Terence Igesund gives interview with regards to Immortal Romance
Interview with Terence Igesund interviewed Stormcraft Executive Producer Studios, that used to work for Microgaming is behind the creation of many of them old mega hits. In conversation Terence Igesund shared an interesting story about how he came up with the idea to create Immortal Romance, one of the most recognizable slot machines.
Welcome Terence, glad you gave us the opportunity to ask you at the expense of some topics. First of all, don't could you please introduce yourself to our Stormcraft Studios readers?
Hello, thanks for the opportunity! I am Terence Igesund, executive producer of Stormcraft studios. We are a relatively new creation studio games, but most of our team decades of experience in online gaming, and I was in industry from the very beginning. Can you believe in that I developed the first online slot back in 1996? Wow, this makes me feel so old! Over the past 24 years, I have produced quite a lot of slot games, about some of them you, you may have heard... Avalon, Thunderstruck, Immortal Romance, Mega Moolah. Me too had the honour of working with the incredible licensed brands like Tomb Raider, Terminator 2, Jurassic Park and Game of Thrones, and this is just a part of them. Some of these slots won the Digital Product of the Year award.
Stormcraft Studios was founded in 2016 in as the exclusive slot provider content for Microgaming, and we exhibited our games at their booth at ICE at over the past two years. Studio located in Durban on the east coast South Africa and consists of a group of very talented gaming enthusiasts and techno geeks.
The team is versatile and capable range from illustrations and 3D designs to development and testing. Many of us worked with each other for over a decade, so that we are more of a tribe, not a team! Our first official game, Fortunium, released in June 2018 and became huge success for us.
Microgaming have done incredible job launching the game at the show ICE of that year, which helped raise the commercial industry profile of the studio. Devotion visual style and innovative features contributed to the fact that the game liked players and set high standards which are now expected from our future games.
Your latest Wild Catch slot seems to be enjoyed success during previews on ICE. Can you briefly describe how you came up with the concept of the game, picked up functions and attributes of the game?
At the beginning of the project there were many questions about why we chose a topic fishing for these games. The fact is what themes fishing on throughout decades are popular in the slots industry and arcade games, and many of these games were developed in a quirky cartoon style. But we chose to explore illustrative visual style with high a level of realism that evokes pleasant memories or desirable places travel. Commitment to game graphics was incredibly well received, and some even though we bought reality TV show license to create brand game.
Fly fishing has grown in popularity recent years, and more and more women addicted to what was historically considered male hobby. There are many TV shows and magazines dedicated to this pastime, and the competitive side of this sport too growing in popularity. Therefore, it was important show both men and women as game characters, and they were portrayed proudly holding their prize catch in front of the camera.
We've gone so far as to make it so that the fish in the picture also looks like satisfied. Do you have a unique history of behind the scenes of developing one of your slots you can with us to share?
There are so many stories that I can share, but the one about which I most often. Ask this always Immortal Romance. It's amazing to meet game fans on exhibitions, who are still enthusiastic about the brand and wants to know more about its creation, and of course So, when is the sequel coming out?
I remember how I went to my favourite cult mega store in London in February 2011, in waiting for what new graphic stories and books will be waiting for me downstairs. Arms already loaded with comics and collectibles items, I headed to the fantasy section art, only to find out what section replaced with a whole wall of Paranormal books Novel. What the hell? Then and there I realized that it will turn into a huge trend, so I bought his first vampire novel story and finished reading it in flight, returning home. I got hooked.
For the next few months, I worked on the nature of the characters and their stories, while talking with the creative interface and design team. Strategically we wanted to ensure the launch in December so that it coincided with the release of the incredibly popular Hollywood film about the paranormal novel. Therefore, in order to speed up development, we decided to take our successful Thunderstruck 2 engine, making some changes in function and mechanics.
I always knew music had to be huge part of the Immortal Romance experience, and I wanted each character to have their own track. Working with my sound engineers on writing music and words for me has become the culmination of the project. We invited professional musicians and performers, to record tracks for Amber, Troy and Sarah.
We were delighted with how much attention players devoted to music when the game was launched. There have been discussions on the forums about which bands played the tracks, and it confirmed that we have created something special. By the way, all music from the game is available on Spotify.
As for the sequel... I can neither confirm nor deny that Sarah's Secret will be revealed in not so distant future.
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