WEBVTT - Can a Card Game Become the Next Big Media Brand?

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<v Speaker 1>Welcome to another episode of Strictly Business, the podcast in

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<v Speaker 1>which we talked with some of the brightest minds working

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<v Speaker 1>in media today. I'm Andrew Wallenstein with Variety with a

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<v Speaker 1>name like Exploding Kittens. You know it's going to be

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<v Speaker 1>an unusual company, but the brand doesn't even begin to

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<v Speaker 1>tell the strange story of a board game that is

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<v Speaker 1>clearly on the verge of becoming a whole lot more

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<v Speaker 1>after landing a thirty million investment from the Churning Group

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<v Speaker 1>late last year. To find out what they're doing with

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<v Speaker 1>all that money, I've got company founder and CEO Elon

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<v Speaker 1>Lee with me today. Thanks for coming in. It's a

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<v Speaker 1>plus here, Thanks for having me. So what what kind

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<v Speaker 1>of sick bastard names their company or game Exploding Kitten?

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<v Speaker 1>Where does that come? I know, I know, you know.

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<v Speaker 1>The original name of the game was Bomb Squad, and

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<v Speaker 1>that seems more taking right, right. So the concept of

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<v Speaker 1>the game was like, let's have a deck of cards,

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<v Speaker 1>will have a few bad cards in there, the bombs,

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<v Speaker 1>try to avoid the bombs, and you go through the

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<v Speaker 1>duck trying to draw as many cards as you can

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<v Speaker 1>while avoiding the bomb. And my business partner Matthew Inman

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<v Speaker 1>who writes and draws The Oatmeal, said, the Oatmeal is

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<v Speaker 1>a comics, an online comic, one of the world's most

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<v Speaker 1>popular comics. In fact, I know it, I know it.

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<v Speaker 1>Shout out to matt over here. Um. He looked at

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<v Speaker 1>this and he said, hey, you know, being scared of

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<v Speaker 1>the bomb is so obvious. What if instead you were

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<v Speaker 1>scared of acute, adorable, fuzzy little kitten. And we called

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<v Speaker 1>the game Exploding Kittens. And um, when Matthew Inman of

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<v Speaker 1>the Oatmeal makes a suggestion, uh, the correct answer is yes,

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<v Speaker 1>let's do that. Um. And sure enough he was right,

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<v Speaker 1>and the thing caught on like crazy. And now we

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<v Speaker 1>have a game called Exploding Kittens, and everybody seems to

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<v Speaker 1>want it. Well, so to the caught on crazy point.

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<v Speaker 1>I I full disclosure. I'm not a big as what

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<v Speaker 1>they call now table top games. I'm going to convert you.

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<v Speaker 1>This is my goal for the day. I'm going to

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<v Speaker 1>show you what you're missing. But so because I'm sort

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<v Speaker 1>of out of touch with that world. What are the

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<v Speaker 1>signs of success that one achieves that merits a thirty

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<v Speaker 1>million dollar investment? Right? Yeah, Well, let's be clear, none

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<v Speaker 1>of us ever saw that coming. So what happens is, Um,

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<v Speaker 1>we really thought this whole thing was just going to

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<v Speaker 1>be a little weekend project, right we I Matt had

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<v Speaker 1>been working on the Oatmeal. I was the chief design

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<v Speaker 1>officer at the Xbox. I just thought, like, we all

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<v Speaker 1>were really good at our jobs. We know what we're doing.

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<v Speaker 1>Let's try something different, just for a weekend project. Fun.

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<v Speaker 1>Will make this little game, put it up on Kickstarter,

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<v Speaker 1>will print out, I don't know, five hundred copies. We'll

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<v Speaker 1>try to raise ten thousand dollars, and if we're successful,

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<v Speaker 1>I'll invite all my friends over. We'll order a bunch

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<v Speaker 1>of pizza and beers, and we'll just pack boxes cardboard

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<v Speaker 1>boxes in my garage and and that will be a

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<v Speaker 1>really fast, super fast. Uh. We spent a few weeks

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<v Speaker 1>putting the thing together, and uh, in those thirty days,

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<v Speaker 1>we raised almost nine million dollars instead. And so that's

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<v Speaker 1>the first trick, right, Like you get a runaway success

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<v Speaker 1>like this, something that really strikes a chord, something that's

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<v Speaker 1>beautiful and funny and interesting, and everyone who looks at

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<v Speaker 1>it thinks I want to get my hands on that,

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<v Speaker 1>Like that is a thing I need in my life. Um,

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<v Speaker 1>and then beyond that, over the last five years, since

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<v Speaker 1>the end of that Kickstarter campaign, we've sold more than

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<v Speaker 1>nine million copies of that game. It's in twenty six

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<v Speaker 1>different languages right now. And when something hits that level

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<v Speaker 1>of popularity, Uh, it attracts the attention of a lot

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<v Speaker 1>of big players. Now, if one were to look at

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<v Speaker 1>your resume, you mentioned Xbox, You've worked at Industrial Light

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<v Speaker 1>and Magic. You're I mean a tech Okay, you said it. Um,

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<v Speaker 1>So how does someone I know it was just a hobby,

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<v Speaker 1>but how does someone with your background come to something

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<v Speaker 1>that seems sort of old fashioned? Um? My whole life

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<v Speaker 1>has been spent making making things for a screen, putting

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<v Speaker 1>kids in front of screens basically, And uh, I did

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<v Speaker 1>that for more than twenty years through the Xbox I've

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<v Speaker 1>done I've run advertising companies, video game companies. I've run

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<v Speaker 1>a clothing company that was heavily screen based. Uh. We

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<v Speaker 1>can talk about what the hell that means sometime. Um.

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<v Speaker 1>But I finally got to this point where I realized

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<v Speaker 1>I am very much part of the problem. Like every

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<v Speaker 1>time I walk into uh, my my family's house, my

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<v Speaker 1>cousin's house. Uh, and they're staring at screens instead of

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<v Speaker 1>having a conversation with each other. With me, I'm the

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<v Speaker 1>problem there. And so I decided, what if instead we

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<v Speaker 1>tried as an experiment, the same storytelling, same entertainment, all

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<v Speaker 1>the things that I learned working at places like the

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<v Speaker 1>Xbox and industry, light and magic. What if we applied

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<v Speaker 1>those to something that lets us celebrate each other, uh,

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<v Speaker 1>sit around the table, laugh, eat, make fun of each other,

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<v Speaker 1>form alliances, uh, form betrayals like all that stuff where

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<v Speaker 1>we become the entertainment. What if I built the tools

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<v Speaker 1>to facilitate that. And that's what Exploding Kittens is. I mean,

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<v Speaker 1>you almost describe this, or maybe it's not, almost as

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<v Speaker 1>an act of penance on behalf of your screen based career.

