We first became aware of Print Studios four years ago, when they joined Relax Gaming’s Silver Bullet platform as a new partner.
At the time, we reviewed their debut slot, Book of Destiny, and noted that “despite how good the graphics are, we hope Print Studios decides to show more of the same innovative mindset in a setting that hasn’t been done a million times before.”
Since then, they have clearly evolved, developing their own creative identity and moving beyond familiar themes to produce slots with unique styles, distinctive mechanics, and smash hit games like Holy Hand Grenade, Darkness, Royal Potato and much more.
Four years on from their humble beginning, we caught up with Joshua Nadin, Product Manager at Print Studios, to check just how much they’ve learned as they grew Print Studios.
Mark: Your first slot, Book of Destiny, was a safe first release. What was the thinking behind that approach, and what did you learn from it?
Joshua: Book of Destiny was our way of proving we could deliver a premium slot with high production value and robust gameplay before taking bigger creative risks. Debuting with a familiar theme gave us the space to refine our internal pipelines, and understand the realities of delivering a commercial slot.
What we learned very quickly is that simply doing a popular theme “well” isn’t enough. It reinforced our belief that standing out requires a unique voice and bold design decisions. That realisation set the direction for everything that followed.
Mark: Since then, how has Print Studios developed its own unique style and creative identity?
Joshua: Our identity has grown organically from one core principle: every part of the game matters. Art, mechanics, UX, sound, math, pacing… If one piece is weak, the whole experience suffers.
Over time, we became more confident in embracing quirky ideas, playful humour, and unexpected mechanics. That’s how you end up with titles like Royal Potato, Holy Hand Grenade, and Darkness.
Each one carries a level of personality and craftsmanship that now feels recognisably “Print.”
Mark: How did experimenting with different themes, mechanics, and designs over the years shape your approach to creating slots?
Joshua: Experimentation taught us to favour clarity, intentionality, and iteration over novelty for just novelty’s sake.
Some of our most interesting mechanics initially emerged as small tests or side concepts that later evolved into full blown features.
We now approach game development with the mindset that experimentation is vital, but it has to be anchored in usability and player enjoyment. Innovation only works when players can understand and feel the value of it.
Mark: Looking back, which releases or projects have been your biggest successes, and what made them work so well?
Joshua: Royal Potato, Holy Hand Grenade, and Darkness stand out not just commercially, but creatively.
They worked because everything aligned: the themes were fresh, the mechanics supported the fantasy, the math delivered on the promise, and the visual/audio polish elevated the whole package.
These titles also resonated because they felt confident; ideas that could only come from a studio willing to be playful while still taking craftsmanship seriously.
Mark: Conversely, were there any features or releases that didn’t go as planned, and what lessons did you take from them?
Joshua: Absolutely. Every studio, especially one that pushes boundaries, will have features that don’t land as strongly as expected.
We’ve learned that complexity must always be carefully balanced. If a mechanic requires too much explanation or disrupts the flow of the spin experience, players disengage.
Those moments have sharpened our instincts about clarity, pacing, and the importance of communicating game value instantly.
Mark: Gamification has become a major focus in your slots. How has this approach performed, and what insights have you gained along the way?
Joshua: Gamification has performed well, especially with players who enjoy a sense of progression and those who love to grind. Features like multi-stage bonuses, collection systems, or persistent mechanics create emotional investment in a way other slots can’t.
We’ve even introduced an ‘Achievements Menu’ in some of our recent games, such as Deck of Scurra and Holy Hand Grenade 2, with more to come in the future. Stay tuned!
The insight we’ve gained is that gamification works best when it enhances, not replaces, the core spin-to-spin excitement. It has to feel like a natural extension of the slot, not a layer forced on top.
Mark: Do you feel there is a market for gamified slots, and are players ready for this type of experience?
Joshua: Yes, but it’s a spectrum. Some players just want clean, instant action. Others are increasingly drawn to deeper engagement.
The important thing is meeting players where they are, creating experiences that are immediately understandable for casual players, but rich enough under the surface for those who want more depth.
The market is definitely ready, as long as the design respects the fundamental identity of a slot.
Mark: Have you faced challenges connecting gamified features with specific player niches, or has it proven to be a successful venture overall?
Joshua: The main challenge is ensuring that gamified features don’t overwhelm players who prefer simplicity.
However, when done tastefully and with a clear purpose, gamification has been a strong differentiator for us.
Overall, it’s been a successful venture because we treat gamification as a tool, not a requirement. If a game doesn’t naturally lend itself to deeper systems, we don’t shoehorn it in.
Mark: How has your approach to player engagement and feedback evolved as you’ve grown?
Joshua: As our portfolio expanded, so did our ability to analyse behavioural data, spot patterns, and understand what emotionally connects with players.
We also have a Discord channel for our fanbase, where we can share early prototypes of our games, and get instant player feedback that makes a real impact on how the games turn out when they go-live.
Mark: In terms of technology and tools, what updates or innovations have had the biggest impact on your creative process?
Joshua: Updates to our internal prototyping and asset-pipeline tools have made a big difference. Faster iteration means more time to polish and refine.
In comparison to many releases I’ve seen recently, we don’t use AI to create our games because we genuinely care about the player experience.
Our worlds, characters, humour, and mechanics come from real people who understand nuance and emotion in a way AI simply can’t
replicate.
For us, the craft is the point. Players can feel when a game has been thoughtfully designed, hand-crafted, and shaped by human judgment. AI might speed things up, but it would also dilute the personality and soul that define Print Studios.
We’d rather make fewer great games, made by humans, for humans.
Mark: Can you share a particular release that stands out as either a major success or an important learning experience?
Joshua: Royal Potato is often mentioned as a turning point for us, it validated our belief that players appreciate personality, humour, and fresh ideas presented with top-tier execution.
On the learning side, there have been projects where we over-engineered features early on.
Those moments reinforced the need to validate ideas quickly and be willing to simplify or cut ruthlessly if something doesn’t enhance the experience.
Mark: Looking ahead, what are the next big goals or plans for Print Studios, informed by everything you’ve learned so far?
Joshua: Our goals are centred on scaling our creativity even further, without losing the craft that defines us.
We’re looking to push an even stronger visual identity, refine player-centric design, and continue to take bold swings at original ideas.
We want every release to feel distinctly “Print”. Memorable, polished, and full of personality.
Mark: How do you see the slot industry evolving over the next few years, and how is Print Studios preparing for it?
Joshua: The industry is moving toward more expressive, interactive, and emotionally engaging experiences.
Players expect higher polish, better quality, and designs that respect their time, and money. When they have so much choice, why should they choose your game?
We’re on top of this by staying agile, listening closely to player behaviour and feedback, and continuing to innovate boldly, but thoughtfully. The studios that succeed will be those that blend strong fundamentals with fresh ideas, and that’s exactly the space we aim to lead.




