1 00:00:07,120 --> 00:00:11,240 Speaker 1: Welcome to Strictly Business, writy's weekly podcast featuring conversations about 2 00:00:11,240 --> 00:00:14,520 Speaker 1: the business of media and entertainment. I'm senior business writer, 3 00:00:14,680 --> 00:00:18,360 Speaker 1: TV and video games. Jennifer Moss Jill Fernx is the 4 00:00:18,480 --> 00:00:21,919 Speaker 1: chief executive officer and founder at game Fam, a metaverse 5 00:00:21,960 --> 00:00:25,840 Speaker 1: game developer and publisher that creates connected experiences for gaming 6 00:00:25,880 --> 00:00:30,040 Speaker 1: platforms including Roblocks and Fortnite, and well known brands like 7 00:00:30,120 --> 00:00:34,080 Speaker 1: Mattel's Barbie Crunchy Roles, My Hero, Academia, and most recently, 8 00:00:34,200 --> 00:00:38,239 Speaker 1: the band Coldplay. Ferens founded game Fam in twenty nineteen 9 00:00:38,360 --> 00:00:42,320 Speaker 1: following years working in strategy roles at Mattel and Ubisoft, 10 00:00:42,520 --> 00:00:45,320 Speaker 1: and after beginning his career as an art director working 11 00:00:45,320 --> 00:00:50,440 Speaker 1: on licensed consumer products for sports properties including the NFL, NCAA, 12 00:00:50,640 --> 00:00:54,560 Speaker 1: and NHL. His game design and producing credits include He Man, 13 00:00:54,640 --> 00:00:57,680 Speaker 1: The Most Powerful Game in the Universe, Star Wars, Rebels, 14 00:00:57,800 --> 00:01:01,120 Speaker 1: recon Missions, and Hot Wheels Rates, which has over one 15 00:01:01,200 --> 00:01:04,480 Speaker 1: hundred million downloads. Here to talk about the inner workings 16 00:01:04,520 --> 00:01:18,480 Speaker 1: of game Fam. A CEO Joe Farns, thank you so 17 00:01:18,560 --> 00:01:21,880 Speaker 1: much for joining me today, Joe, I really appreciate it absolutely. 18 00:01:21,959 --> 00:01:23,440 Speaker 2: Thank you for having me. Great to be here. 19 00:01:24,120 --> 00:01:26,319 Speaker 1: So I'd love to just start out pretty high level 20 00:01:26,360 --> 00:01:28,600 Speaker 1: here for those who might not be familiar about what 21 00:01:28,640 --> 00:01:30,479 Speaker 1: you guys do, if you can just start off at 22 00:01:30,480 --> 00:01:30,760 Speaker 1: the top. 23 00:01:30,800 --> 00:01:35,000 Speaker 2: What is gamecam Yeah, game fan is the leading professional 24 00:01:35,040 --> 00:01:39,640 Speaker 2: publisher of content for the Roadblocks and Fortnite platforms. We 25 00:01:39,760 --> 00:01:45,440 Speaker 2: are really a media network for reaching gen Z and 26 00:01:45,720 --> 00:01:50,040 Speaker 2: jen Alpha consumers that we run a huge portfolio of products, 27 00:01:50,360 --> 00:01:53,120 Speaker 2: with about one hundred thousand concurrent players playing our games 28 00:01:53,160 --> 00:01:56,320 Speaker 2: as we speak. We have multiple top games and top 29 00:01:56,400 --> 00:02:00,520 Speaker 2: genres on Roadblocks and a significant Fortnite portfolio as well. 30 00:02:01,000 --> 00:02:04,680 Speaker 2: We create business by both in app transactions where we 31 00:02:04,800 --> 00:02:09,760 Speaker 2: sell players various digital goods that they love and find valuable, 32 00:02:09,840 --> 00:02:14,760 Speaker 2: and we also build significant brand advertising programs for brands, 33 00:02:14,880 --> 00:02:17,839 Speaker 2: IP holders, theatrical campaigns, etc. 34 00:02:19,800 --> 00:02:22,959 Speaker 1: And then your background specifically, I'd love to get a 35 00:02:23,000 --> 00:02:23,560 Speaker 1: run down of that. 36 00:02:24,160 --> 00:02:26,880 Speaker 2: Yeah. I've been in the gaming and pop culture business 37 00:02:26,960 --> 00:02:30,760 Speaker 2: my entire career, so a little bit over twenty years now. 38 00:02:30,880 --> 00:02:34,400 Speaker 2: Started as a graphic designer on sports licensed T shirts 39 00:02:34,400 --> 00:02:38,600 Speaker 2: and posters, went back to business school, interned at Disney, 40 00:02:38,639 --> 00:02:42,079 Speaker 2: did a postgraduate internship a Nintendo, spent two years at 41 00:02:42,160 --> 00:02:46,280 Speaker 2: Ubisoft working on franchise and IP strategy, and then went 42 00:02:46,320 --> 00:02:50,200 Speaker 2: to MATEL doing franchise development for three years. After that, 43 00:02:50,680 --> 00:02:53,239 Speaker 2: I jumped into the startup world about ten years ago 44 00:02:53,600 --> 00:02:56,800 Speaker 2: to work on a Star Wars kids game as a 45 00:02:56,880 --> 00:03:00,280 Speaker 2: chief product officer, and then worked on a huge, huge 46 00:03:00,280 --> 00:03:03,000 Speaker 2: mobile game, Subway Surfers for a year as a consultant, 47 00:03:03,440 --> 00:03:07,480 Speaker 2: and then went back to MATEL as a consulting executive 48 00:03:07,520 --> 00:03:11,360 Speaker 2: producer on Hot Wheels video games, putting the Hot Wheels 49 00:03:11,440 --> 00:03:14,800 Speaker 2: brand into twenty games over the course of five years, 50 00:03:14,800 --> 00:03:19,359 Speaker 2: including some huge hits from Microsoft's Sports franchise and EPICX 51 00:03:19,440 --> 00:03:23,160 Speaker 2: Rocket League franchise EA's need for Speed. And it was 52 00:03:23,240 --> 00:03:26,600 Speaker 2: during those years consulting and doing some startups in my 53 00:03:26,880 --> 00:03:32,000 Speaker 2: other time that I became aware of the Roadbox platform, 54 00:03:32,080 --> 00:03:36,480 Speaker 2: which back then had I believe thirty million monthly active users. 55 00:03:36,520 --> 00:03:41,080 Speaker 2: Now it has eighty million daily active users. And I 56 00:03:41,160 --> 00:03:42,680 Speaker 2: was at a point in my career where I had 57 00:03:42,720 --> 00:03:46,760 Speaker 2: worked on so many great brands and ips, starting in 58 00:03:46,840 --> 00:03:52,160 Speaker 2: sports licensing doing NFL license posters, and then working at 59 00:03:52,560 --> 00:03:56,280 Speaker 2: Ubisoft on licensing out and doing strategy for Assassin's Creed, 60 00:03:56,320 --> 00:04:00,360 Speaker 2: and then being a licensee of Star Wars and helping 61 00:04:00,440 --> 00:04:03,160 Speaker 2: grow the hot Wheels gaming business and helping relaunch he 62 00:04:03,320 --> 00:04:08,480 Speaker 2: man and I said, I want to try to get 63 00:04:08,520 --> 00:04:12,800 Speaker 2: into making new and wild stuff, and I think Roadblocks 64 00:04:13,680 --> 00:04:16,000 Speaker 2: is the place to do it. I think the platform 65 00:04:16,120 --> 00:04:19,520 Speaker 2: is going to explode. All the fundamentals are there, and 66 00:04:19,560 --> 00:04:23,640 Speaker 2: I think we've only been surprised at how big it 67 00:04:23,720 --> 