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<v Speaker 1>I'm not gonna say no to that. Um it's it

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<v Speaker 1>was a lot of years of thinking really hard about

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<v Speaker 1>what are the right tools for storytelling? And now how

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<v Speaker 1>do I make that much much more social so that

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<v Speaker 1>instead of the stories that I tell bringing you away

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<v Speaker 1>from reality, what if they very very much root you

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<v Speaker 1>in reality with the people that are in the room

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<v Speaker 1>with you. And you know, you'll have to forgive me

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<v Speaker 1>for my condescension towards these this tabletop game category. I

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<v Speaker 1>used to call them board games. But the interesting thing is,

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<v Speaker 1>unbeknownst to me, this whole category is quite a growth story.

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<v Speaker 1>I mean, what am I missing? So I think we're

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<v Speaker 1>just watching the pendulum swing quite a bit. Um. We

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<v Speaker 1>have gone so far into the digital realm that there's

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<v Speaker 1>been a bit of backlash, right people shutting down their

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<v Speaker 1>Facebook accounts and trying to get off of social media.

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<v Speaker 1>And what we're watching now is the pendulum swing the

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<v Speaker 1>other way. What can we do, even if it's just

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<v Speaker 1>once a week, What can we do with our friends,

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<v Speaker 1>with our family? What how do we how do we

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<v Speaker 1>enjoy each other's company a little bit more? And games

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<v Speaker 1>are the easiest possible. Think they're great ice breakers. It's

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<v Speaker 1>sort of that social lubricant um. It'll make you laugh,

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<v Speaker 1>they'll make you creative. Uh, they'll make you form teams

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<v Speaker 1>with other people. And it is kind of the shortest

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<v Speaker 1>route from point A to point B where your goal is,

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<v Speaker 1>let's let's celebrate each other, let's enjoy each other. And

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<v Speaker 1>games have really, really in the last five years ppped

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<v Speaker 1>up to become the tool by which that is achieved.

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<v Speaker 1>And is there something with the way you guys approached

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<v Speaker 1>this space that made Exploding Kittens resonate the way it has,

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<v Speaker 1>because I wonder if it's the very irreverence of the name,

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<v Speaker 1>which is so different than when I think back to

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<v Speaker 1>my candy Land Monopoly, so, you know, stayed and formal.

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<v Speaker 1>This feels like brand wise, maybe that's why you broke out. Yeah,

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<v Speaker 1>I think that has a lot to do with it.

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<v Speaker 1>I think, Um, traditionally classic board games and card games,

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<v Speaker 1>Monopoly and Uno and all those, we all were raised

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<v Speaker 1>on those. We know how to play them, we understand,

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<v Speaker 1>but but they don't make you laugh. They don't. It

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<v Speaker 1>feels like they are thirty years old, fifty years old.

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<v Speaker 1>And the reason for that is because they are thirty

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<v Speaker 1>years old and fifty years old. And we really wanted

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<v Speaker 1>to step out and say, um, not that we expect

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<v Speaker 1>this to be successful, but that there is an opportunity

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<v Speaker 1>here to build the kind of game that we would like,

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<v Speaker 1>a modern take on a car game, and we're gonna

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<v Speaker 1>name it something funny, and the art on every single

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<v Speaker 1>card is going to make you laugh, and the rule

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<v Speaker 1>set is going to be unlike anything you've ever seen before,

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<v Speaker 1>and the instructions are going to be fast, and they're

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<v Speaker 1>going to make you laugh at well as well. The

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<v Speaker 1>very first line of the instructions I'm so proud to

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<v Speaker 1>say is stop, don't read these Reading is the worst

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<v Speaker 1>way to learn how to play a game. Instead, go

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<v Speaker 1>to this website, watch our four minute video, and you

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<v Speaker 1>will become an expert that quickly. Everything about the game

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<v Speaker 1>is kind of like, we don't need to think so

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<v Speaker 1>hard about the past and pull all that baggage forward

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<v Speaker 1>with us. Why don't we start fresh because the stakes

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<v Speaker 1>are so low, let's just give it a try. So

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<v Speaker 1>Exploding Kittens is really only where this has started. You

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<v Speaker 1>have since expanded this into multiple game. Yeah, we have

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<v Speaker 1>six games out on the market right now. Um. The

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<v Speaker 1>latest one is called Throw Throw Burrito, and um it's

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<v Speaker 1>our take on what happens if you mix a card

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<v Speaker 1>game with dodgeball. So such an intuitive right, why did

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<v Speaker 1>I come? But nobody, especially in the in the sort

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<v Speaker 1>of heritage of games, nobody's looking at areas like that.

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<v Speaker 1>And this game is played. It's a fast, crazy game.

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<v Speaker 1>You've got a deck of cards. Everyone's moving cards around

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<v Speaker 1>the table really fast. You're trying to collect a set

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<v Speaker 1>of three cards faster than everybody else. But at the

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<v Speaker 1>same time, there are these cute, squishy foam burritos being

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<v Speaker 1>hurled across the table. So while you're collecting cards, you

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<v Speaker 1>have to duck and dodge and pick them up and

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<v Speaker 1>throw them back and worry about way more things at

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<v Speaker 1>a time than your brain is capable of worrying about.

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<v Speaker 1>And that chaos is where the fun lives. For that game,

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<v Speaker 1>Throw Throw a Burrito has now become the number one

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<v Speaker 1>best selling game in Canada. It is hot on the

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<v Speaker 1>heels of Exploding Kittens, which holds the number one spot

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<v Speaker 1>in the US. And it's really exciting for us to

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<v Speaker 1>see that when we engage our audience, when we challenge

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<v Speaker 1>them to think about games differently and to have fun

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<v Speaker 1>around a table in a new way, they put their

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<v Speaker 1>money behind those things. And so where does the churning

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<v Speaker 1>group come into this? At what point do you say, hey,

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<v Speaker 1>we need more money if we're going to grow, which

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<v Speaker 1>I presume is what brought you to Yeah, so we

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<v Speaker 1>have been in a very fortunate position. Um, we've turned

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<v Speaker 1>down multiple investors over the last five years because we

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<v Speaker 1>haven't needed money. We've frankly making games as cheap. You

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<v Speaker 1>just have to come up with the right ideas and

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<v Speaker 1>have the right marketing tools in place. UM, for me,

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<v Speaker 1>the game design, my partner Matt, who does all the

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<v Speaker 1>art and has a huge marketing push through the oatmeal,

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<v Speaker 1>we really haven't needed very much else. We have an

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<v Speaker 1>incredible team, and so we thought, let's just keep doing this.

