Interviews
Q&A: Betting Jobs And Huddle Future Of Recruitment
As we move into a post-pandemic world, European Gaming spoke to Chris Miller Managing Director at Betting Jobs and Mario Zdelican, Co-founder/EVP of Operations at Huddle about the future of recruitment in iGaming and the lessons to be learnt from the last two years.
In-person industry shows like ICE are returning after a hiatus. How important are these for both candidates and recruiters?
CM: Prior to the pandemic I would have said that in-person shows like ICE were essential. They serve as a great time to make introductions to clients who are hiring and candidates who are attending with a goal of employment. We can often be the matchmaker there and then and produce a successful outcome.
Over these last two years both we and our clients have had to adapt without them, of course. In a post-pandemic world, they may not seem as essential as we once felt they were. However, we will be making the most of having everyone in one place at the same time at ICE and other industry shows as it represents an opportunity for Betting Jobs to make things happen instantly.
MZ: Building relationships with talent across other industries, as well as the IT community, locally and globally is of essential importance when recruiting and this was incredibly challenging during pandemic-related lockdowns. There were attempts made in the form of online conferences, but the networking part could never be replicated and struggled to reach pre-pandemic levels.
Going back to in-person shows will help us in further building relationships with candidates. Great talent wants to build relationships with prospective employers and the people who work there, and this is much easier to achieve now that we are able to travel again. It is much easier to explain and demonstrate the Huddle vision andĀ culture, as well as our projects, by actually showcasing it in-person to potential new employees.
Will the hybrid model of working persist in a post-pandemic world and what challenges does it raise?
MZ: We are sure hybrid work is here to stay. Over the course of the pandemic, we have witnessed enormous change within the working world – organisations that were once resistant to employees working from home have undergone a dramatic shift towards being open to work from home and hybrid models.
Since there was no playbook for those scenarios, organisations all over the globe had to try out various ways of dealing with distributed work. We are already seeing new organisational designs around hybrid workplaces, with a multitude of adjustments being made by companies looking to create a model that works for them. In the coming years, we are surely going to experience more and more challenges, but improvements as well. A long time ago we said goodbye to traditional working models, with employee well-being and work-life balance now the focus of the change. We are excited to see what the future brings. Based on what we have learned so far, we will have no problems in adapting to whatever comes our way.
CM: For me there is no doubt that the hybrid model of working will persist. I do expect some pushback from companies who traditionally require candidates to relocate to jurisdictions like Malta, Gibraltar, and Bulgaria to carry out their work. However, candidates are currently more attracted to companies that offer either fully remote working or a hybrid model of employment. There is never enough available iGaming talent to satisfy the entire marketplace at once. Therefore, the companies that are winning on the recruitment front are those who are agile in their approach to hiring and who are willing to embrace current market trends.
In terms of challenges, the building and maintaining a company culture is one of the most topical. Some iGaming businesses have taken to these changes well by being receptive to remote working from the earliest days of the pandemic, or having remote working already established within their business model. Working from home and nurturing their companyās culture simultaneously has become natural to them and their business practices.
Those who have struggled to adapt to this are eager to return to traditional employment. These businesses will find it may take longer to fill positions at large, as candidates have more choice and flexibility available to them currently. The way the working world has changed in the last two years will prove to be an ongoing challenge for those who are eager to return to the Monday to Friday 9-5 model.
What opportunities have been created for businesses being able to hire prospective employees who can work anywhere in the world?
CM: Accessing skillsets and talented employees who would have been out of reach to businesses previously for geographical reasons has created many opportunities. When it is determined that an employee must be based in a set location, the decision for who to hire is based on who is available within a reasonable radius, or who will be willing to relocate. This means that a company may hire the best person they have interviewed, as opposed to hiring who is the best person for the job.
This issue is eliminated for those open to global talent, however, there are sensible factors to consider such as the differences in time zone between employee and employer. However, the world is your oyster, as they say, and this rings true in the present day when it comes to recruitment.
