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Building Games Worth Playing: Wishbone Games on Quality, Innovation & Player Experience

Theofanis (Theo) Kachrimanidis
Head of Games at Wishbone Games

Theofanis (Theo) Kachrimanidis is the Head of Games at Wishbone Games, with over seven years of experience on the operator side of the iGaming industry before transitioning into game development. Originally from Thessaloniki, Greece, and now based in Malta, Theo is a passionate slot enthusiast whose expertise in game strategy, mathematics, and player engagement helps shape Wishbone Games' vision of creating memorable, high-quality games that players genuinely enjoy.

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🎙️ Wishbone Games emphasizes “games worth playing.” What defines that philosophy beyond strong visuals and mechanics?

For us, a game starts long before production. The first step is understanding the markets: what is working, what is not, what’s resonating in the market, and where there is still room to do something meaningful.

I am lucky to work with people who can read data in a very deep and holistic way, not just look at surface-level KPIs. In my view, everything in a successful slot is connected: the art, the theme, the mechanics, the feature structure, the pacing, and most importantly, the math model that brings all of those elements together.

A strong math model with decent visuals can still create a successful game. A visually outstanding game with a weak model may attract attention initially, but it is very difficult for it to become long-lived. When both sides are strong, that is when something special can happen.

Execution is everything. Two games can use a similar mechanic and create completely different experiences because of pacing, timing, clarity, animation, sound, and dozens of very small decisions.

Ultimately, we want our games to leave something behind. It could be a mechanic, a character, a moment, or simply the feeling of the experience. We want players to remember the game and enjoy the journey, not just the final result.


🎙️ How does the studio evaluate whether a new game concept is genuinely fun before it enters full production?

There is never one single answer. We look at the concept from several angles: is it visually strong, are the mechanics interesting, is the experience easy to understand, is the execution realistic, and is there a math model capable of supporting the idea properly?

We do a lot of comparison and research. We look at our own games, successful games from other studios, market behaviour, audience preferences, and the small details that make certain games stand out while others do not.

A concept can be completely new, or it can take something familiar and give it a meaningful twist. Both approaches can work.

Innovation is extremely important too, but it is a double-edged sword. Being different just for the sake of being different is not enough. The best innovation, in my opinion, feels fresh but understandable. Players should not need a manual to discover why a game is fun.

That is one of the key questions we ask ourselves very early: can a player understand the core appeal of this game almost immediately? Complexity can exist underneath the surface, but the experience itself should feel direct and intuitive.

Before all the pieces of the puzzle come together, there is a lot of research, discussion, comparison, testing and, honestly, gut instinct as well.


🎙️ With a quality-over-volume approach, what creative decisions receive the most time and attention during development?

This is probably the hardest question because the reality of the industry is complicated.

There are hundreds of games being developed and released constantly. In an ideal world, quality should always win over quantity. But casino lobbies are essentially digital real estate, and commercially, volume is still extremely powerful. There are many examples in the industry where release frequency and distribution strength can outperform pure creative quality.

I sometimes say that there are slot visionaries, and there are slot businessmen. The strongest companies are the ones who understand how to combine both.

For someone like me, who is genuinely a slot enthusiast and still tries to look at almost every relevant game released by studios big and small, it can sometimes be frustrating to see so many games competing for attention, and at times, feeling very similar. That is also the reality of the market, though, and ignoring reality does not help anyone.

Our approach is to operate intelligently within that reality. The decisions that receive the most attention are the ones that define the identity of the game: the core mechanic, the math experience, the pacing, the feature frequency, the clarity of communication to the player, and the one or two memorable elements that can make the game stand out.

We cannot control how crowded the market is, but we can control whether a Wishbone game feels considered, polished and worth remembering. That’s the entire idea behind our approach.


🎙️ How are AI tools or emerging technologies being used to improve production while keeping gameplay and creativity at the center?

We see AI as an accelerator, not a creative director.

It can help with research, early exploration, iteration and some production workflows, but the important decisions still need human taste, experience and judgement. A tool can help you reach ten directions faster; it cannot tell you which one deserves to become a game.

For us, the value is in using technology to remove friction from the process, so the team can spend more time on the things that actually matter: gameplay, math, art direction, atmosphere, and player experience.


🎙️ What internal standards must every Wishbone Games title meet before it reaches players?

The first question is simple: does the game have a reason to exist?

Before release, we need to believe the game is clear, technically stable, visually coherent and, most importantly, satisfying in real gameplay rather than only impressive in a presentation.

We pay particular attention to pacing, feature clarity, math behavior, readability, sound, animation timing and the overall relationship between all of those elements.

A game does not need to reinvent slots every time. But it does need to feel intentional. Every major feature should have a purpose, the player should understand what is happening, and the experience should have moments that are worth remembering.

That is the standard we try to hold ourselves to.

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