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<v Speaker 1>We don't need investors. And then the Churning group showed

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<v Speaker 1>up and they said they had a really interesting pitch.

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<v Speaker 1>They said, you guys have built this thing as big

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<v Speaker 1>as you can. You are the biggest gaming company in

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<v Speaker 1>the world. Uh, card game company in the world, and

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<v Speaker 1>you've grown this through hit after hit after hit, and

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<v Speaker 1>that's You're going to keep doing that, but you're not

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<v Speaker 1>going to see exponential growth. The next phase is is

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<v Speaker 1>to turn this from a product into a brand, and

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<v Speaker 1>that means movies and TV shows and theme parks and

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<v Speaker 1>all the stuff that you have no idea how to

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<v Speaker 1>do and we are very very good at And I

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<v Speaker 1>kind of scratch my head and thought, you know, that's

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<v Speaker 1>a really strong argument. I don't know how to do

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<v Speaker 1>any of that stuff, and clearly it's the next step.

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<v Speaker 1>So uh, we started talking with them and got her

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<v Speaker 1>worked our way into some negotiations, and uh, they wanted

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<v Speaker 1>to put thirty million dollars in in order to help

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<v Speaker 1>us turn this thing into a brand. You know. For

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<v Speaker 1>those who don't know Turning Group, the investments that they

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<v Speaker 1>put out there tend to end up at the hottest companies.

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<v Speaker 1>Look what just happened with Barstool Sports. Uh. The question is, though,

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<v Speaker 1>is how soon are we going to see sort of

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<v Speaker 1>the impact of this investment? UM you know, is is

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<v Speaker 1>an Exploding Kitten's animated show coming on next week somewhere

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<v Speaker 1>or what we are We're exploding nothing next week, but

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<v Speaker 1>we are exploring all kinds of stuff. We are exploring

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<v Speaker 1>television and movies. A much easier way to think about

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<v Speaker 1>this and the reason that we are attractive to churnon

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<v Speaker 1>is UM. Brand creation is usually done through something small,

0:12:14.240 --> 0:12:18.160
<v Speaker 1>accelerated and then grown into something very very big. Marvel,

0:12:18.360 --> 0:12:21.360
<v Speaker 1>for me, is the perfect example of that. Right, very cheap,

0:12:21.440 --> 0:12:24.319
<v Speaker 1>easy to make comic books years and years and years ago,

0:12:24.840 --> 0:12:27.719
<v Speaker 1>which now is one of the biggest media empires there is, right,

0:12:28.440 --> 0:12:31.120
<v Speaker 1>But it's because they create very compelling characters, they tell

0:12:31.160 --> 0:12:34.240
<v Speaker 1>really good stories. You fall in love with those characters

0:12:34.240 --> 0:12:37.319
<v Speaker 1>and stories, and so when they are able to bring

0:12:37.360 --> 0:12:40.840
<v Speaker 1>them to life on a much larger scale. The audience

0:12:40.920 --> 0:12:46.480
<v Speaker 1>comes right along for that ride. The investment came to

0:12:46.600 --> 0:12:50.800
<v Speaker 1>us because Churnon thinks as as we do, the games

0:12:50.880 --> 0:12:54.439
<v Speaker 1>might be an interesting opportunity for that same formula, very

0:12:54.520 --> 0:13:00.000
<v Speaker 1>cheap to make its ink on cardboard. Uh, really amazing characters. Um,

0:13:00.160 --> 0:13:03.920
<v Speaker 1>were those characters come into your home, they come to life,

0:13:03.960 --> 0:13:05.800
<v Speaker 1>You fall in love with them, you laugh, You have

0:13:05.920 --> 0:13:10.240
<v Speaker 1>this incredible time, and what if we use that as

0:13:10.240 --> 0:13:13.760
<v Speaker 1>the seed to start growing that forest and start planting

0:13:13.800 --> 0:13:17.480
<v Speaker 1>these things that could grow into the next amazing TV show,

0:13:17.520 --> 0:13:20.640
<v Speaker 1>the next amazing movie. Um. The good news is these

0:13:20.679 --> 0:13:23.520
<v Speaker 1>are so much easier to make than starting a movie

0:13:23.600 --> 0:13:26.640
<v Speaker 1>or a TV show from scratch. So we're going to

0:13:26.720 --> 0:13:28.439
<v Speaker 1>be trying a bunch of them, and we're gonna be

0:13:28.480 --> 0:13:31.200
<v Speaker 1>going in a whole bunch of different directions. None of

0:13:31.240 --> 0:13:34.320
<v Speaker 1>them will be that surprising, but they will all be

0:13:34.360 --> 0:13:36.720
<v Speaker 1>based on a very cheap, very easy bet that we

0:13:36.760 --> 0:13:39.040
<v Speaker 1>made five years ago, which is, here's a card game

0:13:39.080 --> 0:13:40.880
<v Speaker 1>that we love and we think you'll love it too.

0:13:41.200 --> 0:13:44.680
<v Speaker 1>Have to note some irony here, a company that was

0:13:44.760 --> 0:13:48.200
<v Speaker 1>rooted in your effort to get away from screen seems

0:13:48.240 --> 0:13:51.440
<v Speaker 1>to becoming full circle. I know, Um, the way I

0:13:51.480 --> 0:13:56.280
<v Speaker 1>look at it is we all our games are uh

0:13:56.360 --> 0:13:59.400
<v Speaker 1>anti screen, and and the reason is again because we

0:13:59.440 --> 0:14:01.400
<v Speaker 1>want people to come together with their friends and family

0:14:01.400 --> 0:14:03.880
<v Speaker 1>and have fun. But we get to a certain point

0:14:03.880 --> 0:14:06.280
<v Speaker 1>where we've hit as many people as we can, and

0:14:06.440 --> 0:14:09.760
<v Speaker 1>in order to broaden that audience, we have to go

0:14:10.160 --> 0:14:13.040
<v Speaker 1>where those eyeballs are, and so we've done things like

0:14:13.160 --> 0:14:15.680
<v Speaker 1>we made an app for the iPhone and Android, even

0:14:15.679 --> 0:14:18.560
<v Speaker 1>though we thought we never want to touch screens, but

0:14:18.640 --> 0:14:23.280
<v Speaker 1>we made this really really beautiful app that it requires

