Hit video game Fall Guys makes serious play for licensing as Devolver appoints Fée Heyer as Head of Licensing

It’s the moment we’ve all been waiting for – the hit battle royale video gaming title Fall Guys is making a serious play for the licensing space as IP owner Devolver Digital appoints Fée Heyer to lead the games publisher’s licensing efforts.

An industry expert and former Dunlop Sports Licensing Manager, Heyer will lead the firm’s efforts in bringing the multi-million selling hit multiplayer party video game title to licensing as the company’s Head of Licensing.

Heyer brings a deep understanding of the trends and strategies within the sector from more than 15 years of experience spanning consumer products and brand extensions across video games, lifestyle and sports brands, working on rights acquisition, brand development and business affairs.

“I am delighted to join Devolver and Mediatonic to assist them in finding the right partners for what is starting to look like a phenomenon rarely seen before,” Heyer said. “I have been bowled over by the collaborative approach Mediatonic & Devolver have chosen to apply to this partnership and I’m excited to be putting Fall Guys on the licensing map.”

Devolver Digital co-founder Graeme Struthers added: “I am over the moon that Fée has joined us to help lead the charge on Fall Guys, not least because it means we now have somebody that actually knows what they’re doing with regard to licensing.”

Mojang’s Minecraft ‘hits new heights in Australia and New Zealand’ through Merchantwise Licensing partnerships

Mojang Studio’s hit video game franchise, Minecraft is ‘hitting new heights’ across the Australian and New Zealand markets through a raft of locally developed merchandise partnerships and major retail initiatives across the territory.

The programme has been developed by Microsoft, owners of Mojan Studio and the Minecraft video gaming brand, in partnership with the IP’s local licensing agent, Merchantwise Licensing.

Minecraft is recognised as the best-selling video game in history with over 126 million unique monthly players and over 200 million copies sold worldwide. In Australia it is tipped as the most popular video game among boys and girls aged seven to 14.

To compliment top global partners such as LEGO, Mattel and Harper Collins, new partnerships with best-in-class local licensees now include apparel and accessories with Caprice Australia, New Zealand apparel and accessories with MacEwen Apparel, apparel, accessories, gifts and novelties with EB Games, back-to-school stationery, bikes and outdoor toys with Hunter Leisure, lucnhing, drinkware, and home decor with Zak! Australia, and calendars, diaries, wall art, puzzles, and gifting with Impact Merch.

New products have been rolling out since July, achieving very strong sales across leading retailers led by Big W, Target, Kmart, The Warehouse and EB Games / Zing. The range includes product categories now available to local consumers for the first time.

Meanwhile, this month sees BIG W launch the first Minecraft cross-category retail marketing event in Australia. Marketing activity includes dedicated point-of-sale units across all stores, catalogue, website takeover as well as extensive digital and social media.  Plans are already underway for a major back-to-school event in the new year.

Also, from October, EB Games is launching uniquely designed ranges of gamer-centric apparel, accessories, gifts and novelties across both EB Games and Zing Stores, supported by strong digital and in-store marketing.

“It is a pleasure to be working with Merchantwise Licensing, our licensees and top Australasian retailers such as BIG W and EB Games to expand our presence down under,” said Microsoft Retailer Business Development, Minecraft marketing director, Bob Brennecke.

“Together we are creating innovative and world class Minecraft retail programs that will engage and excite local Minecraft players.”

Merchantwise Group CEO, Alan Schauder, added: “Everyone loves Minecraft, and now players can fully immerse themselves in the Minecraft world with some brilliant new merchandise across all leading categories.

“It’s a rare privilege to be working with Mojang, Microsoft and our local partners, helping to take the local Minecraft merchandise program to even greater heights.”

World’s first Super Nintendo World is launching at Universal Studios Japan in 2021

The world’s first Super Nintendo World, a ‘spectacular area themed around Nintendo’s characters and universes,’ is scheduled to open at Universal Studios Japan in spring 2021. The new area will bring with it themed attractions, restaurants, shops, and other initiatives such as the ‘asobi experience’.