MZ: Remote work helps us to reach the top talents around the globe, and it greatly facilitates the growth and development of both the business and the product. The iGaming industry has so much to offer, as do the start-ups that operate within it. Start-ups like Huddle are becoming more and more of an attractive prospect on the recruitment scene, and now we have the ability to work with talents from anywhere in the world. It feels as if we are just starting to show the potential of opportunities for the top candidate profiles.
Does this allow for the hiring of experienced staff in burgeoning markets such as the US and Latin America?
MZ: The iGaming industry has never been as much in demand for talent as it is now – it is suffering from a lack of industry expertise. This is mostly due to the US and LatAm markets opening up, as well as other, smaller, markets. Demand for talent, new products and services is at its peak. Therefore, we are trying to think outside of the box. As easy as it is to hire people within the industry, there are candidates in many tech companies across various industries that are a perfect fit that have already solved some of the problems we as an industry are facing. Bringing that knowledge under our roof as an industry is a huge plus.
CM: In some cases, yes, although we are finding that many of our US clients maintain office working policies. If thatās the case, this is of course what we work towards, although we do make the realities of the present-day candidate-led recruitment market clear. To a large degree it depends on the role that is available. For example, if it is for a commercial person who is required to meet clients, it is less important for them to be office-based than, say, the person who manages or has oversight of the office.
For the burgeoning market of Latin America, country managers and their teams are a good example, as many will naturally be based remotely. Businesses donāt want to establish many companies across the continent and pay for office rental. Itās commonplace for people in such positions to work remotely and hire teams within their country. However, this is not a new thing as it has been the case since the early days of the sector and remains that way now.
Interviews
Exclusive Q&A w/ Bobby Voicu, CEO and Founder, MixRift
Let’s start with a quick introduction of yourself and the company – what is your background and what is the story behind MixRift?
Bobby Voicu: As the CEO and Founder of MixRift, a pioneering mixed-reality gaming studio, I bring a wealth of experience as a serial entrepreneur and industry visionary in the XR space. My journey in the gaming industry began with the successful launch of Mavenhut, a mobile games studio. MixRift was born from a collaboration with my co-founders: David Pripas, an official Meta AR Partner who serves as our CPO, and Andrei Vaduva, our CTO.
The genesis of MixRift stems from our collective expertise in the gaming industry and our keen foresight into the burgeoning potential of mixed-reality gaming.
The market projections underscore our vision: the global MR market is forecast to reach $58.3 billion by 2030, with an impressive CAGR of 71.3%. This growth is largely driven by tech giants like Meta and Apple. A recent study revealed that 52% of consumers express increased interest in AR and mixed reality when associated with Apple, with 38% indicating a likelihood to purchase an Apple offering. Meanwhile, Meta has reportedly sold over 20 million Quest headsets, demonstrating that consumers are eager to embrace this technology when priced appropriately. We expect another huge spike in the conversation when the company launches the Meta Quest 3S, which is rumoured to be cheaper than the original Quest 3.
But weāve recognised a significant gap in the market: while user demand for mixed reality experiences is surging, there’s a notable scarcity of high-quality MR games. This disparity presented an unmissable opportunity that we’re poised to address.
Our aim isnāt just to ride this wave of innovation but to shape it. Our ambition is to fill the void in the mixed-reality gaming landscape with captivating, immersive experiences that push the boundaries of what’s possible in this exciting new medium.
What inspired you to go into mixed reality gaming and how has it changed the gaming industry?
Bobby Voicu: Our venture into mixed reality gaming is the natural evolution of our passion for and expertise in the gaming industry. David and I have spent years immersed in gaming, and we recognised the transformative potential of mixed reality before it became a buzzword.
Unlike virtual reality, which creates fully immersive environments, or augmented reality, which overlays additional information onto the real world, mixed reality offers a unique hybrid experience. It blends virtual elements with the user’s physical surroundings, creating an interactive environment that feels both familiar and fantastical.
This technology addresses some of the challenges associated with VR and AR, such as motion sickness, by maintaining a connection to the user’s real-world environment. As a result, mixed reality gaming has the potential to appeal to a broader audience, including casual users who might be intimidated by fully immersive VR experiences.