0:14:23.280 --> 0:14:26.440
<v Speaker 1>you to play with your friends, and so, uh, your

0:14:26.480 --> 0:14:29.160
<v Speaker 1>friend that's out traveling, you're we We actually got so

0:14:29.200 --> 0:14:33.040
<v Speaker 1>many requests from people, um in the military who wanted

0:14:33.080 --> 0:14:35.120
<v Speaker 1>to play the card game, but you know, they were

0:14:35.160 --> 0:14:37.480
<v Speaker 1>stationed somewhere remote and didn't have the cards with them,

0:14:37.640 --> 0:14:40.400
<v Speaker 1>and so initially we made that app to help them

0:14:40.600 --> 0:14:42.440
<v Speaker 1>and to let them play with their family back at

0:14:42.480 --> 0:14:44.520
<v Speaker 1>home and connect and have a good time even though

0:14:44.560 --> 0:14:48.400
<v Speaker 1>they were remote. So we're less anti screen than we

0:14:48.520 --> 0:14:51.280
<v Speaker 1>used to be. I agree it's very ironic upcoming full

0:14:51.280 --> 0:14:54.880
<v Speaker 1>circle on it, but ultimately it is all it is

0:14:54.920 --> 0:14:57.800
<v Speaker 1>all to lend a hand to that effort of let's

0:14:57.800 --> 0:15:01.480
<v Speaker 1>bring people together, let's celebrate each other. I wonder, though,

0:15:01.520 --> 0:15:05.280
<v Speaker 1>if not even a few years from now, your company

0:15:05.320 --> 0:15:09.040
<v Speaker 1>will be known more for I P on screens than

0:15:09.080 --> 0:15:13.480
<v Speaker 1>the coreboard product. Does that trouble you? Um? I think

0:15:13.520 --> 0:15:16.120
<v Speaker 1>that is inevitably true. It's just the world we live in.

0:15:16.600 --> 0:15:21.280
<v Speaker 1>What we can do uh through gaining that popularity, though,

0:15:21.600 --> 0:15:24.920
<v Speaker 1>is constantly push people back to our roots, to the

0:15:24.960 --> 0:15:28.880
<v Speaker 1>fundamentals of why we're here and why we started this company. UM.

0:15:28.920 --> 0:15:31.800
<v Speaker 1>A question I get asked a lot is why are

0:15:31.840 --> 0:15:34.400
<v Speaker 1>our games good? What? What is the secret to making

0:15:34.400 --> 0:15:36.440
<v Speaker 1>a good game? And the secret to making a good

0:15:36.440 --> 0:15:38.880
<v Speaker 1>game is the same secret to building this whole whole company,

0:15:38.920 --> 0:15:43.160
<v Speaker 1>which is, don't make games that are entertaining, make games

0:15:43.200 --> 0:15:46.520
<v Speaker 1>that make the people you're playing with entertaining. And if

0:15:46.520 --> 0:15:49.600
<v Speaker 1>we can remind people of that that the people around

0:15:49.640 --> 0:15:52.800
<v Speaker 1>them are the entertainment. Uh. And these are just the

0:15:52.800 --> 0:15:56.000
<v Speaker 1>tools be at a card game, be at a TV show.

0:15:56.480 --> 0:16:00.120
<v Speaker 1>If we can constantly push people to those things, then

0:16:00.160 --> 0:16:02.960
<v Speaker 1>I think we've still succeeded, even though we're starting to

0:16:03.000 --> 0:16:07.160
<v Speaker 1>involve screens. Another extension to the brand that you had

0:16:07.240 --> 0:16:12.280
<v Speaker 1>coming up was an actual fan convention based on your

0:16:12.320 --> 0:16:15.120
<v Speaker 1>I p based on the whole gaming world. I understand

0:16:15.120 --> 0:16:17.800
<v Speaker 1>has been some changes now, but tell us about it. Yeah,

0:16:17.840 --> 0:16:20.040
<v Speaker 1>it's a tricky world out there right now. So we

0:16:20.120 --> 0:16:24.640
<v Speaker 1>decided that, um, if we were going to constantly promote

0:16:24.640 --> 0:16:27.800
<v Speaker 1>these games and constant promote people coming together, why not

0:16:28.120 --> 0:16:31.360
<v Speaker 1>throw and host the World's Best Game Night A a

0:16:31.640 --> 0:16:35.000
<v Speaker 1>festival of games. See new games that you've never seen before.

0:16:35.280 --> 0:16:39.240
<v Speaker 1>Everybody come together, show off your prototypes, show off your artwork,

0:16:39.720 --> 0:16:42.560
<v Speaker 1>form new companies, make your own new stuff. We are

0:16:42.600 --> 0:16:46.840
<v Speaker 1>going to fill a room with the most amazing, crazy

0:16:46.960 --> 0:16:50.160
<v Speaker 1>stuff that you've ever seen. It's the convention that we've

0:16:50.200 --> 0:16:54.440
<v Speaker 1>always wished existed, and we rented out the Portland's Convention Center.

0:16:54.520 --> 0:16:57.240
<v Speaker 1>We called it Burning Cat, of course, and of course,

0:16:57.520 --> 0:17:00.520
<v Speaker 1>as one does, and we were very excited. This was

0:17:00.600 --> 0:17:03.440
<v Speaker 1>going to launch in just a few months. Um. Of course,

0:17:03.520 --> 0:17:06.359
<v Speaker 1>with the current climate, we decided it would be pretty

0:17:06.440 --> 0:17:09.240
<v Speaker 1>responsible for us to ask so many people to travel

0:17:09.440 --> 0:17:13.320
<v Speaker 1>and gather in the same room. So, uh, we are

0:17:13.480 --> 0:17:16.639
<v Speaker 1>officially announcing that, Unfortunately, we're going to postpone it for

0:17:16.760 --> 0:17:21.120
<v Speaker 1>one year. Burning Cat will exist in We have spent

0:17:21.640 --> 0:17:25.280
<v Speaker 1>so much money building the props and the events and

0:17:25.359 --> 0:17:28.360
<v Speaker 1>the and the games for this thing. Uh, so we're

0:17:28.359 --> 0:17:30.280
<v Speaker 1>going to invest a little bit more, put them in

0:17:30.359 --> 0:17:33.720
<v Speaker 1>storage for a few months, and then put them back out.