00:04:26,919 Speaker 2: has gotten and how big it is likely to continue 68 00:04:27,160 --> 00:04:30,240 Speaker 2: to get. Oh, I just lost you for real. 69 00:04:31,360 --> 00:04:33,720 Speaker 1: Now what is your day to day at game fam 70 00:04:33,800 --> 00:04:34,640 Speaker 1: What is your role now? 71 00:04:35,320 --> 00:04:39,960 Speaker 2: So? I'm the CEO and founder of Gamevam, and my 72 00:04:40,120 --> 00:04:43,680 Speaker 2: main focus every day is ensuring that we have the 73 00:04:43,800 --> 00:04:49,200 Speaker 2: very best products in the market from a digital quality, 74 00:04:49,360 --> 00:04:53,960 Speaker 2: production values, player engagement, player monetization standpoint. We've won over 75 00:04:54,200 --> 00:04:58,599 Speaker 2: thirty awards in the last three years, including Fast Companies, 76 00:04:58,680 --> 00:05:04,040 Speaker 2: Most Innovative including five thousand and numerous awards for our 77 00:05:04,120 --> 00:05:07,599 Speaker 2: campaigns and the quality of our products, and that is 78 00:05:07,640 --> 00:05:10,280 Speaker 2: my passion, is making sure that we do the very 79 00:05:10,360 --> 00:05:12,600 Speaker 2: best work in our field. If you look at the 80 00:05:12,640 --> 00:05:16,919 Speaker 2: top ten all time brand games on Roadblocks, which you 81 00:05:16,920 --> 00:05:21,039 Speaker 2: can see on a website called rome Monitor that we own, 82 00:05:21,760 --> 00:05:24,560 Speaker 2: you will see that game fan has produced three of 83 00:05:24,640 --> 00:05:27,760 Speaker 2: the top ten all time brand games on Roadblocks number 84 00:05:27,760 --> 00:05:31,760 Speaker 2: one Sonic Speed Simulator, which just crossed a billion visits, 85 00:05:31,760 --> 00:05:33,640 Speaker 2: and I'm sure I'll talk more about a few of 86 00:05:33,640 --> 00:05:36,760 Speaker 2: these as we go. Barbie Dreamhouse Tycoon, which is number 87 00:05:36,800 --> 00:05:39,320 Speaker 2: six despite having come out less than a year ago, 88 00:05:39,400 --> 00:05:43,320 Speaker 2: and then number ten Hot Wheels, the first Roadblocks game 89 00:05:43,360 --> 00:05:47,080 Speaker 2: we ever developed at our studio. And we also have 90 00:05:47,120 --> 00:05:51,920 Speaker 2: produced three of the top five concerts Roadblocks concerts of 91 00:05:51,960 --> 00:05:55,480 Speaker 2: all time number one Sweetie's super Bowl Concert, number three, 92 00:05:55,600 --> 00:05:59,960 Speaker 2: Chainsmokers number four, twenty four k Golden. So that is 93 00:06:00,200 --> 00:06:05,160 Speaker 2: really what gets me excited every day is continuing to 94 00:06:05,200 --> 00:06:07,960 Speaker 2: do the best work in the space. And when I'm 95 00:06:07,960 --> 00:06:10,720 Speaker 2: not doing that, I'm working on how do we build 96 00:06:10,880 --> 00:06:16,000 Speaker 2: brand engagement programs to help bridge the gap between Hollywood 97 00:06:16,680 --> 00:06:21,200 Speaker 2: and the traditional forms of distributing content and this new 98 00:06:21,279 --> 00:06:27,160 Speaker 2: world of gaming as media that is just growing every 99 00:06:27,240 --> 00:06:29,239 Speaker 2: quarter right now. 100 00:06:29,920 --> 00:06:34,160 Speaker 1: So with the current state of gaming and everything, I 101 00:06:34,200 --> 00:06:39,120 Speaker 1: guess covered Unreal Facts yesterday, Unreal Engine had some announcements made. 102 00:06:39,480 --> 00:06:41,680 Speaker 1: I want you to know your current take on what 103 00:06:42,320 --> 00:06:44,760 Speaker 1: the most exciting thing going on right now is and 104 00:06:44,800 --> 00:06:47,360 Speaker 1: then maybe the biggest struggle facing the industry at the moment, 105 00:06:47,760 --> 00:06:50,160 Speaker 1: The most exciting thing going on right now is the 106 00:06:50,200 --> 00:06:53,120 Speaker 1: ability for small teams to. 107 00:06:53,160 --> 00:06:57,320 Speaker 2: Make incredible products, and that was the founding thesis of 108 00:06:57,400 --> 00:07:01,159 Speaker 2: our company, is that using the technology that companies like 109 00:07:01,279 --> 00:07:04,440 Speaker 2: Roadblocks and UEFN or Epic in this case through their 110 00:07:04,560 --> 00:07:10,440 Speaker 2: UEFN platform, are delivering to developers, we can create the 111 00:07:10,480 --> 00:07:14,880 Speaker 2: next generation of franchises, and we can bring along the 112 00:07:14,920 --> 00:07:18,840 Speaker 2: previous generation of franchises into this new world and the 113 00:07:19,280 --> 00:07:22,160 Speaker 2: innovators in the creative and media space. That is the 114 00:07:22,200 --> 00:07:25,920 Speaker 2: thing that is the most exciting that is happening. And 115 00:07:25,960 --> 00:07:30,120 Speaker 2: we can see that the usage of Roadblocks specifically continues 116 00:07:30,160 --> 00:07:33,920 Speaker 2: to grow quarter over quarter as the content offerings continue 117 00:07:33,960 --> 00:07:36,640 Speaker 2: to get better and better. So if you look at 118 00:07:36,800 --> 00:07:40,080 Speaker 2: some of our games like SpongeBob Simulator that we made 119 00:07:40,080 --> 00:07:42,760 Speaker 2: with our partners at Paramount, you'll see graphics that are 120 00:07:42,800 --> 00:07:46,800 Speaker 2: probably about PS three level PlayStation three levels, so about 121 00:07:46,800 --> 00:07:50,520 Speaker 2: two previous generations on console. But if you went back 122 00:07:50,840 --> 00:07:53,960 Speaker 2: three years from now, you would see graphics that we're 123 00:07:53,960 --> 00:07:57,440 Speaker 2: probably closer to a PS one, right, So the graphics 124 00:07:57,480 --> 00:08:02,120 Speaker 2: of these engines are improving exponents, and as the graphics improve, 125 00:08:02,360 --> 00:08:06,680 Speaker 2: they're retaining users older and older, and that's what's driving 126 00:08:06,680 --> 00:08:10,240 Speaker 2: the growth of Roblox and of Fortnite right now, the 127 00:08:10,360 --> 00:08:17,920 Speaker 2: challenges are that, similar to what's happened with streaming, similar 128 00:08:17,960 --> 00:08:23,200 Speaker 2: to what's happening with TikTok, is that the traditional distribution 129 00:08:23,440 --> 00:08:27,600 Speaker 2: channels that we're used to in the media business are changing. 