iGaming B2B
Review: BGaming's Yokai interview makes the case for art-first slot development

Review: BGaming's Yokai interview makes the case for art-first slot development

2026-08-11

This is our review of reporting published by Focus Gaming News. We have not reproduced their article.

Read the full piece at Focus Gaming News

Focus Gaming News interviews BGaming designer Ruslan Shakhlovich on Yokai and the ART Collab series, revealing how an artist-led process reshaped slot development. Our review contextualises why this matters for studios seeking differentiation.

Focus Gaming News has published an exclusive interview with BGaming game designer Ruslan Shakhlovich about Yokai, the studio's new slot built around the artwork of Portuguese street artist Gonçalo MAR. The piece doubles as an origin story for BGaming's ART Collab series, explaining how the studio inverted its usual process: instead of starting with a mechanic and adding visuals, it began with an artist's world and built the game around it.

Shakhlovich is candid about what that reversal cost and produced. Development ran roughly nine months, 30–50 per cent longer than a typical BGaming release, and the interview details how street-art scale clashed with mobile-screen readability. He also cites specific in-game moments, like the Samurai cutting the moon to open the bonus round, as direct consequences of the art rather than decorative add-ons. A short quote captures the thesis: "Yokai helped us define how we want to approach collaborations between artists and game developers."

The interview is worth reading beyond BGaming's own audience because it tests a broader industry assumption: that slots must be math-first and theme-last to compete. An artist-led production model is a genuine differentiator in a crowded content market, and Shakhlovich's willingness to discuss longer timelines and creative compromises makes the piece more credible than a typical launch puff piece. It also raises useful questions for other studios — whether this model can scale beyond a single artist, whether players will reward the extra production cost, and how much of the creative burden can realistically be shared with an outsider.

If there is a gap, it is that the piece stays at process level and never addresses how Yokai has performed commercially. That would be the natural next chapter. Still, for anyone tracking how mid-tier suppliers are trying to stand out, this is a useful signal about where BGaming is positioning itself. Read the full interview at Focus Gaming News for the details of the ART Collab model and the artist-developer dynamic.

Related Articles