Our approach at MixRift is centred on rapid prototyping and iterative development. Rather than investing years in a single title, we focus on developing and releasing games quickly, gathering user feedback, and refining our most successful concepts. This allows us to explore diverse game mechanics native to mixed reality, truly harnessing the unique capabilities of this technology.
By doing so, we’re not just creating games but pioneering new forms of interactive entertainment that bridge the gap between the digital and physical worlds. This approach could redefine not just gaming but how we interact with technology in our daily lives.
In what regions or markets does MixRift primarily operate and are there any plans for expansion into new territories?
Bobby Voicu: MixRift’s operations are currently centered in Dublin and Bucharest, drawing on their diverse talent pools and ecosystems. However, we have ambitious expansion plans, with our sights set firmly on the UK and US markets.
These territories represent not just larger consumer bases but also hotbeds of technological innovation and early adoption. By establishing a presence in these markets, we aim to tap into cutting-edge developments in mixed reality technology, collaborate with leading institutions and tech companies, and gain invaluable insights from some of the world’s most sophisticated gaming communities.
Concurrently, we’re committed to fortifying our European base. The diverse cultural landscape of Europe offers a unique testing ground for our games, allowing us to refine our offerings to appeal to a global audience. This multi-pronged expansion strategy positions MixRift at the forefront of mixed-reality gaming on an international scale.
You recently announced your pre-seed funding – what will the funding be used for?
Bobby Voicu: Primarily, the funding will be channelled into accelerating our game development pipeline. We have an ambitious roadmap for 2024 and 2025, with plans to release multiple titles that showcase the full potential of mixed-reality gaming.
This investment will allow us to expand our team of talented developers, designers, and creative minds who are passionate about pushing the boundaries of MR technology. We’ll also allocate resources to enhance our proprietary development tools and platforms, enabling us to create more sophisticated and immersive gaming experiences.
Additionally, some funding will be directed towards market research and user testing. Understanding our audience and their interactions with our games is crucial for refining our offerings and staying ahead of industry trends.
Lastly, we’ll invest in marketing and community-building efforts to ensure our games reach and resonate with our target audience. By the end of 2025, we aim to have established MixRift as a household name in mixed-reality gaming, with a portfolio of successful titles demonstrating the technology’s value.
Ā
What technologies does MixRift employ to deliver its mixed reality gaming solutions and can you highlight any proprietary technologies or platforms that differentiate your offering?
Bobby Voicu: At MixRift, we’ve adopted a revolutionary approach to game development that sets us apart in the mixed reality space. While many studios invest years in developing a single standout title, we’ve embraced a philosophy of rapid prototyping and iterative development. This agile methodology allows us to swiftly create and release games, gauging player response and market resonance in real time.
Our proprietary development pipeline is built on cutting-edge technologies that blend the virtual and physical worlds. We use advanced spatial mapping, gesture recognition, and environmental understanding algorithms to create immersive experiences. For instance, our game “Hell Horde” usesĀ AR tracking to bring menacing monsters into players’ living rooms. Another title, “Fractured”, employs complex 3D rendering techniques to create floating puzzle elements that interact naturally with the user’s environment.
We’ve also developed an analytics platform that will allow us to gather and interpret user data rapidly, informing our iterative development process. This platform, combined with our agile methodology, enables us to identify successful game mechanics quickly and double down on what resonates with our audience.
Why is mixed reality going to be the future of gaming?
Bobby Voicu: Mixed reality represents a paradigm shift in gaming, offering a unique blend of immersion and real-world interaction that neither traditional gaming nor pure virtual reality can match. It’s not just an evolution of existing technologies; it’s a revolutionary new medium that has the potential to redefine how we interact with digital content.
The market projections speak volumes about the potential of mixed reality. With the global MR market expected to reach $58.3 billion by 2030, growing at an impressive CAGR of 71.3%, we’re witnessing the dawn of a new era in interactive entertainment. This growth is being catalysed by tech giants like Meta and Apple, whose market presence drives both innovation and consumer interest.
