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NSoft story: Passion and motivation behind Virtual Penalty Shootout
Virtual Penalty Shootout celebrated its first birthday. Officially, the game was released on September 30, 2020, and instantly captured the attention of both – operators and players.
The expert community has also recognized the uniqueness and the beauty of the game by shortlisting it for the Global Gaming Award 2021 in the category Product Launch of the Year. Recently NSoft received seven nominations for the SBC Awards Latinoamerica 2021. Among others, we are shortlisted in the category Virtual Sports Supplier. The application for this award has leaned heavily on the Virtual Penalty Shootout game.
To celebrate all those milestones, we decided to tell a different story about Virtual Penalty Shootout game. We will not talk about the RNG, betting markets, how-to-play but let people who created the game say a word or two about passion, excitement and dedication.
By Amela Dedić and Biljana Haljevac, Senior 3D Artists/Animators
The team
Great teams and great ideas are all about people and the working atmosphere. We at NSoft’s former 3D Games Team, now 3D Creative Team were lucky to found each and we just can’t start this story without saying thank-you to former and current team members: Jasmin Ličina – Senior 3D artist/Team lead, Dragan Grbavac – Senior 3D artist, Dejan Boras – Senior Unity dev, Zlatko Vukšić – Senior Unity dev, Adnan Mujkić – Unity Dev, Dragan Rezo – Senior 3D Artist, Stojan Cvitković – Senior 3D Artist, Toni Matej Radoš – Senior 3D Artist. In this story, “we” are Biljana Haljevac – Senior 3D Animator and Amela Dedić – Senior 3D Animator. We are the one who will take you behind the scene of Virtual Penalty Shootout.
Our Team’s job is to develop Virtual betting games such as Virtual greyhound and horse races, Motorcycle Speedway, etc.
New Project – Virtual Penalty Shootout
The virtual penalty shootout was the most challenging project we’ve worked on. It allowed us to learn and try new things such as Motion capture. Our first job was to figure out the best way for our small team to make such a big virtual game. The biggest challenge was the animation process. We needed a large number of highly realistic animations, and the best solution for that problem was a Motion Capture system. Our choice was a company from Sweden named Rokoko and their WiFi motion capture suit – The Smartsuit Pro.
After we placed our order for the suit, the waiting time was used to go “back to school” and research making of other elements of the game such as character and venue design and creation, MoCap animation recording and cleanup, new software, and game rules. Our best friends were Pluralsight and LinkedIn Learning.
The Arrival- Smartsuit Pro is in the town
The arrival of the Smartsuit Pro was the most joyful occasion. Also, the day when our colleague Toni officially became the resident MoCap test talent.
Since our open office was not suited for a proper MoCap test, our first pick was local park. Awesome place, beautiful weather, but just one problem: electricity was really hard to find. A better-suited place was found for proper test and future motion capture sessions. The Local Futsal field had everything we needed.
MoCap Time!
Following initial tests, we felt confident enough to start official motion capture sessions. The first step was planning and creating MoCap sheets for each motion capture session.
Our motion capture crew was small but efficient: Toni Matej Radoš – Test talent & Talent Manager, Biljana Haljevac – Reference Cameras and Amela Dedić – Rokoko Studio, MoCap Sheet. And our Talents, real-life football players, who without this would not be possible: Fedja Kulenić (goalkeeper) and Ivan Arapović (player).
Since we have only one suit, Goalkeeper and Player animations were recorded separately. Because of that, we had to be very careful during the planning process so the respective animations could match. We were a bit worried about the Goalkeeper’s recording sessions, taking into consideration the nature of football goalkeeping movements. To make everything easier we relocated Goalkeeper’s MoCap sessions to the local Judo club with a soft tatami mat surface. We had 3 recording sessions and each was 3 hours long. That gave us 137 raw animations. We were aware that not every MoCap take will be successful or 100% accurate, we made sure that every take was also recorded with our reference cameras.
Animation Cleanup
The entire process of cleanup was done in Maya and Motionbuilder using the HumanIK system. Most of the work was root motion corrections, foot slides, and arms fixes. The final part of the cleanup was merging the animations of Player and Goalkeeper into one take and making sure that the timing fits perfectly for each take.
The ball movement was a mix of keyframed animation and Unity physics.
Visuals & Final Render
Cleanup done. Next: Dressing up. The entire time of animation cleanup our player and goalkeeper rigs were dressed in nothing but their birthday suit. That caused a lot of funny looks from our other coworkers. But fear not! Our 3D artist Dragan Rezo was on the task of dressing them up for their final render.
Visuals & Final Render
Cleanup done. Next: Dressing up. The entire time of animation cleanup our player and goalkeeper rigs were dressed in nothing but their birthday suit. That caused a lot of funny looks from our other coworkers. But fear not! Our 3D artist Dragan Rezo was on the task of dressing them up for their final render.
Every visual element of the game can be easily changed. Character appearance, jerseys, crowd, banners. All this can be altered according to the client’s requirements. We had a test client request just to see how much time would be needed for all the changes and rendering.