130 00:08:27,880 --> 00:08:33,920 Speaker 2: They're changing from a business to consumer standpoint to appear 131 00:08:34,000 --> 00:08:37,800 Speaker 2: to peer standpoint. So what we've done as a company 132 00:08:37,920 --> 00:08:39,760 Speaker 2: is we have been trying to get out ahead of 133 00:08:39,800 --> 00:08:43,440 Speaker 2: this to ensure that all of the beloved IP and 134 00:08:43,559 --> 00:08:45,959 Speaker 2: characters that we've grown up on for the last fifty 135 00:08:46,040 --> 00:08:49,880 Speaker 2: years will have an entree into this new world of 136 00:08:50,000 --> 00:08:53,080 Speaker 2: peer to peer distribution. And we've been setting up networks 137 00:08:53,120 --> 00:08:57,720 Speaker 2: of authentic native development talent where we can provide that 138 00:08:57,880 --> 00:09:02,120 Speaker 2: layer of brands, SAE, safety, of best in class production, 139 00:09:02,240 --> 00:09:06,480 Speaker 2: but get that authenticity of that on the ground creator community. 140 00:09:06,480 --> 00:09:08,360 Speaker 2: And those are some of the ways that we've been 141 00:09:08,400 --> 00:09:12,640 Speaker 2: able to achieve so much success in original development of 142 00:09:12,720 --> 00:09:16,000 Speaker 2: IP based games at this company over the past five years. 143 00:09:16,720 --> 00:09:18,800 Speaker 1: So let's talk a little bit more about IP and 144 00:09:18,880 --> 00:09:21,040 Speaker 1: game VAM. I know you'd already mentioned, but I'd love 145 00:09:21,080 --> 00:09:24,760 Speaker 1: to dive in deeper to Sonic and to Barbie in particular. 146 00:09:25,240 --> 00:09:28,480 Speaker 2: Absolutely two of my I've worked on so many great 147 00:09:28,520 --> 00:09:31,199 Speaker 2: projects in my career, you know, and you know not 148 00:09:31,640 --> 00:09:34,480 Speaker 2: to brag, but I had a chance to contribute, for example, 149 00:09:34,480 --> 00:09:37,840 Speaker 2: to the Forts Horizon three Hot Wheels expansion pack, which 150 00:09:37,880 --> 00:09:41,439 Speaker 2: was the number one Xbox exclusive on Metacritic back when 151 00:09:41,480 --> 00:09:43,880 Speaker 2: it came out. I won Editors Choice Awards for the 152 00:09:43,880 --> 00:09:46,160 Speaker 2: work I've done in the app Store. I've had so 153 00:09:46,360 --> 00:09:50,559 Speaker 2: many great opportunities and privileges to work with so many 154 00:09:50,600 --> 00:09:54,680 Speaker 2: great people, but to make our own hit products out 155 00:09:54,679 --> 00:09:56,920 Speaker 2: of the studio has been, of course, the biggest thrill 156 00:09:56,960 --> 00:10:00,439 Speaker 2: of my career. And Sonic Speed Simulator in Barb are 157 00:10:00,520 --> 00:10:03,559 Speaker 2: the two best examples of where we as a studio 158 00:10:04,080 --> 00:10:08,679 Speaker 2: dug in and put our absolute best efforts in place, 159 00:10:08,720 --> 00:10:10,959 Speaker 2: where we gave it everything we had in terms of 160 00:10:11,000 --> 00:10:14,240 Speaker 2: our creativity, in terms of polishing pixels, in terms of 161 00:10:14,520 --> 00:10:18,840 Speaker 2: designing game loops that retain and create value in thereby 162 00:10:18,920 --> 00:10:22,520 Speaker 2: monetized players, and those games have been just incredible in 163 00:10:22,600 --> 00:10:25,880 Speaker 2: terms of their of their success in these native platforms, 164 00:10:25,920 --> 00:10:31,040 Speaker 2: working against incredible competitors from you know, sixteen to twenty 165 00:10:31,040 --> 00:10:34,360 Speaker 2: five years old making games all day. Now, we're applying 166 00:10:34,440 --> 00:10:38,839 Speaker 2: that same push to my hero Academia. That's our next 167 00:10:38,880 --> 00:10:41,520 Speaker 2: big game that's coming up. So we're getting into the 168 00:10:41,559 --> 00:10:45,480 Speaker 2: anime space, which people in the know know if you know, 169 00:10:45,600 --> 00:10:50,080 Speaker 2: you know, anime is like the thing for gen Z 170 00:10:50,559 --> 00:10:53,480 Speaker 2: and Gen Alpha fans. It's been the thing for me 171 00:10:54,160 --> 00:10:56,920 Speaker 2: for over twenty five years. And I am not a 172 00:10:56,920 --> 00:10:59,800 Speaker 2: gen Z or Gen Alpha that's for sure. So it's 173 00:10:59,840 --> 00:11:03,000 Speaker 2: a area that we are deeply passionate about and place 174 00:11:03,040 --> 00:11:05,840 Speaker 2: to our strengths. But tell me what, what are you 175 00:11:05,960 --> 00:11:08,280 Speaker 2: curious about? Because I love to talk about these products, 176 00:11:08,320 --> 00:11:09,840 Speaker 2: So hashtag am. 177 00:11:11,960 --> 00:11:15,600 Speaker 1: Uh. You know when we were we last talked at 178 00:11:15,640 --> 00:11:17,480 Speaker 1: south By, you were doing a big thing on my 179 00:11:17,559 --> 00:11:19,960 Speaker 1: hero Academia. That's where that's where we actually first got 180 00:11:19,960 --> 00:11:23,480 Speaker 1: to talk about that project. So doing that, we're still 181 00:11:23,480 --> 00:11:30,080 Speaker 1: doing that. Yeah. So you know, one of the things 182 00:11:30,160 --> 00:11:31,760 Speaker 1: I love to talk about most when it comes to 183 00:11:31,800 --> 00:11:34,360 Speaker 1: gaming and IP is at the moment, you know, there's 184 00:11:34,360 --> 00:11:37,800 Speaker 1: a huge thing about taking gaming IP I bring it 185 00:11:37,920 --> 00:11:42,040 Speaker 1: into the traditional media space with TIL TV and film adaptations. 186 00:11:42,360 --> 00:11:45,120 Speaker 1: But here is a perfect example of the reverse and 187 00:11:45,240 --> 00:11:49,440 Speaker 1: using that existing IP. Now there's Sonic obviously went back 188 00:11:49,440 --> 00:11:52,280 Speaker 1: and forth. It contigues to but something like Barbie that 189 00:11:52,520 --> 00:11:55,040 Speaker 1: especially when you look at that and you don't always 190 00:11:55,120 --> 00:11:58,040 Speaker 1: know how that might work. Gaming has for a long 191 00:11:58,080 --> 00:12:01,080 Speaker 1: time been traditionally a mail space, and as female gamers 192 00:12:01,120 --> 00:12:03,719 Speaker 1: break in, there's different ways it goes about it at 193 00:12:03,720 --> 00:12:07,240 Speaker 1: different times. So when you're looking at IP that maybe 194 00:12:07,320 --> 00:12:11,079 Speaker 1: isn't traditionally either in the gaming space to begin with, 195 00:12:11,280 --> 00:12:14,160 Speaker 1: or something that you are with Sonic trying to reinvent 196 00:12:15,080 --> 00:12:17,440 Speaker 1: in gaming that has been done in multiple ways. What 197 00:12:17,480 --> 00:12:19,920 Speaker 1: are the two different ways you approach that an IP 198 00:12:20,280 --> 00:12:22,160 Speaker 1: that comes in and has not really been dealt with 199 00:12:22,200 --> 00:12:24,400 Speaker 1: that in the same way, and then another one where 200 00:12:24,400 --> 00:12:26,520 Speaker 1: you're trying to find something new to do with that IP. 201 00:12:27,240 --> 00:12:30,560 Speaker 2: Absolutely so, I've been working in a content strategy role 202 00:12:31,160 --> 00:12:35,040 Speaker 2: for geez about fifteen years now, whether it was at 203 00:12:35,080 --> 00:12:38,400 Speaker 2: whether it was during my MBA internship at Disney, or 204 00:12:38,400 --> 00:12:42,320 Speaker 2: whether it was as a franchise strategist at UBI Software, 205 00:12:42,320 --> 00:12:47,120 Speaker 2: a franchise development leader at Mattel and then running GameFan right, 206 00:12:47,160 --> 00:12:51,040 Speaker 2: So I'm constantly thinking about what is the fit between 207 00:12:51,360 --> 00:12:54,440 Speaker 2: it used to be taking gaming IP outside of gaming. 