What makes mixed reality particularly compelling is its accessibility. By blending virtual elements with the user’s real environment, MR creates immersive yet grounded experiences, reducing the barriers to entry that some users might feel with fully virtual experiences. This balance makes MR appealing to a broader audience, from hardcore gamers to casual users looking for novel entertainment experiences.
However, despite the growing interest and technological advancements, whatās missing isĀ high-quality games native to mixed reality. This is where MixRift comes in.
What are the current trends and challenges and do you see mixed reality expanding into other areas?
Bobby Voicu: The mixed reality landscape is evolving rapidly, with several key trends shaping its trajectory. We’re seeing a push towards more sophisticated hardware, with improvements in display technology, field of view, and processing power, making experiences increasingly seamless and immersive. There’s also a growing emphasis on social experiences, allowing users to interact with each other in shared virtual spaces overlaid on the real world.
However, with these advancements come challenges. One of the primary hurdles is creating intuitive user interfaces that feel natural and accessible to a broad audience. There’s also the ongoing challenge of balancing graphical fidelity with performance, especially on mobile MR devices.
As for expansion into other areas, we’re already seeing mixed reality make inroads beyond gaming. In the workplace, the technology is being used for remote collaboration, allowing colleagues to interact as if they’re in the same room. In education, mixed reality is creating immersive learning experiences that bring abstract concepts to life. We’re also seeing applications in healthcare for surgical planning and training and in retail for virtual try-on experiences.
Looking ahead, we anticipate mixed reality will significantly shape our world creating bridges between our physical and digital lives. However, as with any transformative technology, we must remain vigilant about potential security and privacy concerns, ensuring that as mixed reality becomes more integrated into our daily lives, user data and personal spaces remain protected.
How does MixRift incorporate feedback from users into product development and improvements?
Bobby Voicu: At MixRift, we’ve cultivated a unique approach to game development that places user feedback at the core of our innovation process. Rather than investing extensive resources into a single, potentially disconnected title, we’ve embraced a philosophy of rapid prototyping and iterative improvement.
Our methodology is rooted in agile development practices, allowing us to swiftly create and release game prototypes. We then leverage sophisticated analytics and direct user feedback to identify which concepts resonate most strongly with our audience. This approach enables us to make data-driven decisions about where to focus our development efforts.
By maintaining this nimble, user-centric approach, we can rapidly iterate on successful concepts while quickly pivoting away from ideas that fail to gain traction. This strategy optimises our resource allocation and ensures that we’re consistently delivering experiences that our users genuinely desire.
Moreover, this methodology allows us to stay at the forefront of mixed-reality gaming trends. As user preferences and technologies evolve, we’re well-positioned to adapt quickly, ensuring MixRift remains a pioneer in mixed-reality gaming.
Are there any upcoming innovations or developments you can share?
Bobby Voicu: We’re thrilled to announce that we’ve recently expanded our portfolio with two exciting titles for the Meta Quest platform. “Fractured,” a mixed reality 3D puzzle game, is now available for both Quest 2 and Quest 3, offering an immersive, brain-teasing experience that seamlessly blends with the user’s environment. Additionally, we’ve launched “Hell Horde,” an adrenaline-pumping arcade shooter, which pushes the boundaries of what’s possible in mixed-reality combat games.
To broaden our market reach, we recently released “Fractured” for Apple Vision Pro, marking our entry into Apple’s ecosystem and showcasing our commitment to cross-platform development.
Looking ahead, our recent funding will accelerate our growth trajectory. We have an ambitious roadmap for 2024 and 2025, with several innovative titles in various stages of development. While I can’t divulge specifics now, our ambition with these titles is to push the envelope of mixed reality experiences, introducing novel mechanics and narratives that we believe will captivate our growing user base.
What’s next for MixRift? How do you see the company growing over the next five years?
Bobby Voicu: The next five years represent an exciting period of expansion and innovation for MixRift.
We envision MixRift evolving from a game studio into a leading mixed-reality entertainment company. We aim to diversify our portfolio beyond gaming, exploring applications of our technology in education, professional training, and interactive media experiences.
