Adam Miles of DEGEN Studios on Why Distinctive Game Identity Matters More Than Ever in iGaming

ADAM MILES

Adam Miles, Director of Sales at DEGEN Studios, represents a studio focused on developing high-volatility slot experiences with a distinctive identity. Known for its bold themes and unconventional approach to game design, DEGEN Studios seeks to differentiate itself through memorable gameplay moments, strong visual direction, and entertainment-led experiences that resonate with modern players.

In this CasinoRank interview, Miles discusses how DEGEN Studios approaches product development through game identity and player experience, the growing importance of entertainment-led gaming, and the role of community, creators, and watchable gameplay in modern engagement. He also shares his perspective on retention, real-time personalisation, emerging player expectations, and why meaningful in-game moments and max-win progression systems will become increasingly important as the industry evolves.

DEGEN Studios has carved out a distinct identity around bold, unconventional content. How do you translate that vision into actual product decisions and player experience?

Adam Miles: For us, it starts with identity. A DEGEN Studios game does not begin with a mechanic on a spreadsheet. It begins with a world, an attitude and a clear idea of how we want the player to feel.

That is important because players do not only respond to how a game looks. They respond to how it behaves. Does it build pressure? Does it create tension? Does it give them moments they want to talk about afterwards? Those questions shape the product decisions.

The max win chase is a big part of that. We do not want the maximum payout to feel like a number sitting at the top of a paytable. We want it to feel like a journey. That means creating checkpoints along the way, whether through feature progression, multiplier build-up, escalating bonus states or mechanics that make the player feel they are getting closer to something bigger.

When done properly, the chase becomes part of the entertainment. Players are not just spinning and waiting. They are watching momentum build, seeing the game unlock new layers and feeling that each stage has meaning.

There’s a growing shift toward entertainment-led gaming rather than purely transactional play. How is DEGEN Studios approaching this transition?

Adam Miles: The industry has spent a long time thinking in terms of spin to reward. That still matters, but players increasingly expect more from the experience around that outcome.

For us, entertainment-led gaming is about anticipation, risk and release, but it is also about identity. A game needs a world, a mood and a reason for players to care about what is unfolding. If the theme is only decorative, it does not add much. If it shapes how the game feels and behaves, then it becomes part of the experience.

That is where storytelling comes in. It does not have to mean long narratives or complicated character arcs, but the game should feel unpredictable, with its own energy. Whether it is tension building in a bonus, a volatile sequence suddenly turning, or a feature that feels like it could run away at any second, those high-impact moments need to feel connected to the world of the game.

We’re seeing increased crossover between gaming, social interaction and creator-led ecosystems. How important is community in DEGEN Studios’ engagement strategy?

Adam Miles: Community is hugely important, but I do not think it should be reduced to social. In gaming, community is often built around shared behaviour. Players chase the same moments, react to the same volatility, post the same wins and talk about the same near misses.

That is where creators and streamer importance becomes really interesting. They are not just showing the game, they are showing the reaction to the game. If a title has watchable moments and a clear identity, it naturally gives people something to talk about.

We want to build games that can live in that space. Not every game has to be designed for streaming, but it does need to understand that players are now part of a wider culture of watching, reacting and sharing.

Player acquisition costs are rising across the industry. Does this fundamentally change how brands should think about retention and lifetime value?

Adam Miles: It must. If acquisition becomes more expensive, then retention cannot depend only on bonuses or short-term incentives. Players need a reason to actively choose to come back.

That puts more pressure on the game experience itself. Session quality matters and the feeling a player gets during a game matters. If they remember a particular feature, moment, or the way a game made them feel, that is far more powerful than simply giving them another offer.

Bonuses will always have a role, but they cannot do all the work. Long-term value improves when players are returning because the product has given them something they want to experience again.

Personalisation is often discussed but rarely executed well. What does true personalisation look like from your perspective?

Adam Miles: Real personalisation goes much further than UI. It is about understanding player behaviour in real time.

That means looking at things like volatility preference, risk appetite, session behaviour and how a player responds to certain moments in a game. Two players can look similar on paper but behave completely differently once they are in-session.

The opportunity is in timing, triggers and relevance. The industry is still early in this area, but the future will be about systems that respond more intelligently to real behaviour, not just broad player categories. When that is done well, personalization stops feeling like marketing and starts feeling like a better experience.

Newer audiences, particularly younger demographics, are bringing different expectations shaped by other digital platforms. How is this influencing product design?

Adam Miles: Players are being shaped by a much wider entertainment environment now. Gaming, streaming, short-form video and social platforms have changed what people expect from digital experiences.

There is less patience for slow starts or flat sessions. Feedback loops need to be quicker. Games need to be more visually distinct. They also need to be watchable, because the way people discover and engage with content is no longer limited to playing it themselves.

That does not mean every slot has to become a video game, but it does mean studios need to think harder about visual identity, pace and impact.

From a competitive standpoint, how can emerging studios like DEGEN Studios realistically differentiate themselves against larger, more established suppliers?

Adam Miles: You do not beat established suppliers by trying to match them on volume. That is not realistic, and it is not where emerging studios are strongest.

The opportunity is in identity and behaviour. Can the game stand out instantly in a crowded lobby? Does it have a clear attitude and create a type of player experience that feels different from everything around it?

For DEGEN Studios, differentiation comes from being willing to lean into risk, volatility and strong concepts. Emerging studios have to be distinct because playing safe is usually the fastest way to disappear.

Looking ahead, what’s one industry trend you believe is being underestimated right now, but will become critical in the next few years?

Adam Miles: I think the industry is underestimating how important big-moment gameplay is becoming.

Players are increasingly drawn to games with clear max-win potential and high-volatility engagement loops, where the chase is just as rewarding as the outcome.

That also ties into watchable gameplay and shareable moments. A big win is one thing, but a big win that builds in a way people can follow, react to and share is much more valuable

Real-time systems will also have a major role to play, whether that is through smarter rewards, better-timed triggers or experiences that respond more closely to how players are behaving in-session.

The future is not simply more content. There is already plenty of content. The future is creating more meaningful moments within that content, and the studios that understand that will be the ones players remember.

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