From the Sketchpad to the Reels: Bringing Characters to Life
1X2 Network's Production Manager Chloe and Technical Artist Sen reflect on the joys
(and challenges) of bringing iGaming characters alive
Every slot game—from the moment of its inception to the final stages of game development and implementation—goes through a meticulous process that requires the creative infusion of a number of minds across different, highly-dedicated teams.
Let’s admit it: The first thing that catches the eye is the design. Is it polished? Vibrant? Does it reflect the essence of the game: The hot and arid landscape of a remote steppe, the lashing winds on the peak of Mount Everest, the damp fug in a geyser-marked underworld?
Small details matter, and so does personality. Eccentric characters provide an important reference point for players and are exceptionally valuable assets to retain player engagement across markets. But what exactly goes into high-quality character design? How do concept artists work together with animators and project leads, and what does the journey of a character look like from primitive sketch to full-fledged reel companion?
Hear it from 1X2 Network’s Production Manager, Chloe, and our Technical Artist, Sen:

CHLOE FOSTER

SEN FAN
Can you describe the typical journey of a character, from initial sketches to their appearance on reels?
Chloe: The starting point is brainstorming what we intend to do with the character. If we’re placing a heavy reliance on it, for example, the Prospector in Prospector Wilds, where the character is literally in the name – we will have a big brainstorming session. Then we prioritise the purpose of the character – will they just be a symbol? Or will they add a different element to the game? Then it’s down to getting it to fit with the art style of the game – for example, Zeus and Poseidon in Gods of Olympus II had a lot of back and forth on getting them to look strong and powerful, and getting them to look right in their place within the game. From then on it’s colour sketches and getting the colour palette right, and then eventually seeing them mocked up with the rest of the symbols for the reels! It’s a long but rewarding process.
Sen: Character design will be designed together with the elements, background, UI, etc. as a whole group. We will first make a sketch design for the entire project, mainly focusing on the colour, shape, size and proportion. Once the draft is finalized, we will go into the details of each element. There will basically not be too many changes in the design, but more of the shaping and detail carving in this stage. Once the design direction is determined, the image silhouette will be the first step to make the character impressive. We will enter the animation stage when the work reaches a certain level. The animator will use their magic to produce the fun stuff by reflecting on the characteristics and following the game’s theme.
“…when a character adds something to the game, it makes it more engaging”
Is there a link between player engagement and good character design? Are there any techniques to ensure players engage with character-based games?
Chloe: There’s definitely a link–if a main focal point of the visual side of the game is going to be a character, it has to be one that not only fits in with the game, but enhances it. For me, when a character adds something to the game, it makes it more engaging. For example, in Arriba Heat Megaways, Mr Peppe actually has actions where he adds to the reelset by throwing in symbols that enhances a player’s win on a given spin. The elf inside the reel frame in Jolly Bonus Wins also reveals himself as gameplay progresses and can activate a feature, so that’s a nice thing to look out for rather than just looking for the right symbols to spin in!
Sen: Good character design will have a positive impact on player engagement. A good character design and more interesting and exaggerated animation can be attractive to the players. This reflects more on the animation part. The player will be more satisfied once the animation playback is perfectly matched the gameplay.
Mr Peppe from the Arriba Heat series is not just a pretty face—he fires up the reels with powerful animations that bring the game's features further into relief!
What are the biggest challenges in animating characters, particularly ensuring that they resonate with diverse cultures and players across Europe and America?
Chloe: The biggest challenge for me personally would be doing the relevant character justice – if we’re going to go down that route I want to ensure everything about is well thought out and with purpose, otherwise its just not worth going through the process of creating it. It ties in with making the character appealing to all markets we serve too. Because we’re so diverse in the markets we offer our content to, when creating a character we have to make sure the character will be well-received in all markets! But its part of the fun of the process, making sure step by step the design process considers every avenue possible to create the perfect character for a game.
Sen: I would say [the biggest challenge is] how to find a balance between blandness and exaggeration. Although in general, exaggerated animations and shiny special effects are more attractive. However, in some specific themes, they need to be kept at an appropriate level—overly intense content will have a negative impact on players.
“…they need to be kept at an appropriate level—overly intense content will have a negative impact on players”
Among the characters you've created, which one is your favourite and why? What made this character's journey from concept to final design special?
Sen: I’ll pick the dancing “Bob” from “Prospector Wilds Gold Digga”. I like his unique look, which is a direct reference for animation design. The product team also made quite detailed requests for the animation design which helps the character stand out more. The final product is consistent with the theme of the game at a high level. I have to say that “Bob” has become the finishing touch of this game, from the character design to the animation!
Chloe: My favourite definitely has to be Mr Peppe! From a biased point of view that was the first character I had the opportunity to collaborate on so it feels special to me. From an objective point of view, his use in Arriba Heat Megaways really stole the show for me. It made me feel like the character was actually a part of the game and not just there to be a part of the symbols!