We’re also investing heavily in R&D to stay at the forefront of mixed reality technology. This includes developing proprietary tools and engines that will enable us to create increasingly sophisticated and immersive experiences.
Partnerships will play a crucial role in our growth strategy. We’re actively seeking collaborations with hardware manufacturers, content creators, and IP holders to expand the scope and reach of our offerings.
Ultimately, our goal is to be recognised as the premier mixed reality content creator globally, driving innovation in how people interact with digital content and shaping the future of entertainment in the age of spatial computing.
Interviews
The advantages of Vantage āMarta Zogala reveals details of Relax Gamingās brand-new aggregation ecosystem
What is Relax VantageĀ®, and why should operators and suppliers be excited about this new platform?
Relax VantageĀ® is a brand-new portal for all Relax Gamingās customers, it comes after we took a deep dive into user requirements and found that we were in a position to offer smoother, non-stop access to our aggregation ecosystem. This game changing portal will cover all aspects of our business partnerships from integration support, analytics to performance reports.
For operators it will also offer a new way to access and discover our personalised library of aggregated content, tailored to each individual market. For suppliers it will offer them a new way of putting their content in front of Relax Gamingās ever-growing network of operators around the world.
How does Relax VantageĀ® differ from what the studio offered operators and suppliers prior to its release?
Weāve automated the vast majority of the BAU processes which has in turn enabled the platform to be much faster and more efficient in terms of scalability. The goal of Relax VantageĀ® is to act as an all-in-one portal to support the business needs of every supplier and operator partner.
Our long-term aim is to also bring a level of transparency, automation and self-service on a level weāve never been able to offer before, which we know will be a hugely attractive proposition to both current and future customers.
How has content aggregation changed over the last few years and what has does Relax VantageĀ® done to address those changes?
There has been an explosion of new content providers in recent years. Through Relax Gamingās multiple integration models, Silver Bullet, Powered by Game Server and Powered by Plat-2-Plat, we are able to cater to the individual needs of many suppliers.
On one end we have our distribution Plat-2-Plat program that allows suppliers to leverage our aggregation platform to reach operators, and on the other we have our comprehensive support package, Sliver Bullet. The Silver Bullet program offers support for everything, including game concept consulting, development, certification and commercial representation.
The explosion in content makes it incredibly difficult for operators to keep track of the latest games, but we believe in choice! Our advanced filtering tools allow users to select titles based on markets, features and so much more, making the experience straight-forward and most importantly enjoyable.
Is ensuring content aggregation is functional and easy to manage key to acquiring and retaining customers?
Being agile and able to move quickly as the industry throws up new challenges is vital. In this day and age, the industry is subject to a lot of challenges, new regulations and jurisdictional requirements. We suffer information overload and constant context switching.
We aim to give our customers all the transparency andĀ tools they need to fully manage their content. Iām confident that the level of service we provide and the level of flexibility our platform offers makes Relax Gaming a very attractive proposition for any supplier or operator out there.
What are your long-term hopes and ambitions for Relax VantageĀ®?āÆ
We have an exciting roadmap that we believe will further enhance operator and supplier experiences. The industry we are working in is constantly evolving, we see Relax VantageĀ® as a product that will need to constantly innovate to meet the demands of the industry.
This is an exciting challenge for us at Relax. We listen closely to the customerās feedback and plan to be able to easily react to the needs in terms how to work with an aggregator.Ā Ultimately, we want Relax VantageĀ® to become an all-in-one solution to serve all the business and operational needs of our supplier and operator partners from any location and provide 24/7 support.
Interviews
Roundtable: what technology will be the next gamechanger for iGaming?
Participants:
Tereza Melicharkova, Head of Marketing at Swintt
Araminta Hannah, Director at Comparasino
Allan Stone, Chief Executive Officer at Intelitics
In your opinion, what technology has had the greatest impact on iGaming in 2024?Ā
Tereza Melicharkova: I think from a game design perspective the increased focus on mobile technology has definitely had the biggest impact. We know these days a huge proportion of play comes from mobile devices, so weāre seeing more games being developed with this in mind. In practical terms, this means creating titles that are optimised for use on a vertical display and include more features that incorporate touch-screen functionality or otherwise enhance the mobile experience. From a marketing perspective, the biggest change has been an increased collaboration with streamers as this provides a more direct route for studios like Swintt to get closer to the players themselves.