In anticipation of the new zone and its big launch in 2021, a Mario Cafe and Store will open at the theme park’s Hollywood Area, separate from the Super Nintendo World next week. The Mario Cafe and Store will bring together restaurants and retail stores scattered around the world of Mario.

Mario and Luigi’s iconic green and red caps will stand as monuments to the characters over the doors of the new cafe and store, wall decorations will take inspiration from the legacy of the gaming franchise, while tables will be themed around the mushrooms abundant in the world of Mario.

Meanwhile a selection of themed foods, such as the “pancake sandwich” and “fruit cream soda” inspired by Mario and Luigi hats, as well as soft drinks in a special “Super Mushroom Drink Bottle” will be available to visitors. Merchandise such as Mario and Luigi caps and Princess Peach crowns will be available to visitors ahead of the Super Nintendo World’s opening next year.

Nintendo has stated it will be offering up more information on the Super Nintendo World in the coming weeks and months.

ZAG launches new Games and Interactive Experiences division with gaming’s Elinor Schops in VP role

The award-winning independent animation studio, ZAG has launched a new Games and Interactive Experiences division in a move to develop new gaming experiences and interactive opportunities across mobile, PC, online, console games, VR and AR, video and mobile apps. The division will develop new concepts for all properties under the ZAG Heroez label.

Leading the new operation will be Elinor Schops who takes on the role of vice president in order to lead an all star team of creatives from her base in Israel. Schops will report directly to Julian Zag, executive vice president, global operations art ZAG.

ZAG’s first official global mobile game for Miraculous – Tales of Ladybug & Cat Noir was released in April 2018 and ranked the number one game in 39 countries with 100 million downloads to date.

“Following the huge success of the first Miraculous game, as well as the phenomenal presence of the brand online with over 20 billion views on YouTube, establishing the ZAG Games & Interactive Experiences division has been an important strategic goal for us, especially in managing the requests from gaming companies worldwide,” said Julian Zag.

“We are thrilled to have found the ideal executive in Elinor to lead this new division and the talented team we are building, while bringing her extensive expertise across entertainment, music, media and mobile fields to this new important role. With a renowned reputation as a ‘Startup Nation’ and a major global player in the gaming industry cross platforms, Israel is a perfect location to launch this new endeavor to manage game development for our phenomenal award-winning stable of brands.”

Schops added: “Gaming has become a tremendous multi-billion-dollar industry globally, and I am thrilled to lead this new division to maximize all of the untapped potential in this arena with ZAG’s amazing catalog of hit properties to develop unforgettable gaming experiences for fans all over the world.”

Schops will drive new opportunities for the company’s key brands under the  ZAG Heroez label, including the flagship brand Miraculous™: Tales of Ladybug & Cat Noir.   

Over 150M products have been sold for the brand during the past three years. Seasons four and five of the number one ranked series are currently in production, as well as two big-budget animated specials to be available globally (except for Brazil and China) on Disney Channel and Disney+, plus a major $70M U.S. theatrical release.

Additionally, season three of the series launches this summer and fall around the world. Seasons one and two currently air in key territories, consistently ranking #1 in the U.K., France, Spain, Italy, Poland, Brazil and Mexico, and top-ranked in the U.S. on Disney Channel.

Power Players, which currently airs on Cartoon Network in the U.S. and in key territories across EMEA and Asia Pacific, is available for streaming on Netflix and available on France’s France Télévisions, Germany’s KiKa, Brazil’s Gloob, and Discovery Latin America.

A new toy line from Zag Lab and Playmates Toys for Power Players recently debuted in the US, with an international roll-out commencing this fall. ZAG’s newest property, Ghostforce, is currently in production for Disney Channel EMEA, TF1, and Discovery Kids Latin America.

