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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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Crash Games
Million Games launches Infinite X with progression-based crash gameplay
New instant game adds energy management and rebuy mechanics across 40 levels, letting players cash out or continue while keeping multiplier progress.
Million Games has launched Infinite X, a progression-based instant game, the studio said on 9 June 2026 in Skövde, Sweden. The release targets operators and aggregators via Million Games.
The game uses a continuous progression model rather than a single-event outcome. Players guide a character, Joe, up a staircase of 32 steps across 40 levels, with each step consuming energy and every 5th step restoring it.
Multiplier growth builds as players climb, with the option to cash out at any point. Players can also rebuy to continue from their current position while retaining both progress and multiplier, with rebuy costs scaling based on progression and potential reward.
“Infinite X represents a different way of thinking about instant games,” said Thomas Nimstad, CEO of Million Games. “Instead of focusing on a single result, we’ve built an experience around progression, strategy, and player control. By combining multiplier growth, energy management, and rebuy decisions, Infinite X creates a gameplay loop that feels engaging from the first step to the last.”
Million Games said Infinite X includes energy-based progression, randomised power-ups, and an accelerating multiplier curve designed to reward players for pushing further.
The post Million Games launches Infinite X with progression-based crash gameplay appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
BMM Testlabs
BMM Innovation Group confirms Perú Gaming Show presence in Lima
BMM Testlabs, BIG Cyber and RG24seven plan meetings at Booth 31-32 on June 17-18 at the Jockey Exhibition Center.
BMM Innovation Group (BIG) says it will exhibit at the Perú Gaming Show (PGS) on June 17-18 at the Jockey Exhibition Center in Lima, Perú.
The company will be located at Booth No. 31-32, where it plans to meet with gaming suppliers, operators, and regulators to discuss testing and certification through BMM Testlabs, cybersecurity services under BIG Cyber, and compliance-focused online training via RG24seven Virtual Training.
BMM Testlabs’ Senior Vice President Rubén Baptista said, “Perú has been an important market for BMM for many years, and we are proud to continue supporting the country’s growing gaming industry. At BIG, we help our customers with more than just product compliance. We also help them strengthen cybersecurity, train employees, and prepare for long-term success in regulated gaming markets across the globe.”
BIG said it has supported the Peruvian gaming industry for nearly two decades and was among the first laboratories approved to test and certify online gaming and sports betting products under Perú’s new regulatory framework. The company is directing attendees to Booth No. 31-32 to schedule meetings during PGS 2026.
The post BMM Innovation Group confirms Perú Gaming Show presence in Lima appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
BMM Testlabs
BMM INNOVATION GROUP TO SHOWCASE COMPLIANCE, CYBERSECURITY, AND TRAINING SOLUTIONS AT PERÚ GAMING SHOW JUNE 17-18 IN LIMA
BMM Innovation Group (“BMM”, “BIG Group”, or “BIG”), a global technology company providing compliance testing, cybersecurity, and training solutions for the regulated global gaming industry, today announced that it will exhibit at the Perú Gaming Show (PGS) June 17-18 at the Jockey Exhibition Center in Lima, Perú.
BIG will welcome gaming suppliers, operators, and regulators to Booth No. 31-32 to discuss the Company’s full suite of testing, certification, cybersecurity, and virtual training services.
Perú continues to be one of the fastest-growing and most important gaming markets in Latin America. As the market grows, gaming companies are looking for trusted partners that can help them launch products faster, meet regulatory requirements, strengthen cybersecurity, and protect their brands.
BMM Testlabs’ Senior Vice President Rubén Baptista said, “Perú has been an important market for BMM for many years, and we are proud to continue supporting the country’s growing gaming industry. At BIG, we help our customers with more than just product compliance. We also help them strengthen cybersecurity, train employees, and prepare for long-term success in regulated gaming markets across the globe.”
BMM has supported the Peruvian gaming industry for nearly two decades and was among the first laboratories approved to test and certify online gaming and sports betting products under Perú’s new regulatory framework.
Visitors to BMM’s Booth No. 31-32 can learn more about:
- Product testing, certification, and inspection services from BMM Testlabs.
- Managed cybersecurity, penetration testing, vulnerability assessments, and PCI:DSS services from BIG Cyber.
- Compliance-grade online training from RG24seven Virtual Training, available in English, Spanish, and Portuguese.
To schedule a meeting with the BIG team during PGS 2026, visit Booth No. 31-32 or book a meeting: worldtour.bmm.com/
The post BMM INNOVATION GROUP TO SHOWCASE COMPLIANCE, CYBERSECURITY, AND TRAINING SOLUTIONS AT PERÚ GAMING SHOW JUNE 17-18 IN LIMA appeared first on Americas iGaming & Sports Betting News.
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