the top 3 games that represent the “Print Studios identity” best, which would you choose, and why?

  • Royal Potato – Its offbeat premise is part of what makes it appealing. The combination of comedy and high-volatility gameplay captures much of our character.
  • Out of the Ice – This game showcases our visual direction and world-building, as well as gameplay that unfolds in layers.
  • Holy Hand Grenade – It combines bold artwork, mathematical design and a balance between chaos and control. It feels like a defining statement from our studio.

Q. Your games mix serious, intense design with fun and humor. How do you find the right tone for each one?

We begin with the core mechanic and consider the mood it creates during play. That helps us decide whether a game calls for tension and atmosphere or something more playful and absurd. Humor should feel natural rather than forced, and we aim to pair a commitment to craft with the ability not to take ourselves too seriously.

Q. Has there been a project or feature that didn’t work out the way you expected, and what did you learn from it?

Yes. One early feature looked promising on paper but became too complicated once we put it into the game. It taught us to pay closer attention to pacing. Even a clever idea needs to be enjoyable in practice, so we now give that question more consideration when building prototypes and testing features.

Q. If there’s one thing you’d change about the slot industry right now, what would it be?

I’d like to see more original ideas. When studios lean on familiar formulas or focus on short-term results, distinctive concepts can get overlooked. Taking creative risks and building a recognizable identity could make more space for fresh work.

Q. What can players expect from Print Studios in the near future - any exciting plans or upcoming games you can share?

The studio outlined several games in development, including mechanics it had not tried before and themes that would take its work in new directions. Without sharing specific details, it said its focus was on lively gameplay, distinctive art and experiences with a character of their own.

Evan Carrington brings more than 12 years of experience in the iGaming industry, specializing in online casino reviews, slot game analysis, and player safety assessments. Their expertise includes casino licensing, RTP, volatility, bonus terms, and withdrawal policies. Combining hands-on reviews with independent research, Evan provides clear, evidence-based coverage to help players understand gambling platforms, their features, and possible risks.

Evan Carrington
Published by Evan Carrington

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