Before joining ZAG,  Schops served as vice president of business development at CrazyLabs (formerly TabTale), a Top10 mobile casual and hyper casual game developer and publisher. Among other initiatives, she was responsible for establishing the casual IP business for the company, and for the planning and execution of the company’s B2B marketing strategy to expand the company’s reach and recognition, as well as to drive potential partners’ awareness, engagement and satisfaction.

Schops also worked at Israel’s leading sports, media and entertainment company ONE (part of Yedioth Achronoth group) and its subsidiary Mobile1, where she initiated and managed strategic partnerships. As an executive in the gaming industry, Schops initiated the first ever Women In Games event in Israel. She also established an online network and mentoring program for Israeli Women In Games.

And the West will follow: Life and licensing for Crunchyroll at the forefront of the anime explosion

Leading the charge of an estimated $20bn anime market is a rather pretty place to be sitting at the best of times, but with this value only expected to grow as the popularity of the Japanese art form continues to sweep across audiences to the West, it’s undoubtedly a large grin that spreads across the faces at Crunchyroll right now.

With the largest community of fans – that’s more than 70 million registered users – and 3 million paying subscribers on the books, Crunchyroll is well and truly at the forefront of the anime and manga popularity explosion. Not only does it boast the world’s largest collection of anime, including more than 1,000 titles and 30,000 episodes, but it is engineering further growth across the market with development in the distribution, events, and licensed games channels, too.

John Leonhardt, head of consumer products at Crunchyroll

The plan, according to John Leonhardt, head of consumer products at Crunchyroll, as he speaks exclusively with Licensing.biz, is now to “elevate anime into an extraordinary lifestyle,” and doing so by licensing it in to theatrical, TV, consumer products, and video game markets – jumping on the opportunity that has seen the pop culture genre become an international sensation over recent years.

“Anime continues to grow in popularity all over the world,” Leonhardt tells Licensing.biz. “We see anime’s evolution from an exclusively Japanese category to a worldwide sensation as one of the most fascinating case studies in modern branding history, and a testament to the power of anime’s ability to tell rich, captivating stories.”

It’s certainly helped the genre’s cause that the last decade has seen the geek culture shake off its stigma to become fully embraced by the mainstream today. Among its globally-spanning audience, high profile names including John Boyega, Michael B Jordan, Megan Thee Stallion and even the wrestler Xavier Woods have outed themselves as celebrity fans of the medium. 

And yet, there is still room for anime to grow.

“We recognise that adult dramatic animation is still in its infancy here in the West,” continues Leonhardt. “Anime is so much more than one genre – it’s a storytelling medium that crosses many genres, including sci-fi, sports, thriller, adventure, action, romance, and more.”

Having been recognised as ‘the world’s best home for anime’ for over ten years now, Crunchyroll recently crossed a major milestone when it landed its 70 millionth registered user and three millionth subscriber; a demonstration, it says, that “the growth of anime shows no signs of slowing down.”

Part of WarnerMedia and having acquired Viz Media Group only last year, Crunchyroll has not only expanded its suite of brands and capabilities in a very short time, but has also become a world leader of the anime medium, with roots embedded in markets across the globe. That’s not bad for a company that started out life as a content sharing platform based in San Francisco some 14 years ago.

In the coming year, Crunchyroll is expecting to see its diverse slate of anime series, as well as its continued collaboration with the European arm, Crunchyroll SAS, to drive significant growth for the overarching company. In Europe alone, Crunchyroll SAS has plans to deliver merchandising programmes for key IP in library, including My Hero Academia and Captain Tsubasa, focusing on publishing, apparel, figures, toys, stationery, back to school, accessories, homeware, and health and beauty.

“Crunchyroll SAS will also tap into the broader EMEA network of partners across live events, gaming and more to enhance a fast-growing licensing plan and a strong retail presence supported by marketing activations across Europe,” says Leonhardt.