0:17:34.280 --> 0:17:36.680
<v Speaker 1>Can you give us a just a sneak preview of

0:17:36.720 --> 0:17:39.119
<v Speaker 1>what a proper two might be, because my guess is

0:17:39.160 --> 0:17:42.439
<v Speaker 1>this is going to be as whimsical as the game itself. Um. Yeah,

0:17:42.680 --> 0:17:46.760
<v Speaker 1>we're doing all kinds of crazy stuff. So uh, right

0:17:46.920 --> 0:17:51.000
<v Speaker 1>in the center of the convention, we're building an arena,

0:17:51.840 --> 0:17:55.680
<v Speaker 1>literally stadium seating, a stage, this giant arena that will

0:17:55.720 --> 0:18:00.359
<v Speaker 1>host every hour some insane event. We're One of the

0:18:00.359 --> 0:18:03.320
<v Speaker 1>things we're starting to build is a dump tank, but

0:18:03.359 --> 0:18:07.000
<v Speaker 1>it's filled with uh sitting on the pedestal are celebrities

0:18:07.040 --> 0:18:10.480
<v Speaker 1>and it's filled with lacrosse, drinking water, sparkling water. We're

0:18:10.520 --> 0:18:14.400
<v Speaker 1>building sumo wrestling, but the suits are these giant furry

0:18:14.440 --> 0:18:19.280
<v Speaker 1>cat costumes. Were building uh an entire golf course, but

0:18:19.440 --> 0:18:24.960
<v Speaker 1>it's all uh whimsical basketball instead. Um everything we we

0:18:25.119 --> 0:18:29.360
<v Speaker 1>We've got a climbing wall totally covered in fur. We've

0:18:29.359 --> 0:18:33.080
<v Speaker 1>got like just we kind of took all these classic

0:18:33.160 --> 0:18:36.719
<v Speaker 1>things that we've seen at other conventions and carnivals, uh,

0:18:36.760 --> 0:18:39.960
<v Speaker 1>and kind of applied our own little spin on them,

0:18:40.480 --> 0:18:44.120
<v Speaker 1>and UH. The end effect is this just glorious gathering

0:18:44.560 --> 0:18:48.320
<v Speaker 1>of people who want to again have fun, enjoy each other. UH,

0:18:48.359 --> 0:18:51.280
<v Speaker 1>and we serve as sort of the matchmaker for that process.

0:18:51.280 --> 0:18:54.199
<v Speaker 1>So when I show up a who am I going

0:18:54.240 --> 0:18:57.639
<v Speaker 1>to see there? Who is exactly the target demo for

0:18:57.720 --> 0:19:02.320
<v Speaker 1>the brand. So the target demo is this. We have

0:19:02.400 --> 0:19:07.320
<v Speaker 1>two core groups. Um. Mostly our audience is UH and

0:19:07.400 --> 0:19:12.280
<v Speaker 1>you even split males and females ages eighteen to thirty four. Um,

0:19:12.320 --> 0:19:14.600
<v Speaker 1>they love our games. They're the ones who are, you know,

0:19:14.680 --> 0:19:17.760
<v Speaker 1>buying pizza and beer and hosting game night. And there's

0:19:17.800 --> 0:19:19.800
<v Speaker 1>millions and millions and millions of them out there, and

0:19:19.880 --> 0:19:21.840
<v Speaker 1>that's who you're going to see there. We have a

0:19:21.880 --> 0:19:25.200
<v Speaker 1>second audience, which we are delighted with, which is their kids,

0:19:25.760 --> 0:19:30.240
<v Speaker 1>the five to sixteen year olds who play games with

0:19:30.280 --> 0:19:33.160
<v Speaker 1>their parents now and we build the games that allow

0:19:33.240 --> 0:19:37.119
<v Speaker 1>them to do that. So UH, we're devoting all of

0:19:37.200 --> 0:19:40.320
<v Speaker 1>the second day of the convention to kids. And that's

0:19:40.320 --> 0:19:43.840
<v Speaker 1>where we're bringing out some of the craziest lower barrier

0:19:43.920 --> 0:19:46.879
<v Speaker 1>to entry activities so that you can go there with

0:19:46.880 --> 0:19:49.080
<v Speaker 1>your kids and still have an incredible time. So what

0:19:49.240 --> 0:19:52.600
<v Speaker 1>is the next big release for you guys. Um. It's

0:19:53.080 --> 0:19:56.440
<v Speaker 1>very exciting when when Throw Throw Burrito was up on Kickstarter,

0:19:56.880 --> 0:20:00.399
<v Speaker 1>we had an elite reward tire, like the highest possible rewards.

0:20:00.400 --> 0:20:02.680
<v Speaker 1>Here was this thing that we called the Extreme Edition

0:20:03.200 --> 0:20:06.800
<v Speaker 1>and it was instead of little foam burritos and a

0:20:06.880 --> 0:20:09.320
<v Speaker 1>deck of cards, will give you a deck of cards

0:20:09.359 --> 0:20:13.800
<v Speaker 1>and these giant, like three or four ft tall, inflatable burritos,

0:20:13.840 --> 0:20:16.360
<v Speaker 1>two of them, uh, and you throw those around instead.

0:20:16.800 --> 0:20:18.879
<v Speaker 1>So another interesting thing I've learned about what you guys

0:20:18.880 --> 0:20:22.720
<v Speaker 1>did is kickstarters where it all began. But you also

0:20:22.800 --> 0:20:26.480
<v Speaker 1>haven't really left Kickstarter behind either, So what's that about.

0:20:26.800 --> 0:20:31.840
<v Speaker 1>So crowdfunding in general is a really attractive notion for us. UM.

0:20:31.840 --> 0:20:35.560
<v Speaker 1>When you start a new game, your options are self

0:20:35.640 --> 0:20:39.280
<v Speaker 1>self funded, uh, self publish. It tends to be pretty

0:20:39.280 --> 0:20:41.880
<v Speaker 1>small games, or go to one of the big guys,

0:20:41.920 --> 0:20:44.920
<v Speaker 1>Hasbro Mattel. Uh. You know, they pay you a little

0:20:44.960 --> 0:20:47.840
<v Speaker 1>bit of money, they take the lion's share of the

0:20:47.880 --> 0:20:51.520
<v Speaker 1>ownership because they're taking on all the risk. And more importantly,

0:20:52.520 --> 0:20:54.639
<v Speaker 1>very few games go out that way and it's not

0:20:54.800 --> 0:20:57.480
<v Speaker 1>has Browne Matell's fault. They have a small team of

0:20:57.480 --> 0:21:00.240
<v Speaker 1>buyers who have to make some very very focused it's

0:21:00.359 --> 0:21:02.520
<v Speaker 1>every year and I can't possibly get it right, and

0:21:02.520 --> 0:21:08.159
<v Speaker 1>there's three or four people. Crowdfunding is such a beautiful

0:21:08.200 --> 0:21:11.520
<v Speaker 1>invention in the world of tabletop because suddenly, instead of

0:21:11.520 --> 0:21:13.600
<v Speaker 1>trying to convince one or two people that your game

0:21:13.680 --> 0:21:16.760
<v Speaker 1>is great, you get to actually show it to the audience.

