Making IT: Jane Siegrist

Posted on January 15, 2018 at 9:20 AM UTC

 

Making IT is a monthly Question and Answer article featuring the people who make IT games possible. From game designers, to sound engineers, to programmers, each role is vital to the production and success of each slot Incredible Technologies produces. Players and customers see the polished, finished product, but rarely have a chance to peek behind the curtain and understand the people or the process that make their favorite games happen. Making IT is the spotlight on the creative minds that make IT games incredible.

 

Jane Siegrist, Game Designer, Senior Software Engineer & Project Manager

Q: How long have you been at IT? In this role?  

A: I have been employed by IT for over 30 years.  Although my roots are based in software engineering with a math minor, I wear many hats. I work on software game implementation, math implementation, project management and game designer. I have a long history with coin-op that includes Golden Tee Golf. Now I run a design studio for gaming.

Q: What’s your favorite part of working at IT? 

A: The people, as well as the flexible hours.  I am a mother of two, so family is important, and working at IT provides me with the opportunities to raise my family and still have a successful career.

Q: How did you get into Class III game design?

A: The company got into Class III games and I was asked to be a part of this.  My skills are in making video games back in the day, most notability Golden Tee Golf Live, so seasoned engineers like me where a natural fit to take on this new project direction.

Q: Where do you find inspiration for games? 

A: I find inspiration by playing games of all types. I like to play all sorts, from board games, mobile apps, to reviewing TV game shows that are popular.  I like to stay current in pop culture news, most anything can be an inspiration for me. 

Q: What’s a rough outline of your “creative process?”

A: My process is to do this on my own with design documentation, then I flesh out rough parts with other designers who review my documentation – this way if they understand it, then I know what I designed will be ready for the next stage.

Q: What comes first for you, generally; slot theme or feature idea?

A: Both are close to being at the same time.  Mostly for me, I think feature, then theme design. Then I can make the feature more fun by reinforcing it with the visual and flesh out the feel experience.

Q: What’s your favorite part of designing a game? 

A: I think seeing how the design goes from my head to a real playable game is my favorite part. There is lot of pressure designing something that everyone will have fun playing, so seeing people have fun is the best part to me.

Q: Most memorable feedback (can be good or bad) you’ve ever received on a game?

A: When players record my game and post it on media sites. I really can’t say which game was most memorable or what player’s remarks stood out the most.

Q: What was the inspiration for your studio name? 

A: The inspiration was the people in the team. The definition just seemed to fit our group of people who have creative minds and ideas.

Q: Favorite game(s) you’ve worked on?

A: Medieval Gold; I am a big fan of the HBO series “Game of Thrones,” and when we decided on doing a medieval game I had many ideas and character designs already in min

Q: Something you wish slot players knew about slot machines in general?

A: I would say to tell new potential slot players, these games are not in their words “rigged." Real slot players already know this. I see my friends who are not slot players being skeptical; I sway them to play slot games because the math is true and they are fun.

 

Q: Did you play slot machines or gamble before you started working here?

A: Yes, but I really only played table games, Black Jack, Let it Ride, and Roulette. Slot games back then looked boring to me and the art was of poor quality to what I was used to seeing in home video games. I’m glad that has all changed!

Q: Have you learned anything about the gaming industry that surprised you or struck you as interesting?

A: I would have to say the level of players. There are things as a game player myself I take for granted for how much depth and time we spend to get into the fun on home games. For slot games, it is not the case. I have had to adjust my design thinking to fit a faster pace of fun to meet those needs.

Q: Did you ever think you’d be working in this industry or have this job?

A: It is funny, but no, I was on a different path in school. Then I found how fun it was playing games. I started to investigate how games are created and game design was the next evolutionary step. Plus,who doesn’t want to always be young at heart and play games for a living?

Q: What’s your dream slot machine? Maybe a theme or feature that wouldn’t appeal to anyone else, but you’d play the heck out of it. (No, one that only produces wins is not a valid answer.)

A: Not sure, of course we all want to play and win on every spin. I find my favorite games tend to be licensed based themes because they bring back memories and recreate those favorite celebrities of mine. Slot games are another form of entertainment, just like going to movies or playing your favorite board game with friends.  So I don’t limit myself to say there has to be one dream slot machine.

Tags: Making IT