2020 may have served up its fair share of challenges for all to handle, but Crunchyroll has remained resolute in its mission to deliver anime to the global community, even when it meant transforming its Crunchyroll Expo into the first-ever Virtual event. On top of that, the firm has secured distribution partnerships with Cartoon Network in LATAM and TNT Comedy in Germany, while Crunchyroll Games has made its library of anime-inspired games available to the international audience.

“We put our fans first,” continues Leonhardt. “Being everything for someone and making sure we deliver the best of anime to them is what makes us successful.

“The licensing business is being driven by product and experiences, the pandemic has seriously disrupted some of the planned strategies for 2020/2021, leaving licensing and retail businesses particularly exposed.

“This disruption pushes us and our partners to explore a number of new creative options to enable the same experiences online or virtually. This change was actually predictable and already going on, but let’s say that the world situation we’re all facing today has accelerated the process of finding ways to keep our community in.”

It’s that community, that 70 million worldwide, Leonhardt understands, is what is at the heart of the anime boom right now. A fervent collective of fans, all of whom are looking for means to express their fandom. This is what Crunchyroll is servicing today.

“In addition to a deep library of titles, Crunchyroll has a passionate global community that love to wear their fandom as a badge of honour,” says Leonhardt. 

“Between the new content coming to the platform, Crunchyroll’s increasingly global presence in the anime industry overall, and Crunchyroll’s continued commitment to building out 360-experiences for the anime community with consumer products, live and virtual events, games, and more, the future looks bright for the year ahead,” he concludes.

BlackMilk partners with Nintendo to launch Super Mario and Animal Crossing: New Horizons collections

The globally loved Nintendo franchises, Super Mario and Animal Crossing: New Horizons are finding a new footing in the fashion world, thanks to a partnership between the video game maker and apparel specialist, Black Milk Clothing.

Renowned for its unique take on licensed collaborations, BlackMilk Clothing is offering gaming fans a new way to express their love for both Super Mario and Animal Crossing through the brand’s signature styles, including leggings, dresses, overalls, and more.

BlackMilk x Super Mario will be the first of the two collections to be released, going live at 7am on October, 6th 2020. The collection features some of the franchise’s favourite characters, including Princess Peach, Yoshi, Bowser and, of course, Mario. It will also feature the game’s iconic power-ups and numerous items. Active wear and unisex pieces are on offer alongside a variety of fun outerwear styles. 

Meanwhile, customers will then be treated to an entirely new collection when BlackMilk x Animal Crossing: New Horizons is released a week later, landing at 7am on October 13th, 2020.

Fans of the Nintendo Switch game will be able to shop a range of pieces featuring their favourite islanders and collectibles. Alongside BlackMilk’s signature bold printed styles, the collection includes designer pieces made with specially created fabrics, such as a unique flocked Timmy and Tommy design. 

BlackMilk is expecting both collection ‘to be hugely popular, with some limited edition pieces likely to sell out fast.’

Argos launches LEGO Super Brick delivery van as online shopping reaches new heights

Argos has teamed up with Diversity’s Jordan Banjo and Perri Kiely to unveil the first LEGO Super Brick delivery van, a new decorated van created to deliver the LEGO Super Mario range and celebrate the latest stats from the retailer that see more customers turn to online shopping than before.

New research from Argos has found that that almost half (49 per cent) of Brits are now doing the majority of their non-grocery shopping online, a trend that has seen Argos home deliveries increase by a huge 184 per cent in the past year.

According to the report, since the start of 2020, over half (53 per cent) of those surveyed ‘admit to getting overly excited on delivery day when they hear a knock at the door, looking forward to their delivery more than video calls with friends and family (16 per cent) and clocking off work for the day (11 per cent).’

It also found that 82 per cent of Brits now prefer internet shopping, due to its ease and the ability to track spending more closely and 68 per cent of Brits now constantly track the arrival of their new purchase on their smart phone or tablet, with more than one in ten (11 per cent) such regulars that they even know their delivery driver by name.