208 00:12:54,640 --> 00:12:56,360 Speaker 2: That's what I was focused on at Ubisoft when I 209 00:12:56,440 --> 00:12:59,000 Speaker 2: was consulting as an executive producer on Hot Wheels video 210 00:12:59,040 --> 00:13:01,040 Speaker 2: Games for five years. It was about how do we 211 00:13:01,080 --> 00:13:03,320 Speaker 2: take one of the world's best, maybe the world's best 212 00:13:03,320 --> 00:13:06,240 Speaker 2: toy brand and make it into a gaming brand. And 213 00:13:06,280 --> 00:13:09,840 Speaker 2: a lot of people said, a lot of a lot 214 00:13:09,840 --> 00:13:13,319 Speaker 2: of licensees that we spoke to and partners we spoke 215 00:13:13,360 --> 00:13:16,600 Speaker 2: to initially said Hey, this is just a toy brand, 216 00:13:16,800 --> 00:13:20,280 Speaker 2: This can't actually be a gaming brand. We knew that 217 00:13:20,280 --> 00:13:23,280 Speaker 2: that was not the case. Leadership at Mattel knew that 218 00:13:23,440 --> 00:13:25,079 Speaker 2: wasn't the case, but we had to find the right 219 00:13:25,120 --> 00:13:27,040 Speaker 2: story to tell. We had to find the right fit 220 00:13:27,880 --> 00:13:30,680 Speaker 2: for the brand. And I think when we look at 221 00:13:31,040 --> 00:13:34,400 Speaker 2: Sonic or Barbie or translating things into roadblocks because it 222 00:13:34,400 --> 00:13:40,040 Speaker 2: doesn't matter or Fortnite, it doesn't matter whether a brand 223 00:13:40,080 --> 00:13:44,559 Speaker 2: or ip comes from the gaming space or not. Roadblocks 224 00:13:44,559 --> 00:13:50,080 Speaker 2: in Fortnite are their own walled gardens of gaming content, right. 225 00:13:50,160 --> 00:13:53,760 Speaker 2: So I love Star Wars. I loved having a chance 226 00:13:53,800 --> 00:13:57,120 Speaker 2: to work on Star Wars in my career. But taking 227 00:13:57,360 --> 00:14:02,720 Speaker 2: Star Wars from theatrical to a great series like The 228 00:14:02,720 --> 00:14:07,120 Speaker 2: Mandalorian that requires a whole different mindset. And that's the 229 00:14:07,120 --> 00:14:09,800 Speaker 2: business that we're in. A game fan, is what is 230 00:14:09,840 --> 00:14:12,640 Speaker 2: that mindset when you take an IP from outside of 231 00:14:13,160 --> 00:14:16,400 Speaker 2: Roadblocks or Fortnite. It doesn't matter whether it's already a 232 00:14:16,400 --> 00:14:18,480 Speaker 2: gaming IP or whether it's an entertainment IP. In a 233 00:14:18,520 --> 00:14:22,120 Speaker 2: lot of ways, it still needs to be translated into 234 00:14:22,600 --> 00:14:27,600 Speaker 2: Roadblocks and Fortnite properly. So the first thing is should 235 00:14:27,640 --> 00:14:32,800 Speaker 2: this be its own game? And the answer maybe like 236 00:14:32,960 --> 00:14:36,560 Speaker 2: ninety nine plus percent of the time is definitely not. 237 00:14:37,840 --> 00:14:40,880 Speaker 2: For example, we're doing a campaign for a toy brand 238 00:14:40,880 --> 00:14:44,400 Speaker 2: called Hatchamle's right now in our hit social role play 239 00:14:44,480 --> 00:14:49,360 Speaker 2: game called Twilight Daycare on Roadblocks. Twilight Daycare on Roadblocks 240 00:14:49,840 --> 00:14:52,480 Speaker 2: is a game where everyone is in a daycare center 241 00:14:52,520 --> 00:14:54,960 Speaker 2: together and you can choose to play as a caretaker 242 00:14:55,520 --> 00:14:58,760 Speaker 2: or a baby. This is my favorite game portfolio of 243 00:14:58,760 --> 00:14:59,960 Speaker 2: our non IP game. 244 00:15:00,600 --> 00:15:03,440 Speaker 1: We'll be back with more from Game dam after this break. 245 00:15:09,000 --> 00:15:11,640 Speaker 2: If you're a caretaker, you go and find a baby 246 00:15:11,640 --> 00:15:14,480 Speaker 2: crawling around on the floor, which is another player, right, 247 00:15:14,520 --> 00:15:17,200 Speaker 2: they're all players, And then you pick that baby up 248 00:15:17,200 --> 00:15:19,000 Speaker 2: and then you can see the baby has needs. What 249 00:15:19,080 --> 00:15:21,680 Speaker 2: kind of baby needs do they have? They need to 250 00:15:21,720 --> 00:15:23,800 Speaker 2: be fed, they need milk, they need to take a nap, 251 00:15:23,840 --> 00:15:25,400 Speaker 2: they need to have their diaper change. The type of 252 00:15:25,440 --> 00:15:29,600 Speaker 2: needs you would expect from a human baby, and if 253 00:15:29,640 --> 00:15:32,960 Speaker 2: you're a baby, you kind of just watch the caretaker 254 00:15:33,600 --> 00:15:36,240 Speaker 2: meet your needs mostly pass it, but you can interact 255 00:15:36,280 --> 00:15:38,480 Speaker 2: with them. You can emoji, so you can put up 256 00:15:38,480 --> 00:15:42,080 Speaker 2: little hearts or little crying faces. You can actually fight 257 00:15:42,160 --> 00:15:44,880 Speaker 2: them if they're trying to not with your fists, like no, 258 00:15:45,000 --> 00:15:48,480 Speaker 2: no punching, but like if they're trying to brush your teeth, 259 00:15:48,480 --> 00:15:50,760 Speaker 2: you can close your mouth and make it hard for 260 00:15:50,880 --> 00:15:53,280 Speaker 2: them to brush your teeth. So you actually play these 261 00:15:53,280 --> 00:15:55,920 Speaker 2: mini games together where you need to cooperate. So it's 262 00:15:55,960 --> 00:15:59,640 Speaker 2: a really fun game. It's head over two billion visits 263 00:15:59,680 --> 00:16:03,280 Speaker 2: since coming out three years ago. We acquired it from 264 00:16:03,360 --> 00:16:06,080 Speaker 2: a native creator who then became an employee at the company, 265 00:16:06,240 --> 00:16:09,360 Speaker 2: and we've been running it successfully and we run huge 266 00:16:09,400 --> 00:16:12,680 Speaker 2: brand campaigns in it regularly, so we're running one for 267 00:16:12,720 --> 00:16:15,600 Speaker 2: Hatch Males right now. Hatchamles is such a cool toy brand, 268 00:16:15,920 --> 00:16:21,120 Speaker 2: but it doesn't necessarily have enough cachet or enough gameplay 269 00:16:21,560 --> 00:16:25,080 Speaker 2: to do a standalone