0:21:16.880 --> 0:21:19.480
<v Speaker 1>You get to say, hey, four million people out there

0:21:20.000 --> 0:21:22.600
<v Speaker 1>who are in this market, here's my game, here's my

0:21:22.640 --> 0:21:25.320
<v Speaker 1>best idea. If you like it, give me the money

0:21:25.359 --> 0:21:27.080
<v Speaker 1>to help me make this thing, and then we will

0:21:27.119 --> 0:21:30.199
<v Speaker 1>all get to develop it together. And that model is

0:21:30.320 --> 0:21:34.680
<v Speaker 1>so glorious because it changes everything. It makes it so

0:21:34.720 --> 0:21:38.679
<v Speaker 1>the actual best games get made instead of someone's guests

0:21:38.760 --> 0:21:41.480
<v Speaker 1>on what the best games are. And we love that.

0:21:42.160 --> 0:21:44.040
<v Speaker 1>We love the idea that we can put out a

0:21:44.040 --> 0:21:46.960
<v Speaker 1>game and people will look at it and get attracted

0:21:46.960 --> 0:21:48.439
<v Speaker 1>to it and say, I want to help you build that.

0:21:48.720 --> 0:21:50.199
<v Speaker 1>We love the idea that we can put out a

0:21:50.200 --> 0:21:51.920
<v Speaker 1>game and someone can scratch their head and say, I

0:21:52.200 --> 0:21:55.240
<v Speaker 1>don't get this, this doesn't seem good enough yet, and

0:21:55.280 --> 0:21:57.720
<v Speaker 1>then we can work to make it better that has

0:21:57.760 --> 0:22:02.960
<v Speaker 1>never existed before. And because it builds that community, like again,

0:22:03.000 --> 0:22:04.840
<v Speaker 1>I know I sound like a broken record here, but

0:22:04.920 --> 0:22:10.160
<v Speaker 1>because everything we do is based on celebrating the people

0:22:10.240 --> 0:22:12.960
<v Speaker 1>that you're with, crowdfunding is a way that we get

0:22:12.960 --> 0:22:16.240
<v Speaker 1>to apply those same principles to the actual development of

0:22:16.280 --> 0:22:19.000
<v Speaker 1>a game. And what could be better than that? So

0:22:19.119 --> 0:22:22.280
<v Speaker 1>I'm getting a better sense of the world of this game.

0:22:22.359 --> 0:22:26.480
<v Speaker 1>Who would appeals to? I want to now understand Exploding

0:22:26.560 --> 0:22:29.720
<v Speaker 1>Kittens as a company. Uh, you know, obviously it started

0:22:29.720 --> 0:22:31.200
<v Speaker 1>with just a few of you, but what has it

0:22:31.320 --> 0:22:34.440
<v Speaker 1>grown into? My My guess is your offices are probably

0:22:34.520 --> 0:22:39.680
<v Speaker 1>distinctive in some nature uniquely. So yeah, up until about

0:22:39.760 --> 0:22:41.680
<v Speaker 1>a year and a half ago, the office was actually

0:22:41.720 --> 0:22:44.840
<v Speaker 1>in my backyard and here in Los Angeles. Yeah, here

0:22:44.880 --> 0:22:46.800
<v Speaker 1>in Los Angeles. I tried to keep it really small,

0:22:47.200 --> 0:22:51.920
<v Speaker 1>and once we hired our sixteen person, my wife finally said,

0:22:52.440 --> 0:22:54.800
<v Speaker 1>I'm not waiting in line to use my kitchen anymore.

0:22:55.440 --> 0:22:58.520
<v Speaker 1>Get them out of here. So we rented a space

0:22:58.880 --> 0:23:04.119
<v Speaker 1>here in Los Angeles. We're out up to twenty nine people. Uh,

0:23:04.800 --> 0:23:06.920
<v Speaker 1>moving fast. We hired one more at the end of

0:23:07.000 --> 0:23:08.960
<v Speaker 1>last week, so I had to reduce some math there.

0:23:09.400 --> 0:23:13.760
<v Speaker 1>Um and the office space in general is um. There's

0:23:13.840 --> 0:23:16.760
<v Speaker 1>there's three main areas to our office. One is a

0:23:16.880 --> 0:23:20.880
<v Speaker 1>giant open workspace, lots of yelling, lots of I need

0:23:20.920 --> 0:23:23.960
<v Speaker 1>help with this, who's who's who stole my pencil? You

0:23:23.960 --> 0:23:27.720
<v Speaker 1>know that sort of thing where the goal is all

0:23:27.760 --> 0:23:30.200
<v Speaker 1>of us are wearing so many different hats. None of

0:23:30.280 --> 0:23:33.040
<v Speaker 1>us quite know what we're doing, because we invented as

0:23:33.040 --> 0:23:36.000
<v Speaker 1>we go UM, so there are no private offices and

0:23:36.160 --> 0:23:40.040
<v Speaker 1>everybody has to work with each other UM. The second

0:23:40.200 --> 0:23:45.160
<v Speaker 1>part of the office is our fabrication studio, working with

0:23:45.680 --> 0:23:48.240
<v Speaker 1>UM card games, where you have to make boxes or

0:23:48.280 --> 0:23:51.399
<v Speaker 1>make cards. The process is really slow actually, because you

0:23:51.400 --> 0:23:53.560
<v Speaker 1>have an idea, you send it to China or some

0:23:53.600 --> 0:23:57.400
<v Speaker 1>prototyping facility locally, They build it and they send it back.

0:23:57.520 --> 0:24:00.480
<v Speaker 1>It takes forever. Something's wrong you you go through this

0:24:00.520 --> 0:24:02.400
<v Speaker 1>whole process again, it could take you four or five,

0:24:02.440 --> 0:24:05.359
<v Speaker 1>maybe six months to look at the thing that you

0:24:05.440 --> 0:24:09.480
<v Speaker 1>had in your head. So instead we invested in UH

0:24:09.600 --> 0:24:12.920
<v Speaker 1>three D printers, some scene smals, a glow forge, which

0:24:12.960 --> 0:24:15.560
<v Speaker 1>is a three D laser printer UM and now we

0:24:15.600 --> 0:24:19.320
<v Speaker 1>make our own prototypes in this facility in ten minutes

0:24:19.920 --> 0:24:23.959
<v Speaker 1>and that allows us. Hanging above that is this giant

0:24:24.040 --> 0:24:26.959
<v Speaker 1>neon sign that just has fail fast, and the idea

0:24:27.080 --> 0:24:29.840
<v Speaker 1>is make as much stuff as you can, knowing that

0:24:29.920 --> 0:24:32.720
<v Speaker 1>all of it is going to suck, and that's okay.

