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Math that
shapes the experience.
Not limits it.

Game math has always been something studios work around — rigid spreadsheets, blind iteration, days lost waiting to find out if an idea is even feasible. Game Mathemagics turns the math into a creative instrument. Sculpt distributions, shape prize curves, drag targets into place — and see exactly what the math does to the player experience, in real time.

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AVAILABLE NOW · CLASS II · FINITE OUTCOMES

Ticket Distributor

Sculpt prize distributions in real time. Paint the curve you want, lock the constraints that matter, and watch the math reshape itself around your vision. Exact analytics, not simulations. Production-ready exports, not spreadsheets.

[ Ticket Distributor — overview loop ]

Paint the distribution. The math holds.

Interactive brush tools let you sculpt prize curves visually — point-mass, radial, drag-leveling, and custom brushes with saveable pattern libraries. Choose what to lock — RTP, hit rate, volatility, individual values, any combination — and every stroke automatically preserves those constraints while you shape freely around them.

Constraint preservation is guaranteed by construction. Not tolerance-based. Not corrected after the fact. Mathematically invariant. You sculpt the experience. The math stays exact.

[ Painting distribution — stats hold live ]

Progressive jackpot solver

Design progressives by shaping the player experience curve directly. Drag control points to define the probability distribution across the jackpot range, configure seed, cap, and contribution rate, and the solver computes the exact expected payout, hit frequency, and RTP contribution.

Built-in RTP verification to 10⁻¹⁰ precision. Range breakdown across the full meter. Fully integrated into the chase system and game-level statistics — progressives aren't bolted on, they're part of the math from the start.

[ Progressive solver — dragging curve, stats updating ]

Multi-chase game architecture

Real games have multiple features, bonus rounds, and prize tiers. Ticket Distributor supports unlimited chases per game, each with its own RTP, hit rate, and volatility targets. Edit each chase independently while global game-level statistics update in real time.

The complete picture — how each feature contributes to the overall game — is always visible, always current.

[ Multi-chase — switching chases, stats updating ]

See what the player sees — before the game exists

Trajectory analysis reveals what a distribution actually feels like to play. Death curves, peak danger spin, double-up odds, feature hit probabilities, and custom event-state queries — all computed analytically in seconds.

No Monte Carlo estimates. No overnight simulations. Exact answers to exact questions, at machine precision, while you're still shaping the game.

Results in seconds, not hours Exact to machine precision
[ Trajectory analysis — queries, results ]

One game. Every market. Every denomination.

Build your base distribution, then export variants from it — jurisdiction variants with different ticket counts, prize caps, and multiplier limits, or denomination variants at different RTP targets. A 90% base model extends to 95% while preserving the same player experience, and you control exactly where the additional RTP goes — into the feature, into the base, wherever you want it.

Save your market profiles, reuse them across games, and batch generate everything in one operation.

[ Market variants — setup, generate, export ]

Live statistics and compliance export

Every parameter updates as you edit — RTP, hit rate, median, volatility, skewness, plus a pay-range heatmap across standard buckets. Export PAR sheets, distribution files, and market conversions ready for compliance submission.

Validated numbers. Jurisdiction-ready exports. No spreadsheet reconstruction.

[ Statistics summary — live updates ]

Game math is a creative act.

A distribution isn't just a table of numbers. It's the shape of a player's experience — the tension, the pacing, the moment they hit a feature. Volatility isn't a statistic. It's how the game feels in someone's hands.

Game Mathemagics exists because the tools never reflected that. Spreadsheets don't let you sculpt. Scripts don't let you see what you're shaping. We build tools that treat game math as what it actually is — a creative medium.

Founded by Christian Fenner. Based in Las Vegas, Nevada.

"Math — your chisel to sculpt the player experience. As it always should have been."

Deployment

Web-based platform. Dedicated instance per customer. No installation, no desktop software. Your data stays on your infrastructure.

Licensing

Studio licensing available. Terms structured to fit your team size and deployment needs. Contact for details.

Spec. Build. Iterate. Done.

A first-pass spec comes in. The game gets built. Design feedback arrives — raise the volatility, backload the progressive, make freegames hit more frequently. Every note gets addressed in real time, with the clock running.

Real math. Real feedback. Real time.

Request a demo

15 minutes. We'll build your game's math in front of you. No slides, no pitch deck — just the platform, live.

Platform Access

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