Araminta Hannah: Anything that allows for deeper personalisation. Itās great to see some online casino brands now rolling the sort of personalisation that players have enjoyed at other entertainment options for quite some time. Iām talking about things like personalised bonus offers and game recommendations based on the playerās previous behaviour. Itās something that Comparasino has looked to leverage too by developing a proprietary recommendation engine for players, which matches players with brands that ā based on their preferences ā we believe they will enjoy.
Allan Stone: There is a growing opportunity for operators to create a core betting experience around micro betting, player props and same game parlays. Historically, most operators use those products as something of an āadd onā to drive engagement and acquisition. But by embracing these products, you can cater much more to the newer generation of bettor who prefers quicker content and technology-led experiences. Itās not like these technologies didnāt exist, but I do think that this has been a big thing for operators in 2024.
As mobile gaming continues to grow, what innovations are necessary to enhance mobile user experiences and ensure seamless integration across multiple devices?
Tereza Melicharkova: The main challenge to keep in mind is that there are a huge number of mobile devices on the market and that makes it very difficult for studios to deliver games that are compatible with the various screen resolutions. With this in mind, you need to have technology that can scale easily and automatically to reduce your workload and developers also need to picture how end users will ultimately experience their product. This latter point is something weāre very aware of through our acquisition of Elysium Studios ā and you can see the end results in games like Law of Gilgamesh, which incorporate swipe functionality to provide a more engaging mobile experience.
Araminta Hannah: Mobile is all about streamlining the UX. Mobile players expect ease and speed, so itās vital for operators, suppliers and even affiliates to remove friction and deliver a seamless experience. We always think of innovation as being game-changing and revolutionary, but it can be something as simple as deploying open banking to facilitate instant mobile deposits and withdrawals, or in our case, notifying players when a new online casino launches rather than then having to spend time scrolling through Google search results.
Allan Stone: Brands need to understand that they need to be building a product thatās cross-platform. We’ve always viewed gambling as being a core desktop product, and then introduced tablet or mobile at a later point. But if you can understand how to build products in a cross-platform way from the get-go, then you will enhance that mobile experience.Ā Personalisation is also key. There is no such thing as a ātoo richā user experience that is available on mobile ā operators need to stop taking a cookie cutter approach and, instead, tailor experiences to individual players.
How can the iGaming industry stay ahead of regulatory changes and ensure compliance while still fostering innovation and growth?
Tereza Melicharkova: The #1 thing is ensuring that thereās an open dialogue between regulators, game developers and operators. Although there are more and more regulated markets opening up each year, at the moment they donāt really communicate together, and I personally think it would be a big help if there was one platform where updates could be shared to help compliance teams stay ahead of the game. Weāre not quite there as an industry yet but having something like a global compliance conference would also be a great idea as it would provide that forum for discussion while also ensuring that people donāt have to travel as much to learn the ins and outs of individual markets.
Araminta Hannah: By understanding the rules in place and then pushing boundaries within them. Innovation shouldnāt be curtailed by regulation. Instead, operators, suppliers and affiliates should see it as the foundation from which they can develop new experiences, enhance existing customer journeys and continue to execute whatever it is they do to the highest standard. Innovation can just be about finding a new way of doing something better than it has been done before and, in my experience, regulation very rarely prohibits this.
Allan Stone: Many brands use responsible gambling and compliance as a crutch to justify not innovating. But the more intelligent operators can be in terms of where they place their ads, the less they will be viewed as being problem gambling adjacent. From a compliance perspective, the measures in place are designed to protect the player. Instead of viewing those requirements as an annoyance, the operators who embraced them have used it to their advantage and created āpattern interruptsā which helps foster a more positive user sentiment, which means less regulatory oversight.
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