Originally published: https://www.casinowizard.com/print-studios-interview/
Q. How do you create a new game studio and start to compete with the giants in the industry like Pragmatic Play, Play’n GO, Games Global, and others?
Honestly, it’s all about focus. We knew we couldn’t match the giants in volume right out of the gate. Instead, we focused on making games that felt different, fresh, and genuinely fun to play. If a player sees a Print Studios game and immediately senses that it’s something unique, we’ve done our job. That kind of impact builds trust over time, with both players and operators.
Q. Have you drawn any inspiration from other slot developers who have made it big in a relatively short time, like Hacksaw Gaming and Nolimit City? What do you think they have done well to achieve their enormous success?
Both Hacksaw and Nolimit have done amazing things — in very different ways. Nolimit really carved out a bold identity with their themes and mechanics. Hacksaw nailed that clean, graphical identity that made their games pop. What they’ve both done well is commit to a strong characteristic and stick with it. That’s something we’ve taken to heart too, finding our own voice and building around it.
Q. We were instantly impressed with the quality of your early slots, such as Royal Potato and Pine of Plinko. What was the thought process behind games like these, and did they perform as you were hoping for?
Thanks! Royal Potato was one of those “let’s have fun with this” ideas — quirky, a little weird, but backed by solid gameplay. Pine of Plinko was our attempt to take something classic like Plinko and give it a modern, polished twist. Both games were really important for us — they helped define what Print Studios is all about. And yeah, they performed really well, especially in terms of player engagement.
Q. As a new game studio, how do you convince online casinos to promote your games from the start? Is it more about commercial terms and performance?
It’s a bit of everything, but the product must speak for itself. If your game looks great, plays well, and feels different — operators will take notice. Of course, performance data helps build that relationship, and good commercial terms as well. But early on, what really helps is having a standout game that people want to talk about. It’s a team effort!
Q. You have tried the jackpot route with Pine of Plinko and the Dream Drop jackpot. Will Print Studios explore this again?
Yeah, jackpots are something we’re definitely interested in continuing. With Pine of Plinko: Dream Drop we saw that we could blend our style with a popular jackpot mechanic. We’re now exploring further titles under the umbrella of Dream drop.
Q. You have so many quality slots in your game portfolio, and you have often stepped away from the mainstream themes and tried other paths, like with Darkness and Tarasque, which are two excellent games. Can you share how these ideas came to life and how these games have performed after their release?
We love exploring unusual themes. With Darkness, we wanted to create a slot that felt more like a roguelike game — dark, moody, and full of surprises. Tarasque was inspired by old European myths and legends, and we just thought it’d be fun to bring something like that into the slot world. Both games found their audience with a very loyal crowd and that’s what is important to us.
Q. Will we see a Darkness 2 in the future (yes, please)?
We’ve talked about it a lot internally and Dreadworks was in a way the follow up for Darkness. We wanted to take it in a different direction and felt it didn’t really fit into the Darkness universe, hence the switch to Dreadworks and that has gone down very well!
Q. Print Studios has also gone for something extremely different with a game like Reapers, which felt like a very brave decision as it’s so unusual compared to the typical online slot. Are you happy with the execution of this game, and how have players reacted to it?
Reapers was definitely one of our boldest ideas and we’re proud of it. It blends slot and arcade vibes in a way you don’t see often. Not everyone got it, and that’s okay — it wasn’t made to be a crowd-pleaser. But the players who did connect with it, they really loved it. It showed us that it’s worth taking risks sometimes.
Q. The Plinko games have also gotten a lot of attention, and Pond of Plinko feels like a perfect Plinko slot. What made you go down the Plinko route, and are you surprised about the interest for these games?
Plinko’s just one of those formats that people instantly get. There’s something satisfying about watching the ball bounce around and land on something big. We felt like most Plinko games were kind of basic, so we thought — what if we gave it a Print Studios spin? More polish, more layers. The interest has been great, and it tells us there’s still a lot you can do with “classic” ideas.
Q. Do you have any personal Print Studios favourites that you would like to suggest for slot enthusiasts, and why do you think players would like these games more than others from more well-known game studios?
Royal Potato is definitely up there — it’s silly in the best way, but also really clever in terms of gameplay. I’d also say Book of Destiny — it’s our version of the classic “book” game, but with a twist that lets you go for high volatility if you want. It’s also the very first game we made so it will always hold that nostalgic feeling for me. What makes our games stand out is that little bit of extra thought and care — in the mechanics, the visuals, the sound — it all adds up.
Q. Can you tell us a bit about what’s in the pipeline for the rest of 2025 and next year? How will you continue to grow Print Studios and compete with the giants of this industry? Is there any secret sauce to eventually beat them?
2025 is looking really exciting for us. We’ve got some new mechanics in the works, and a few games that we think will turn heads again. We’re staying true to what’s worked — quality over quantity, strong identities, and pushing creativity. As for the secret sauce? No shortcuts. Just keep making great games, listen to players, and never be afraid to try something new.
Published:
May 30, 2025