0:24:33.000 --> 0:24:35.880
<v Speaker 1>Get through that process because it is at the end

0:24:35.920 --> 0:24:38.760
<v Speaker 1>of that that failing process that you're going to make

0:24:38.800 --> 0:24:41.480
<v Speaker 1>something amazing. Get through the failure as quickly as you can,

0:24:41.560 --> 0:24:43.800
<v Speaker 1>and so we encourage everybody to use that facility as

0:24:43.840 --> 0:24:48.520
<v Speaker 1>often as possible, make all the things, and eventually, hopefully, luckily,

0:24:48.880 --> 0:24:51.960
<v Speaker 1>something beautiful will come out the other end. The third

0:24:52.000 --> 0:24:55.960
<v Speaker 1>space is our gameplay space. Um this started out with

0:24:56.040 --> 0:24:59.200
<v Speaker 1>just my private collection of games and board games and

0:24:59.240 --> 0:25:02.960
<v Speaker 1>card games, and now because of Kickstarter, so many people

0:25:03.200 --> 0:25:05.879
<v Speaker 1>send us their games because they want us to review them,

0:25:05.920 --> 0:25:08.720
<v Speaker 1>they want us to post about them. We get three

0:25:08.840 --> 0:25:11.639
<v Speaker 1>to four games a week at this point, and every

0:25:11.640 --> 0:25:14.800
<v Speaker 1>Friday we order in lunch for the whole team. We

0:25:14.880 --> 0:25:17.640
<v Speaker 1>sit in front of our wall of games, and when

0:25:17.680 --> 0:25:22.399
<v Speaker 1>I say well, I mean fifteen feet tall fifty ft

0:25:22.440 --> 0:25:27.240
<v Speaker 1>wide amounted like so many games you cannot possibly get

0:25:27.280 --> 0:25:29.320
<v Speaker 1>through them all. But we order in lunch and we

0:25:29.359 --> 0:25:30.960
<v Speaker 1>do our best to get through two or three games

0:25:30.960 --> 0:25:35.560
<v Speaker 1>a week because, like everything that I've been saying, if

0:25:35.600 --> 0:25:37.840
<v Speaker 1>if we can work together, if we can celebrate each other.

0:25:37.880 --> 0:25:41.280
<v Speaker 1>If we can understand why this is so much fun,

0:25:41.720 --> 0:25:45.040
<v Speaker 1>then we can create more products like that. And so

0:25:45.160 --> 0:25:47.960
<v Speaker 1>you've got this unique culture it sounds like, and you

0:25:48.160 --> 0:25:51.720
<v Speaker 1>I believe your title is Lord Commander of Fun. Correct,

0:25:51.840 --> 0:25:54.399
<v Speaker 1>everyone happened? That is not actually my title. That is

0:25:54.440 --> 0:25:56.160
<v Speaker 1>a title that a bunch of people have been thrown

0:25:56.200 --> 0:25:59.959
<v Speaker 1>around that I'm doing my best to squash. My title

0:26:00.240 --> 0:26:04.320
<v Speaker 1>is game designer. Okay. Uh. Nevertheless, I assume we're going

0:26:04.359 --> 0:26:08.000
<v Speaker 1>to go from twenty nine employees to maybe three or

0:26:08.000 --> 0:26:11.879
<v Speaker 1>four times that in the coming years. Are you sure

0:26:11.920 --> 0:26:13.840
<v Speaker 1>you could sort of keep that sort of sense of

0:26:13.880 --> 0:26:17.400
<v Speaker 1>culture in place as the growth occur. Yeah, I think

0:26:18.040 --> 0:26:21.000
<v Speaker 1>that is certainly the goal. It is so important to

0:26:21.040 --> 0:26:22.960
<v Speaker 1>me that we all get to hang out in a

0:26:23.000 --> 0:26:26.520
<v Speaker 1>place build things together, because they get better that way.

0:26:27.080 --> 0:26:31.200
<v Speaker 1>And the more I can encourage people to the more

0:26:31.200 --> 0:26:34.680
<v Speaker 1>I can encourage our accounting team to try game design,

0:26:34.760 --> 0:26:38.520
<v Speaker 1>the more I can encourage our art team to learn

0:26:38.520 --> 0:26:42.000
<v Speaker 1>how the manufacturing process works. The more we can all

0:26:42.040 --> 0:26:44.320
<v Speaker 1>get really good at each other's jobs, or at least

0:26:44.400 --> 0:26:47.359
<v Speaker 1>understand really well how they work, the better games we

0:26:47.400 --> 0:26:50.639
<v Speaker 1>can make as a company, because all the parts know

0:26:50.720 --> 0:26:53.040
<v Speaker 1>what all the other parts are doing well. It sounds

0:26:53.040 --> 0:26:56.639
<v Speaker 1>like you're taking a lot of the manufacturing process creative

0:26:56.640 --> 0:27:00.920
<v Speaker 1>processes in house as possible. But I'm curious. We talked

0:27:00.920 --> 0:27:05.240
<v Speaker 1>earlier about you know, burning cat being postponed, the current climate,

0:27:05.400 --> 0:27:08.280
<v Speaker 1>coronavirus being as crazy as it is, does it disrupt

0:27:08.320 --> 0:27:13.000
<v Speaker 1>your business in other ways so much? Unfortunately, most of

0:27:13.000 --> 0:27:17.960
<v Speaker 1>our products are manufactured in China, and here's the perfect story.

0:27:18.040 --> 0:27:20.640
<v Speaker 1>So we're we're figuring out how to print in other

0:27:20.680 --> 0:27:25.040
<v Speaker 1>places now that China is quite problematic. But our new game, uh,

0:27:25.200 --> 0:27:29.080
<v Speaker 1>Throw Throw Burrito has these two foam squishy burritos in

0:27:29.119 --> 0:27:32.240
<v Speaker 1>them that you throw at each other and they're amazing. Um.