game. But even if it did right, 270 00:16:25,440 --> 00:16:27,960 Speaker 2: the level of investment and the likelihood of it taking 271 00:16:28,000 --> 00:16:30,960 Speaker 2: off is pretty low on robots. If you look at 272 00:16:31,240 --> 00:16:34,280 Speaker 2: the row monitor chart of the top branded games you 273 00:16:34,320 --> 00:16:37,280 Speaker 2: will see after you get down past the top ten 274 00:16:37,320 --> 00:16:40,600 Speaker 2: to twenty games out of over three hundred we track, 275 00:16:41,320 --> 00:16:44,560 Speaker 2: a lot of them have zero players in them and 276 00:16:44,640 --> 00:16:48,040 Speaker 2: never cracked even two three four million total play sessions, 277 00:16:48,040 --> 00:16:52,960 Speaker 2: while Twilight Daycare has you know, minimum half a million 278 00:16:52,960 --> 00:16:55,400 Speaker 2: to eight hundred thousand visits per day going down three 279 00:16:55,480 --> 00:16:59,120 Speaker 2: years two billion visits total. So if you're trying to 280 00:16:59,120 --> 00:17:02,320 Speaker 2: build a campaign, you should not make your own game. 281 00:17:02,400 --> 00:17:06,040 Speaker 2: If you're trying to build an IP, then maybe you 282 00:17:06,040 --> 00:17:08,199 Speaker 2: should make your own game. We'll talk about that, but first, 283 00:17:08,560 --> 00:17:12,919 Speaker 2: you know, we've delivered huge programs. So for SpongeBob for example, 284 00:17:13,000 --> 00:17:15,720 Speaker 2: yes we have a SpongeBob game, but when SpongeBob is 285 00:17:15,760 --> 00:17:19,240 Speaker 2: doing their twenty fifth anniversary, we need to do more 286 00:17:19,800 --> 00:17:22,520 Speaker 2: than just to engage the SpongeBob players in that game. 287 00:17:22,560 --> 00:17:25,760 Speaker 2: So we built a cross game program for SpongeBob that 288 00:17:25,840 --> 00:17:30,399 Speaker 2: delivered tens of millions of engagements to hype SpongeBob's twenty 289 00:17:30,400 --> 00:17:35,440 Speaker 2: fifth anniversary. This is really smart marketing. This is the 290 00:17:35,520 --> 00:17:40,800 Speaker 2: right use of Roadblocks as a media network as well 291 00:17:40,880 --> 00:17:44,080 Speaker 2: as a gaming platform. So that's the first thing we evaluate, 292 00:17:44,200 --> 00:17:47,240 Speaker 2: is it should Is there even a business case or 293 00:17:47,280 --> 00:17:50,520 Speaker 2: a need for a standalone game, and almost always you 294 00:17:50,560 --> 00:17:55,880 Speaker 2: will be better off engaging roadblocks users in a predictable 295 00:17:56,440 --> 00:18:00,200 Speaker 2: and measurable way, then you will be trying to launch 296 00:18:00,320 --> 00:18:03,600 Speaker 2: your own standalone game and what is arguably the most 297 00:18:03,600 --> 00:18:08,400 Speaker 2: competitive attention economy in the world today. So that's part one. Now, 298 00:18:08,480 --> 00:18:12,040 Speaker 2: if you are Sognic or you are Barbie and you 299 00:18:12,080 --> 00:18:17,040 Speaker 2: are an IP, that really does make sense to potentially 300 00:18:17,080 --> 00:18:21,040 Speaker 2: consider a standalone game. But we're What we do is 301 00:18:21,080 --> 00:18:27,040 Speaker 2: we try to match the native genres, find native developers 302 00:18:27,080 --> 00:18:31,320 Speaker 2: who want to work with gamefam who know these genres 303 00:18:31,359 --> 00:18:34,679 Speaker 2: and who are passionate about the IPS, pair them with 304 00:18:34,840 --> 00:18:39,600 Speaker 2: experienced producers and brand leaders internally, and then go out 305 00:18:39,640 --> 00:18:43,040 Speaker 2: and make one or sometimes now even more than one 306 00:18:43,119 --> 00:18:45,720 Speaker 2: game at a time together. What we're advising a lot 307 00:18:45,760 --> 00:18:48,600 Speaker 2: of our IP partners now is don't take one shot 308 00:18:48,600 --> 00:18:50,320 Speaker 2: on goal. If you're going to take one shot on goal, 309 00:18:50,840 --> 00:18:53,879 Speaker 2: game Fan is by far the most successful company so 310 00:18:54,040 --> 00:18:56,719 Speaker 2: far in the space of doing that. But we believe 311 00:18:56,760 --> 00:18:59,040 Speaker 2: that what IP partners you need to do now is 312 00:18:59,280 --> 00:19:03,399 Speaker 2: we are buildings where we are creating a suite of 313 00:19:03,680 --> 00:19:06,840 Speaker 2: entrees into the platforms, and that that is very similar 314 00:19:07,119 --> 00:19:09,639 Speaker 2: to what Lego and Disney have been doing and with 315 00:19:09,760 --> 00:19:13,600 Speaker 2: Turtles teams Ninja Turtles announced yesterday on the Epic platform, 316 00:19:13,600 --> 00:19:19,160 Speaker 2: which is building little mini platforms for your IP to engage, 317 00:19:19,359 --> 00:19:22,720 Speaker 2: and that's the best way to get a hit as well. Right, 318 00:19:22,760 --> 00:19:28,240 Speaker 2: the serendipity of these platforms is too substantial, too noisy 319 00:19:28,960 --> 00:19:32,159 Speaker 2: to bet everything on just one game. Now. Where that 320 00:19:32,680 --> 00:19:35,000 Speaker 2: doesn't make sense to do is maybe within My Hero Academia, 321 00:19:35,000 --> 00:19:37,480 Speaker 2: where we're going to spend maybe up to two years 322 00:19:37,520 --> 00:19:40,720 Speaker 2: developing what we hope will be a super product and 323 00:19:40,760 --> 00:19:43,639 Speaker 2: a tech stack that we can use for years to 324 00:19:43,680 --> 00:19:47,520 Speaker 2: come for servicing My Hero Academic and potentially other ips 325 00:19:47,560 --> 00:19:51,359 Speaker 2: from those partners. Very specific genre there, anime, and we 326 00:19:51,400 --> 00:19:53,600 Speaker 2: can talk more about that. 327 00:19:53,600 --> 00:19:57,240 Speaker 1: That makes sense, yes, and let's let's talk more about 328 00:19:57,240 --> 00:19:59,919 Speaker 1: that right now, because I actually was wondering with some 329 00:20:00,000 --> 00:20:02,439 Speaker 1: something like Barbie and something that like Sonic it's more 330 00:20:02,480 --> 00:20:04,800 Speaker 1: of an evergreen eyep And then when you have something 331 00:20:04,840 --> 00:20:07,600 Speaker 1: like My Hero Academia where it's a continuing story and 332 00:20:07,600 --> 00:20:11,200 Speaker 1: there's lore, and there's there's new episodes and there's new seasons, 333 00:20:11,720 --> 00:20:14,800 Speaker 1: how the gaming part plays into that. What you guys 334 00:20:14,840 --> 00:20:17,119 Speaker 1: do in terms of canon what you guys talk about 335 00:20:17,160 --> 00:20:20,800 Speaker 1: about stories and working with the existing team building the 336 00:20:20,840 --> 00:20:22,480 Speaker 1: show