Following the results, Argos has now created the LEGO Super Brick delivery van, and has teamed with Diversity’s Perri Kiely and Jordan Banjo to launch the new service. On top of this, Argos is giving customers across the UK the chance to win the full range of LEGO Super Mario toys worth over £300, delivered in the unique Super Brick delivery van.

Speaking of the launch, Perri and Jordan commented: “We’re thrilled to have had a hand in bringing this incredible Super Brick van to life – it’s exactly the type of thing that used to live in our imaginations when we’d play with LEGO growing up. Even as adults, we’re still massive fans of LEGO, and we can’t wait for children to be just as amazed as we were when this turns up on their doorstep.”

Juliet Ward, head of toy buying at Argos, added: “With so much time spent inside over the past few months, we are really excited to be able to bring people an extra bit of joy along with their new products. Our customers have been huge fans of both LEGO and Super Mario for years, and we know they have loved getting hands on with this new range.

“As our study has shown, people are choosing online shopping as their preferred experience more than ever before and toys have once again made into the top three most popular categories purchased online.

There are so many benefits of online shopping and home delivery, and we pride ourselves in giving customers an experience, from selecting the product to delivering it at their door. But it’s interesting to see how in this digital age, it’s the doorbell ringing and getting that delivery which really excites the nation.”

Maison Longchamp sews up physical and digital fashion collab with Pokemon and Pokemon GO

French elegance and Japanese kawaii have found their worlds colliding thanks to a new partnership between The Pokemon Company International and the globally revered fashion brand, Longchamp, spanning both the physical world of apparel and accessories, and the digital world of Pokemon GO.

From mid October this year, the Longchamp x Pokemon collection will arrive in stores and online across the world, while a new Longchamp avatar backpack accessory will be made available to players within the Pokemon GO game.

Under the new partnership, Pokemon’s very own Pikachu will feature across French brand Longchamp’s iconic Le Pilage bag, bringing a touch of fun across four exclusive designs. These will range from black and white LGP canvas, embossed leather, or in a numbered, limited edition. The line-up will be completed with a design in black canvas featuring a Pikachu specially designed for the fashion house, wearing a jockey’s helmet paying homage to the Longchamp logo.

To help celebrate the collaboration between Longchamp and The Pokémon Company, Pokémon GO players will also be able to show off their fashion with a new Longchamp x Pokémon avatar backpack accessory item available between October 2 and November 17, 2020. 

Pokémon GO will be celebrating the collaboration with a special in-game event for all Trainers timed during the Paris Fashion Week. Beginning Friday, October 2 a and continuing through Thursday, October 8, certain fashionable Pokémon will be appearing in the wild, challenging Trainers in raids.

Trainers can search for these rare Pokémon in style with the Longchamp x Pokémon backpack available in the Pokémon GO shop. They can also match their avatar in by picking up any of the four exclusive versions of Longchamp x Pokémon Le Pliage bag available on longchamp. com and in Longchamp points of sales from October 13, 2020.

Sophie Delafontaine, artistic director at Maison Longchamp, said: “Our Le Pliage bag has become a platform where all the different aspects of Longchamp can be expressed and can also take us to unknown places.

“We hadn’t explored entertainment and gaming before. It’s a very inspiring world, particularly with Pokémon and its iconic mascot, Pikachu. Our two worlds, real and virtual, blend perfectly in this collaboration.”

Kenji Okubo, president of The Pokémon Company International, added: “This partnership sees two iconic brands renowned for their creativity and design collaborating on a range of products that uphold Longchamp’s tradition for quality and luxury but add a fun and playful twist that is sure to appeal to fans of both companies.”

Retro game streaming platform Antstream Arcade lands Bandai Namco Entertainment partnership

The streaming retro video game subscription service, Antstream Arcade, has struck up a deal with Bandai Namco Entertainment to deliver its library of classic retro titles, including Pac-Man, Galaga, and Dig Dug to gamers across the globe.