0:27:32.280 --> 0:27:37.400
<v Speaker 1>But when China stopped being able to produce anything, we

0:27:37.480 --> 0:27:40.160
<v Speaker 1>suddenly we had to order five thousand copies of that game,

0:27:40.160 --> 0:27:45.200
<v Speaker 1>and we just couldn't know what nowhere. So I sent out, uh,

0:27:45.280 --> 0:27:48.959
<v Speaker 1>some interns to every toy store in Los Angeles, and

0:27:49.080 --> 0:27:52.320
<v Speaker 1>every pool supply store in Los Angeles, and every dollar

0:27:52.400 --> 0:27:55.600
<v Speaker 1>store in Los Angeles and said, get all the foam things,

0:27:55.680 --> 0:27:58.600
<v Speaker 1>all of them, and not only bring them in, but

0:27:59.119 --> 0:28:01.240
<v Speaker 1>let's figure out where the all manufactured. And then we're

0:28:01.240 --> 0:28:04.840
<v Speaker 1>going to cold call every single manufacturer on the planet

0:28:04.960 --> 0:28:08.000
<v Speaker 1>to figure out a solution to this thing. And the

0:28:08.160 --> 0:28:13.440
<v Speaker 1>horribly depressing answer is from China. From China, and that's

0:28:14.320 --> 0:28:19.000
<v Speaker 1>that's devastating for us on a business level because we

0:28:19.119 --> 0:28:21.720
<v Speaker 1>now have a single point of failure. And I didn't

0:28:21.920 --> 0:28:24.320
<v Speaker 1>ever think of a country as a single point of failure,

0:28:24.359 --> 0:28:27.960
<v Speaker 1>but here we are, um but devastating from kind of

0:28:28.000 --> 0:28:34.680
<v Speaker 1>a global manufacturing community where we have lost the ability

0:28:34.800 --> 0:28:40.040
<v Speaker 1>to compete in the toy manufacturing space, we being anyone

0:28:40.120 --> 0:28:43.600
<v Speaker 1>other than China, And that's been hidden for a long

0:28:43.680 --> 0:28:46.400
<v Speaker 1>time and now suddenly we're seeing it. What we're going

0:28:46.440 --> 0:28:48.360
<v Speaker 1>to see in the next few months is you walk

0:28:48.400 --> 0:28:51.880
<v Speaker 1>into Target or Walmart and a certain kind of toy

0:28:52.200 --> 0:28:54.120
<v Speaker 1>is just going to be gone, a certain kind of

0:28:54.160 --> 0:28:57.680
<v Speaker 1>toy that requires Chinese manufacturing because they have the monopoly

0:28:57.680 --> 0:28:59.760
<v Speaker 1>on that. Those shelves are just going to be empty.

0:29:00.200 --> 0:29:04.280
<v Speaker 1>And uh, that supply chain is depleted. Right now, we

0:29:04.320 --> 0:29:06.240
<v Speaker 1>haven't seen the effects of it, but we're going to.

0:29:07.000 --> 0:29:10.719
<v Speaker 1>And I hope that means we can kind of find

0:29:10.880 --> 0:29:13.320
<v Speaker 1>we can sit down and maybe collectively come up with

0:29:13.360 --> 0:29:17.800
<v Speaker 1>some better, more long term solutions, uh, in terms of

0:29:17.840 --> 0:29:21.080
<v Speaker 1>getting the manufacturing out of China, correct, Yeah, or at

0:29:21.160 --> 0:29:23.880
<v Speaker 1>least getting components of it out of China. This is

0:29:23.920 --> 0:29:27.000
<v Speaker 1>something we're exploring heavily right now, is how do we

0:29:27.080 --> 0:29:29.320
<v Speaker 1>make it so that there is no longer such thing

0:29:29.360 --> 0:29:31.360
<v Speaker 1>as a single point of failure. That's not to say

0:29:31.360 --> 0:29:34.000
<v Speaker 1>things will not be made in China, it's to say

0:29:33.680 --> 0:29:38.800
<v Speaker 1>the dependency will not lie on China. This is the

0:29:38.800 --> 0:29:41.520
<v Speaker 1>new reality I think for any and all businesses. But

0:29:41.640 --> 0:29:45.120
<v Speaker 1>you know, bottom line this for me, could your company

0:29:45.720 --> 0:29:52.240
<v Speaker 1>be facing an existential threat here due to this situation? Um,

0:29:52.400 --> 0:29:55.320
<v Speaker 1>there are some games that we will simply not be

0:29:55.360 --> 0:29:58.360
<v Speaker 1>able to produce this year, just at all. And that's

0:29:58.360 --> 0:30:01.200
<v Speaker 1>a shame. And well, we have an enough excess inventory

0:30:01.320 --> 0:30:05.320
<v Speaker 1>that we're okay for a few months. Um. We I

0:30:05.360 --> 0:30:09.800
<v Speaker 1>have also sent out agents to every other manufacturer I

0:30:09.840 --> 0:30:13.920
<v Speaker 1>can think of in Mexico and Taiwan and Poland in

0:30:14.040 --> 0:30:17.640
<v Speaker 1>the UK, and we found solutions. We we have ways

0:30:17.720 --> 0:30:20.400
<v Speaker 1>to to put ink on cardboard and so there's a

0:30:20.440 --> 0:30:23.920
<v Speaker 1>lot of games we can make which will save our company. Um.

0:30:23.920 --> 0:30:28.480
<v Speaker 1>But it makes growth through more creative games very very

0:30:28.520 --> 0:30:31.600
<v Speaker 1>limited this year. Well, I wish you the best of

0:30:31.720 --> 0:30:35.440
<v Speaker 1>luck facing that challenge. Certainly, lots of businesses facing their

0:30:35.480 --> 0:30:38.720
<v Speaker 1>own challenges in this time. But um Elan thanks for

0:30:38.760 --> 0:30:40.760
<v Speaker 1>coming in and talking to us about exploding him. It's

0:30:40.800 --> 0:30:45.200
<v Speaker 1>my pleasure. It's so much fun to be here. This

0:30:45.280 --> 0:30:48.600
<v Speaker 1>has been another episode of Strictly Business. Tune in next

0:30:48.600 --> 0:30:52.360
<v Speaker 1>week for another helping of scintillating conversation with media movers

0:30:52.360 --> 0:30:55.000
<v Speaker 1>and shakers, and please make sure you subscribe to the

0:30:55.040 --> 0:30:59.080
<v Speaker 1>podcast to hear future episodes. Also leave a review in

0:30:59.160 --> 0:31:01.160
<v Speaker 1>Apple Podcast let us know how we're doing