to build a game alongside it. 337 00:20:23,119 --> 00:20:25,560 Speaker 2: Yeah, I think actually I wanted to add one more thing, 338 00:20:25,640 --> 00:20:28,240 Speaker 2: if that's okay, to the previous question, which is to 339 00:20:28,359 --> 00:20:31,480 Speaker 2: just go a little deeper into Sonic specifically and Barbie, 340 00:20:31,800 --> 00:20:34,400 Speaker 2: because I think they're really important case studies on how 341 00:20:34,400 --> 00:20:38,400 Speaker 2: that process works. Right. So, with Sonic, we identified that 342 00:20:38,560 --> 00:20:43,120 Speaker 2: Sonic was a Sonic Sonics about Gotta Go Fast. We 343 00:20:43,280 --> 00:20:46,439 Speaker 2: found a subgenre on Roadblocks that we felt had not 344 00:20:46,560 --> 00:20:50,680 Speaker 2: been fully kind of developed to its peak potential from 345 00:20:50,680 --> 00:20:53,800 Speaker 2: a production value and game design standpoint, that had shown 346 00:20:53,840 --> 00:20:57,680 Speaker 2: some traction with players. We then brought in some developers 347 00:20:57,720 --> 00:21:02,040 Speaker 2: who had worked on that genre previous, who also had 348 00:21:02,080 --> 00:21:04,199 Speaker 2: to pass the litmus test of how much do you 349 00:21:04,240 --> 00:21:06,040 Speaker 2: love Sonic and frankly, we have some one of the 350 00:21:06,040 --> 00:21:09,320 Speaker 2: most knowledgeable people about Sonic in the world at the company, 351 00:21:09,359 --> 00:21:13,240 Speaker 2: which is its little It's amazing how deep their knowledge 352 00:21:13,480 --> 00:21:17,239 Speaker 2: of the Sonic lore is. And then from there we 353 00:21:17,240 --> 00:21:21,080 Speaker 2: were able to run through a beta testing process, validate 354 00:21:21,080 --> 00:21:23,360 Speaker 2: that users love the game, launched the game. The game 355 00:21:23,400 --> 00:21:26,160 Speaker 2: got up to the number two game on the platform 356 00:21:26,320 --> 00:21:29,920 Speaker 2: during its release window. The biggest launching Roadblocks history, and 357 00:21:30,040 --> 00:21:32,200 Speaker 2: the game is still the number one or number two 358 00:21:32,240 --> 00:21:35,800 Speaker 2: branded game on Roadblocks every day, competing with Barbie for 359 00:21:35,840 --> 00:21:39,760 Speaker 2: that title today. So we did the same thing on Barbie. 360 00:21:39,800 --> 00:21:42,080 Speaker 2: With Barbie, a lot of people thought, oh, maybe you 361 00:21:42,080 --> 00:21:45,359 Speaker 2: should make a fashion game or a role play game. 362 00:21:45,640 --> 00:21:48,320 Speaker 2: And since then the fashion genre has changed and there's 363 00:21:48,359 --> 00:21:51,920 Speaker 2: a massive fashion game now, but there's only one. And 364 00:21:52,119 --> 00:21:54,880 Speaker 2: we don't like to chase things where a genre consists 365 00:21:54,920 --> 00:21:58,960 Speaker 2: of one game as a content strategist. That is not 366 00:21:59,040 --> 00:22:01,760 Speaker 2: a good content strategy to me, right, you need to play, 367 00:22:01,840 --> 00:22:03,320 Speaker 2: You need to fish where the fish are. You need 368 00:22:03,359 --> 00:22:06,320 Speaker 2: to play where the players are. So with Barbie, we 369 00:22:06,440 --> 00:22:11,440 Speaker 2: know that Barbie has fashion, yes, role play yes, jobs yes, 370 00:22:12,080 --> 00:22:14,680 Speaker 2: but a lot of times people forget Barbie also has 371 00:22:15,040 --> 00:22:19,679 Speaker 2: the most famous single house in pop culture, the Barbie 372 00:22:19,720 --> 00:22:22,640 Speaker 2: dream House, and that house building is a great genre 373 00:22:23,160 --> 00:22:25,760 Speaker 2: on Roadblocks, right, So that's a one plus one equals 374 00:22:25,800 --> 00:22:29,800 Speaker 2: three opportunity. We analyzed and dissected the genre. We had 375 00:22:29,800 --> 00:22:32,240 Speaker 2: a clear thesis on what would make the Barbie game 376 00:22:32,240 --> 00:22:35,399 Speaker 2: pop off, and the Barbie Game certainly did, got up 377 00:22:35,440 --> 00:22:38,840 Speaker 2: to seventy thousand peak concurrent users at its release, it 378 00:22:38,960 --> 00:22:42,080 Speaker 2: became a top ten game on the Roadblox platform and 379 00:22:42,160 --> 00:22:43,960 Speaker 2: continues to be, as I said, the number one or 380 00:22:44,000 --> 00:22:47,000 Speaker 2: number two branded IP game on the platform every day today. 381 00:22:47,280 --> 00:22:49,280 Speaker 2: So that's kind of get a little more specific because 382 00:22:49,280 --> 00:22:51,200 Speaker 2: I think I spoke a little generally about it, which 383 00:22:51,200 --> 00:22:54,280 Speaker 2: I think is important for listeners to understand kind of 384 00:22:54,320 --> 00:22:57,360 Speaker 2: the meta strategy context here. But I wanted to get 385 00:22:57,400 --> 00:23:03,359 Speaker 2: specific with my hero Academia. An anime anime IP on 386 00:23:03,480 --> 00:23:08,639 Speaker 2: roadblocks has unbelievable potential. If you look at the top 387 00:23:08,880 --> 00:23:12,440 Speaker 2: twenty games on Roadbox at any given time, somewhere between 388 00:23:12,560 --> 00:23:18,080 Speaker 2: one third and half of them are anime themed games 389 00:23:18,320 --> 00:23:22,280 Speaker 2: where fans are taking anime ip and making their own 390 00:23:22,720 --> 00:23:27,480 Speaker 2: versions of those ips, and the demand for this type 391 00:23:27,480 --> 00:23:32,240 Speaker 2: of game is just incredible. This is an underserved player 392 00:23:32,280 --> 00:23:37,480 Speaker 2: base that is not having enough access to massively multiplayer 393 00:23:37,560 --> 00:23:42,040 Speaker 2: style of games. The reason why is a very good reason, 394 00:23:42,160 --> 00:23:47,320 Speaker 2: which is that the IP holders want only the very 395 00:23:47,920 --> 00:23:55,720 Speaker 2: best quality content associated officially with their IPS, and that's 396 00:23:55,760 --> 00:24:00,840 Speaker 2: an ethos that gamefam understands very well. Having worked on 397 00:24:01,000 --> 00:24:05,200 Speaker 2: huge brands myself throughout my career, I believe in that, 398 00:24:05,280 --> 00:24:08,560 Speaker 2: and I know how to guide teams to deliver against that. 399 00:24:09,359 --> 00:24:14,040 Speaker 2: So we set out to try to do what we've 400 00:24:14,080 --> 00:24:16,760 Speaker 2: done for Sonic and Barbie, but into the anime space 401 00:24:16,840 --> 00:24:20,760 Speaker 2: right now. And I think that as we continue to 402 00:24:20,800 --> 00:24:24,520 Speaker 2: grow here, we're going to see anime continue to be 403 00:24:24,560 --> 00:24:29,800 Speaker 2: a power force in US and international pop culture and 404 00:24:29,960 --> 00:24:35,840 Speaker 2: roadblocks and roadblocks, the roadblocks anime genre and the video 405 00:24:35,960 --> 00:24:41,600 Speaker 2: ecosystem surrounding it are a big part of why anime 406 00:24:41,760 --> 00:24:43,240 Speaker 2: is so popular right now. 407 00:24:44,560 --> 00:24:47,720 Speaker 1: Since working on them my here academia, have you had 408 00:24:47,800 --> 00:24:51,640 Speaker 1: other anime brands and IP approach you all about doing 409 00:24:51,680 --> 00:24:53,040 Speaker 1: the same thing or something similar? 