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Gamefam CEO on ‘Roblox’ and ‘Fortnite’ Brand-Building for ‘Barbie,’ ‘My Hero Academia,’ New Celderlyjoin Album and More


Gamefam CEO on ‘Roblox’ and ‘Fortnite’ Brand-Building for ‘Barbie,’ ‘My Hero Academia,’ New Celderlyjoin Album and More


Gamefam CEO Joe Ferencz‘s business is pulling beadored IP appreciate Sonic the Hedgehog, Barbie or SpongeBob SquarePants into online gaming platestablishs “Roblox,” “Fortnite” and “Minecreate” and turning it into an interdynamic tageting experience that’s simultaneously a excellent game in its own right.

Founded by Ferencz in 2019, Gamefam is a metaverse game prolonger and beginer that creates joined experiences for brands atraverse online gaming platestablishs, with its most recently proclaimd collaborations being officiassociate licensed “Roblox” games built out for Crunchyroll’s well-understandn anime “My Hero Academia” and Chris Martin and Celderlyjoin for their novel album “Moon Music.”

Ferencz got the idea for his business while laboring in strategy roles at Mattel and Ubisoft. He began his atsoft as an art straightforwardor laboring on licensed user products for sports properties, including the NFL, NCAA, and NHL. His game structure and producing recognizes comprise “He-Man: The Most Powerful Game in the Universe,” “Star Wars Rebels Recon Missions,” and “Hot Wheels Race Off,” which has more than 100 million downloads.

“It was during those years confering and doing some commenceups in my other time that I became conscious of the Roblox platestablish, which, back then, had, I suppose, 30 million monthly dynamic engagers. Now it has 80 million daily dynamic engagers,” Ferencz telderly Variety‘s “Strictly Business.” “And I was at a point my atsoft where I had labored on so many fantastic brands and IPs, commenceing with sports licensing, doing NFL licensed posters, and then laboring at Ubisoft on licensing out and doing strategy for ‘Assassin’s Creed,’ and then being a licensee of ‘Star Wars’ and helping prolong the ‘Hot Wheels’ gaming business and helping restart ‘He-Man’ and I said, ‘I want to try to get into making novel and savage stuff. And I leank Roblox is the place to do it. I leank the platestablish is going to explode. All the fundamentals are there, and I leank we’ve only been surpascfinishd at how huge it has gotten and how huge it is anticipateed to proceed to get.’”

For the second quarter of 2024, Roblox said its mediocre daily dynamic engagers totaled 79.5 million, up 21% year-over-year. The company telled revenue of $893.5 million, up 31% year-over-year, and a net loss of $205.9 million (contrastd with a net loss of $282.8 million in the year-earlier period). To date, companies including the NFL, Warner Music Group, Nickelodeon, Netflix, Mattel, Sony, Samsung and Disney are count oning on Gamefam to help them steer that huge taget.

“Strictly Business” is Variety’s weekly podcast featuring conversations with industry directers about the business of media and amengagement. (Prent click here to subscribe to our free novelsletter.) New episodes debut every Wednesday and can be downloaded at Apple Podcasts, Amazon Music, Spotify, Google Play, SoundCdeafening and more.

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