Under the new partnership, 27 Bandai Namco Entertainment titles will be added to Antstream’s already expansive library of more than 1,000 fully licensed retro games. The new suite of Bandai games will be joining the likes of Space Invaders, Asteroids, and Double Dragon on the platform.

All games on Antstream Arcade’s platform are streamable over any 4G connection or better, and available on almost any device, for the cost of a single flat monthly subscription.

Steve Cottam, CEO of Antstream, said: “Having grown up playing games like Pac-Man, to be able to announce that we are partnering with Bandai Namco Entertainment is hugely exciting. No library of classic retro games would be complete without Bandai Namco Entertainment’s portfolio, and we could not be happier to be able to bring these games, and many more, to our thousands of players worldwide – along with new challenger modes and tournaments, updating them for a modern audience.”

Yutaka Fuse, Pac-Man room manager of Bandai Namco Entertainment, said: “Antstream Arcade is the ideal partner for Bandai Namco Entertainment to bring its many classic games to both existing fans and new players.

“It underscores the potential of streaming games as an important part of the future of gaming in allowing players to instantly access a vast library of titles easily and legally, including many hidden gems of gaming history that may have been harder to play for the global network of retro gamers.”

Bandai joins Antstream’s long list of licensing partners such as Taito, SNK and Atari in providing their catalog of games to its expanding library of classics and curios. In addition to providing gaming rights holders an additional revenue stream from the use of their content, Antstream also provides a wealth of gameplay data to rights holders that want to know how their games are being played, by who and for how long so they can decide how to shape their franchises for audiences in the future.

Thanks to Antstream Arcade’s streaming technology all of these games can be played on TVs, laptops, desktops, tablets and of course mobile phones – bringing more iconic games to a wider audience than any platform ever before.

Retro game streaming platform Antstream Arcade lands Bandai Namco Entertainment partnership

The streaming retro video game subscription service, Antstream Arcade, has struck up a deal with Bandai Namco Entertainment to deliver its library of classic retro titles, including Pac-Man, Galaga, and Dig Dug to gamers across the globe.

Under the new partnership, 27 Bandai Namco Entertainment titles will be added to Antstream’s already expansive library of more than 1,000 fully licensed retro games. The new suite of Bandai games will be joining the likes of Space Invaders, Asteroids, and Double Dragon on the platform.

All games on Antstream Arcade’s platform are streamable over any 4G connection or better, and available on almost any device, for the cost of a single flat monthly subscription.

Steve Cottam, CEO of Antstream, said: “Having grown up playing games like Pac-Man, to be able to announce that we are partnering with Bandai Namco Entertainment is hugely exciting. No library of classic retro games would be complete without Bandai Namco Entertainment’s portfolio, and we could not be happier to be able to bring these games, and many more, to our thousands of players worldwide – along with new challenger modes and tournaments, updating them for a modern audience.”

Yutaka Fuse, Pac-Man room manager of Bandai Namco Entertainment, said: “Antstream Arcade is the ideal partner for Bandai Namco Entertainment to bring its many classic games to both existing fans and new players.

“It underscores the potential of streaming games as an important part of the future of gaming in allowing players to instantly access a vast library of titles easily and legally, including many hidden gems of gaming history that may have been harder to play for the global network of retro gamers.”

Bandai joins Antstream’s long list of licensing partners such as Taito, SNK and Atari in providing their catalog of games to its expanding library of classics and curios. In addition to providing gaming rights holders an additional revenue stream from the use of their content, Antstream also provides a wealth of gameplay data to rights holders that want to know how their games are being played, by who and for how long so they can decide how to shape their franchises for audiences in the future.

Thanks to Antstream Arcade’s streaming technology all of these games can be played on TVs, laptops, desktops, tablets and of course mobile phones – bringing more iconic games to a wider audience than any platform ever before.