410 00:24:53,680 --> 00:24:57,280 Speaker 2: We have been in discussions with anime brands and ips. 411 00:24:57,440 --> 00:25:02,360 Speaker 2: We love anime as people, and we love anime as 412 00:25:02,400 --> 00:25:07,720 Speaker 2: game developers because the player community expects incredible things from 413 00:25:07,720 --> 00:25:10,800 Speaker 2: these games, and that is a challenge that we get 414 00:25:10,880 --> 00:25:13,600 Speaker 2: up very excited every day to try to rise to. 415 00:25:14,240 --> 00:25:17,800 Speaker 2: So I think that what we find though, is that 416 00:25:17,880 --> 00:25:22,240 Speaker 2: overall the anime companies are very careful about working here. 417 00:25:22,320 --> 00:25:26,399 Speaker 2: They have questions about the nature of the fan made games. 418 00:25:26,680 --> 00:25:30,560 Speaker 2: They have questions about the level of production values that 419 00:25:30,600 --> 00:25:33,640 Speaker 2: the platform can deliver, and how the IPS may need 420 00:25:33,680 --> 00:25:37,320 Speaker 2: to be adapted to the platforms, and so we're really 421 00:25:37,600 --> 00:25:41,080 Speaker 2: in an education phase right now, using my hero Academia 422 00:25:41,200 --> 00:25:44,840 Speaker 2: as kind of a glowing example of what we believe 423 00:25:45,000 --> 00:25:49,360 Speaker 2: anime can and should be on the Roadblocks platform, and 424 00:25:49,680 --> 00:25:51,760 Speaker 2: when it is released, I believe it will be one 425 00:25:51,760 --> 00:25:55,680 Speaker 2: of the biggest products ever delivered to the Roadblocks platform 426 00:25:55,840 --> 00:25:58,679 Speaker 2: and something that we're hoping we will be able to 427 00:25:58,680 --> 00:26:01,720 Speaker 2: show more of in the coming weeks and months with 428 00:26:01,760 --> 00:26:04,679 Speaker 2: some new trailers and some new updates to the beta 429 00:26:04,720 --> 00:26:05,879 Speaker 2: game that we are working on. 430 00:26:06,840 --> 00:26:10,080 Speaker 1: In those conversations, what do you think really helped sway 431 00:26:10,080 --> 00:26:12,320 Speaker 1: and close that deal with country role to do it 432 00:26:12,440 --> 00:26:14,840 Speaker 1: and made them trust that you had this was the 433 00:26:14,880 --> 00:26:16,440 Speaker 1: right place and they used to wear the right hands 434 00:26:16,440 --> 00:26:16,919 Speaker 1: to put it in. 435 00:26:17,640 --> 00:26:24,280 Speaker 2: I think that our backgrounds, having worked at places like Mattel, Disney, Ubisaw, 436 00:26:24,760 --> 00:26:29,840 Speaker 2: Electronic Arts, Blizzard, that's the team we've built here. We 437 00:26:30,080 --> 00:26:33,320 Speaker 2: are best of the best group of veteran game developers, 438 00:26:33,359 --> 00:26:35,359 Speaker 2: and we've brought in a best of the best group 439 00:26:35,440 --> 00:26:39,040 Speaker 2: of gen Z game devs who grew up making and 440 00:26:39,040 --> 00:26:46,280 Speaker 2: playing Roadblocks games. We understand these ips, We play anime 441 00:26:46,400 --> 00:26:53,399 Speaker 2: games ourselves, and we have a deep level of respect 442 00:26:53,720 --> 00:26:59,159 Speaker 2: for not only the IP, but also for Japanese business culture, 443 00:26:59,200 --> 00:27:01,800 Speaker 2: which we've educated ourselves on. We've spent time on the 444 00:27:01,800 --> 00:27:05,920 Speaker 2: ground in Tokyo. We have on staff a Japanese translator. 445 00:27:06,400 --> 00:27:09,199 Speaker 2: So these are the things that I think over time. 446 00:27:09,600 --> 00:27:12,040 Speaker 2: And I won't tell you exactly how long it took 447 00:27:12,040 --> 00:27:13,879 Speaker 2: to secure the license, but let me tell you that 448 00:27:13,960 --> 00:27:19,240 Speaker 2: it was a process of building a relationship, educating them 449 00:27:19,400 --> 00:27:22,919 Speaker 2: on what roadblocks is and what our vision for my 450 00:27:23,000 --> 00:27:27,119 Speaker 2: hero academia is on roadblocks, and then building a really 451 00:27:27,240 --> 00:27:31,160 Speaker 2: robust process for bringing them along in the approvals process 452 00:27:31,200 --> 00:27:34,840 Speaker 2: in a way that they could be not only not 453 00:27:34,880 --> 00:27:39,880 Speaker 2: only find acceptable, but hopefully be extremely excited about how 454 00:27:39,920 --> 00:27:42,080 Speaker 2: we are doing it and what they're seeing from us. 455 00:27:43,240 --> 00:27:45,479 Speaker 1: Let's shift a little bit because I know there's something 456 00:27:45,520 --> 00:27:47,800 Speaker 1: that you're able to announce today and it has to 457 00:27:47,840 --> 00:27:51,280 Speaker 1: do with a totally different area and ip, there's a 458 00:27:51,320 --> 00:27:54,840 Speaker 1: collaboration you're doing with Coldplay. So what are you able 459 00:27:54,880 --> 00:27:55,920 Speaker 1: to tell me about that today? 460 00:27:56,520 --> 00:28:01,240 Speaker 2: Yeah? So excited about this one. Been a Coldplay fan 461 00:28:01,720 --> 00:28:04,240 Speaker 2: for many years, being of the right cohort to have 462 00:28:04,280 --> 00:28:07,760 Speaker 2: been there when Yellow and Clocks first dropped down the 463 00:28:07,760 --> 00:28:11,400 Speaker 2: scene as such major hoop hits all those years ago. 464 00:28:11,600 --> 00:28:16,840 Speaker 2: Everybody knows those songs and everybody's followed Coldplay over the years, 465 00:28:17,200 --> 00:28:20,159 Speaker 2: so we've been working in the music space for a 466 00:28:20,200 --> 00:28:22,639 Speaker 2: long time. We've done the concerts. We just did an 467 00:28:22,640 --> 00:28:26,399 Speaker 2: event for Share last year that was really fun and 468 00:28:26,760 --> 00:28:28,679 Speaker 2: successful to be a part of. And so for the 469 00:28:28,720 --> 00:28:32,480 Speaker 2: Coldplay event, they are getting ready to release their new record, 470 00:28:32,600 --> 00:28:38,600 Speaker 2: Moon Music, and they are smartly looking to reach gen 471 00:28:38,720 --> 00:28:42,360 Speaker 2: Z and jen Alpha gamers where