What seasonal set changes reveal about operational excellence
Stanislav Kriuk, Production Director at ICONIC21, explains how camera testing, operator branding and safety checks keep Halloween changes seamless
Key takeaways:
- Seasonal set changes are planned weeks in advance to avoid disrupting live casino operations.
- Camera testing determines whether decorations, lighting and colours work for players watching remotely.
- Seasonal designs must support the operator’s brand identity rather than appear as generic decorations added to the studio.
- Installation is usually completed table by table during maintenance windows, followed by camera, lighting and sound checks.
- Fire safety, emergency access, ventilation and technical equipment remain operational requirements throughout the change.
Press release.- Seasonal set changes in live casino studios are designed to look effortless to players, but the work begins weeks before the new decorations appear on screen. In this article, ICONIC21 production director Stanislav Kriuk explains how studios introduce Halloween elements without disrupting gameplay, from camera and lighting tests to table-by-table installation and safety checks. The objective is simple: players should notice the new look, not the operational work behind it.
By the time autumn decor appears on our live tables, most of the work is already behind us.
Operators and players see the costumes, the props, the lighting. The planning started 4 weeks earlier. For some studios, months.
A seasonal set change is a test of preparation. The new look is the part everyone sees. The hard part is putting new things into a working studio without disrupting anything around them.
A live casino studio is a broadcast set that happens to have a real game running in it. Every visual decision has to work through a camera lens before it works anywhere else.
The camera has the final say
Something can look perfect on the studio floor and still cause problems on camera. Glitter is great in the room. On camera it often just doesn’t read.
For us, the judge is the camera and the player watching through it.
So every seasonal element gets checked for a lot more than looks. LEDs shift exposure. Glossy surfaces bounce light into places nobody planned for. Push the pumpkin orange too far and it changes how everything next to it looks in the shot.
Any one of these is minor. Stack a few in one frame and the set stops looking polished and starts looking busy.
The decor also has to stay out of the work. The dealer still needs to see the monitors. Whatever reaches the player’s screen has to look like the game first and Halloween second.
Halloween decor is there to support the game. If it gets in the way, it goes.
From the outside, some of our decisions look odd. A decorated wall outside the frame might take a few hours of work. If the camera never catches it, for the player it doesn’t exist.
And moving a single prop by twenty centimetres can throw off the balance of the whole shot.
Halloween in the operator’s colours
There is no single Halloween kit that we drop into every studio.
A dedicated studio is built around the operator’s identity, and that doesn’t switch off in October. Seasonal elements have to work inside the operator’s visual language.
Each operator has its own audience and brand position, so each set gets its own version. The Halloween look should feel like it grew out of the space. If it looks stuck on top, we got it wrong.
Installation is the short part
Most of the work happens before anyone walks into a live studio. We build and test elements outside wherever we can, so the live floor sees as little activity as possible.
Installation ends up being the shortest step. We plan it with Operations around maintenance windows and table availability.
Instead of taking a whole area offline, we usually go table by table.
Then the checks. Cameras, light, sound. Presenters spend time on the updated set to make sure everything works exactly as intended.
The best seasonal change is a boring one.
A player finishes a session, comes back the next day and the studio looks different. That’s it. No interruption, no sign of the work behind it.
Behind that “that’s it” are rehearsals, camera tests and a lot of arguing about positioning. Five people, 5 minutes, one object, five centimetres. A normal day in October.
Then the unglamorous part. Fire safety doesn’t get a Halloween exception. Emergency exits and ventilation stay clear for the whole job, and so does access to the technical kit. Cables follow their routes.
My job as Production Director is to make all of that invisible. The player opens the game, notices the new look and gets on with playing.
If nobody notices anything, we probably did our job right.
By Focus Gaming News Editorial Team