- Lions on background video banners
- Goalkeeper jersey with leopard pattern and panther head as front logo
- Penalty taker with a red jersey and white sun on blue background (Taiwanese flag) as a front logo. Number 88 on the back and name “Tigers” above it
- Additional but not requested, all resolve screens translated to mandarin
Final words
Almost nobody was injured during the making of the game. Our Goalkeeper had some bruises from the suit’s sensors, and we almost had a heart attack when our suit had a minor malfunction.
All jokes aside, our small team is very proud to have managed to complete such a large project, learn a bunch of new things in the process, and use Motion capture technology. It was an awesome experience from start to finish.
In the end, we would like you to take a look at our little video presentation of the Motion capture animation process.
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casino games
Groove says its aggregator library passes 20,000 casino games
Groove says it has surpassed 20,000 casino titles on its aggregation platform, up from 15,000 games two years ago. The company said the library now includes content from more than 150 providers and is available to partners worldwide through a single API.
According to Groove, the portfolio spans slots, instant wins, table games, crash games, live dealer and arcade-style content, alongside “emerging verticals including sweepstakes and crypto-native content.” The company said the catalogue is delivered through “one API, one back office, one pipeline,” and positioned the milestone as a curated expansion rather than a volume play.
Rachel Tourgeman, Head of Partnerships at Groove, said: “Twenty thousand games is a number. What matters is what sits behind it…” She added: “We don’t add studios for the sake of volume. We add them because they bring something distinctive: a mechanical innovation, a visual language, a player-engagement hook that our operators can’t get elsewhere. Our partners trust us to curate, not just collect. That trust is why we keep growing, and why the quality curve keeps rising alongside the quantity curve.”
Groove pointed to recent integrations including KingMidas Games (150+ mobile-first titles), Urgent Games and Bryogames, which it said offers “proprietary mathematics with real-time RTP customisation.” For operators, Groove said the full library is accessible via Groove Command, its centralised back-office product, with tools including content matching, regional segmentation and automated tournaments.
Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded with platforms that offer ‘access’ and little else,” adding: “Twenty thousand games through a single API is not just scale. It is a statement.” Meltzer also claimed Groove’s “technology stack with predictive auto-scaling, atomic transactions, real-time compliance mesh” supports execution “across fragmented regulatory landscapes with precision.”
The post Groove says its aggregator library passes 20,000 casino games appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Bragg Gaming
Mega Casino launches Bragg Gaming slot 10 Hot Diamond Desire as exclusive
Mega Casino has launched 10 Hot Diamond Desire, a new online slot developed by Bragg Gaming, as an exclusive title available only to Mega Casino players.
According to the companies, the release is intended to strengthen Mega Casino’s exclusive content line-up in the UK online casino market. Bragg Gaming said the game was created by its in-house development team and combines classic slot features with modern mechanics and a diamond-themed design.
The exclusive launch also extends the commercial relationship between the supplier and operator. Mega Casino already offers Bragg Gaming titles including Down The Chimney and Sevens & Suns.
Dom Aldworth, Head of Brand Marketing at Kinetic Digital said:
“Exclusive content remains a key pillar of our strategy and 10 Hot Diamond Desire is a great example of the kind of launch we want to bring to Mega Casino players. The game delivers a compelling experience while giving customers access to something genuinely unique. We’re pleased to be working with Bragg Gaming on this exclusive release and look forward to expanding our portfolio of exclusive content even further in the future.”
The post Mega Casino launches Bragg Gaming slot 10 Hot Diamond Desire as exclusive appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
appointments
OS Studios names Ishaan Arya country manager to lead India expansion
OS Studios has appointed Ishaan Arya as Country Manager for India, tasking him with leading the agency’s expansion across newly established hubs in Bengaluru, New Delhi, and Mumbai. The appointment was announced on 25 June, 2026 in Bengaluru.
OS Studios, a Project Worldwide agency, said it recently entered the Indian market and will deploy its ‘Fan Z’ approach for brands looking to engage with gaming, esports and live events audiences in South Asia. The company said the expansion will leverage the infrastructure and production capabilities of sister agency George P. Johnson (GPJ) India.
“The future of gaming will be shaped by the communities that care about it most, and few markets embody that more than India,” said John Higgins, CEO of OS Studios. “To build something meaningful, you have to be part of the culture, not looking in from the outside. Ishaan understands that better than anyone. He’s exactly the kind of leader we want building the future of OS Studios in India.”
In the role, Arya will oversee operations, drive strategic brand partnerships, and scale local capabilities, according to the company. “Brands are investing heavily in Indian gaming, but true fan experience is too often an afterthought,” said Rasheed Sait, Chief Growth Officer for India and South Asia at Project Worldwide. “Alongside GPJ India’s experiential footprint, OS Studios will set a new standard for fan engagement in the region.”
Arya previously co-founded The Esports Club and most recently served as Vice President of Partnerships at Nodwin Gaming, where he led Comic Con India. “A massive gap remains between brand intent and authentic community engagement in India,” said Arya. “I’m thrilled to leverage Project Worldwide and GPJ India’s operational strength to build culture-defining experiences for brands and fans alike.”
The post OS Studios names Ishaan Arya country manager to lead India expansion appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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