they live, which is 472 00:28:42,440 --> 00:28:47,600 Speaker 2: on roadblocks. So we have built a four game cross 473 00:28:47,680 --> 00:28:52,280 Speaker 2: game quest. So these four games in total. One of 474 00:28:52,320 --> 00:28:54,640 Speaker 2: them is called Car Dealership Tacoon, the number one driving 475 00:28:54,680 --> 00:28:58,760 Speaker 2: game in robox history, for example. In each game, there's 476 00:28:58,760 --> 00:29:02,640 Speaker 2: a specific quest to go on that involves interacting with 477 00:29:02,960 --> 00:29:07,920 Speaker 2: iconography that we have translated from Chris Martin's notebook into 478 00:29:08,240 --> 00:29:13,360 Speaker 2: in game three D assets. So one is that, and 479 00:29:13,400 --> 00:29:15,880 Speaker 2: then during the course of going on the quest, we 480 00:29:15,960 --> 00:29:19,560 Speaker 2: will have a rotation of four songs from Moon Music 481 00:29:20,080 --> 00:29:23,440 Speaker 2: playing in the background that you can jam to. And 482 00:29:23,480 --> 00:29:25,880 Speaker 2: when you complete the quest, not only do you get 483 00:29:25,920 --> 00:29:30,000 Speaker 2: Coldplay specific rewards within each game, but there's also cross 484 00:29:30,160 --> 00:29:34,800 Speaker 2: platform avatar rewards that you can use forever to show 485 00:29:34,840 --> 00:29:39,120 Speaker 2: off your Coldplay fandom that are limited so they have exclusivity, 486 00:29:39,160 --> 00:29:43,040 Speaker 2: they have rarity, they have value to players. And when 487 00:29:43,080 --> 00:29:47,080 Speaker 2: we ran a similar program, for example, for share just 488 00:29:47,160 --> 00:29:50,200 Speaker 2: in one game last year, we had over half a 489 00:29:50,280 --> 00:29:53,960 Speaker 2: million players come through the experience. We had millions of 490 00:29:54,680 --> 00:29:58,240 Speaker 2: minutes of engagement and fun, and as we know, shares 491 00:29:58,640 --> 00:30:01,040 Speaker 2: Record did very well. I'd like to think we had 492 00:30:01,040 --> 00:30:04,680 Speaker 2: a part to play in that process. This is the 493 00:30:04,760 --> 00:30:10,719 Speaker 2: new YouTube, the new Instagram, or the old TV, whatever 494 00:30:10,760 --> 00:30:14,200 Speaker 2: you want to say. This is where the eyeballs are. 495 00:30:14,520 --> 00:30:19,480 Speaker 2: Brands and ips need to be where users, bands, players, 496 00:30:19,640 --> 00:30:23,720 Speaker 2: consumers are and right now for gen Z and gen 497 00:30:23,800 --> 00:30:29,400 Speaker 2: Alpha that is Roadblocks eighty million daily active users spending 498 00:30:29,440 --> 00:30:32,000 Speaker 2: an average of one hundred and forty plus minutes per 499 00:30:32,120 --> 00:30:36,840 Speaker 2: user per day, which is substantially more than TikTok at 500 00:30:36,840 --> 00:30:40,640 Speaker 2: one hundred and ten and almost twice YouTube at seventy 501 00:30:40,680 --> 00:30:44,560 Speaker 2: minutes per day. So this is something that's been bubbling 502 00:30:44,720 --> 00:30:47,520 Speaker 2: up for years. Robots is almost twenty years old. A 503 00:30:47,520 --> 00:30:49,920 Speaker 2: lot of people don't realize that I started on the 504 00:30:49,920 --> 00:30:53,720 Speaker 2: platform playing games and learning about it back in twenty sixteen, 505 00:30:54,440 --> 00:30:57,840 Speaker 2: made my first Roadblocks game in twenty eighteen as a developer, 506 00:30:58,200 --> 00:31:01,360 Speaker 2: and then started game Bam and twenty nineteen with the 507 00:31:01,400 --> 00:31:04,600 Speaker 2: intention of ridging the gap that I knew was going 508 00:31:04,680 --> 00:31:09,560 Speaker 2: to form between Hollywood and these and new user generated 509 00:31:09,760 --> 00:31:14,600 Speaker 2: gaming content. So people have not always understood what it is. 510 00:31:14,640 --> 00:31:18,000 Speaker 2: It's not as easy for someone who didn't grow up 511 00:31:18,000 --> 00:31:20,440 Speaker 2: on it as it is to get on TikTok and 512 00:31:20,640 --> 00:31:24,440 Speaker 2: watch them dances and watch them sketches and hopefully some 513 00:31:24,520 --> 00:31:27,040 Speaker 2: cute animal videos as well, because I really like those. 514 00:31:27,920 --> 00:31:31,880 Speaker 2: That's really easy. Anyone can do that. But to play 515 00:31:32,120 --> 00:31:35,240 Speaker 2: a three D video game in all roadblocks games take 516 00:31:35,240 --> 00:31:37,840 Speaker 2: place in three D environments. Essentially, there's no games like 517 00:31:37,960 --> 00:31:41,160 Speaker 2: Candy Crush or Clash of Plans that take place in 518 00:31:41,640 --> 00:31:45,840 Speaker 2: kind of fixed camera or top down or menu based games. 519 00:31:45,920 --> 00:31:48,640 Speaker 2: Everything is like Fortnite. Everything is in a three D 520 00:31:48,800 --> 00:31:51,640 Speaker 2: space where you're moving around as an avatar, and it's 521 00:31:51,720 --> 00:31:54,160 Speaker 2: mostly played on the phone. Over seventy five percent of 522 00:31:54,240 --> 00:31:57,360 Speaker 2: users are playing on their phones and less on PC 523 00:31:57,680 --> 00:32:00,600 Speaker 2: and console. The PC and console as well. But for 524 00:32:00,680 --> 00:32:03,600 Speaker 2: someone who didn't grow up playing the style of game 525 00:32:04,360 --> 00:32:07,560 Speaker 2: to understand it, you really have to get into it. 526 00:32:07,600 --> 00:32:10,480 Speaker 2: And if you look at the history of the last 527 00:32:10,520 --> 00:32:12,920 Speaker 2: five years and companies that have followed in game fans, 528 00:32:12,960 --> 00:32:18,320 Speaker 2: footsteps of people from outside of this native sixteen to 529 00:32:18,320 --> 00:32:21,160 Speaker 2: twenty five year old developer community trying to make stuff. 530 00:32:21,800 --> 00:32:25,520 Speaker 2: There have been very few successes to show for it 531 00:32:25,600 --> 00:32:28,560 Speaker 2: because people look at it and they think it's simple, 532 00:32:28,920 --> 00:32:35,080 Speaker 2: but it's actually incredibly complex. It's just a new language. 533 00:32:36,680 --> 00:32:39,600 Speaker 3: Thanks for listening. Be sure to leave us a review 534 00:32:39,760 --> 00:32:43,360 Speaker 3: at Apple Podcasts or Amazon Music. We love to hear 535 00:32:43,400 --> 00:32:46,520 Speaker 3: from listeners. Please go to Variety dot com and sign 536 00:32:46,640 --> 00:32:50,600 Speaker 3: up for the free weekly Strictly Business newsletter, and don't 537 00:32:50,640 --> 00:32:54,160 Speaker 3: forget to tune in next week for another episode of 538 00:32:54,240 --> 00:32:57,120 Speaker 3: Strictly Business