Maya the Bee – The Golden Orb trailer lands on YouTube ahead of cinematic release this year

Studio 100 Film has dropped the first international trailer for Maya the Bee – The Golden Orb on its YouTube channel ahead of the cinematic release of the film later this year and into 2021.

Maya the Bee 3 – The Golden Orb is produced by Studio 100 Media, in co-production with the Australian animation company Studio B Animation and in association with Flying Bark Productions. Munich-based Studio 100 Film is the international sales agency for the worldwide rights.

To date the movie has been sold to Australia, the US, Canada, Brazil, Belgium, the Netherlands, Germany, Switzerland, Austria, Bulgaria, the Czech Republic, Slovakia, Hungary, Poland, Romania, Ex-Yugoslavia, CIS Territories and the Baltics, Turkey, Israel, the United Kingdom and South Korea.

Tracy Lenon, producer at Studio B Animation, said: “The Australian/German co-production of Maya the Bee – The Golden Orb has provided yet another fantastic opportunity to tell a story with our much-loved, empathetic Maya who bravely accepts the challenge to help others despite being faced with some tricky obstacles.

“Maya’s BFF, Willie, truly shines in this adventure to offer an uplifting, funny tale which will have children and their families laughing out loud. The teams in Australia and Germany have worked incredibly hard to ensure that the loyal Maya audience will be inspired with the highest quality animation of which they have come to expect.”

Thorsten Wegener, producer and head of operations at Studio 100 Media, added: “Maya the Bee’s adventures have delighted audiences around the world and this new film will bring old and new characters together in a fun-filled, comedic story which will appeal to younger and older audiences.

“Recent challenges to working life have led to our Australian and German teams staying at home to work remotely while finishing the film. It’s quite extraordinary that all this could be achieved with only a small delay on delivery.”

The first two theatrical features, Maya the Bee – First Flight and Maya the Bee – The Honey Games, have already been sold to more than 130 countries around the globe. Both have been credited as the most successful German animated film according to the international box office in 2015 and 2018, the dates of their respective release.

The Licensing Awards 2020 are now open for entry

All award categories for this year’s Licensing Awards are now open for entry via the website www.thelicensingawards.co.uk, with returning categories including those for licensed products and properties, retailers, marketing, and honorary achievement.

This year will also see accolades awarded out for sustainable licensed products, international retailers, and licensed live events.

In a change from previous years, all entries for the licensed product categories will be online only, rather than physical products needing to be submitted.

Ian Hyder, joint managing director, Max Publishing – the team behind the awards, explained: “Having consulted with the industry, in light of the uncertainty and disruption caused by the COVID-19 pandemic, we wanted a failsafe method for people to be able to enter their licensed products. With the majority of offices and warehouses currently closed and with many people working from home, submitting imagery and accompanying information online seems an ideal solution.”

Judging for licensed product categories will also be undertaken online, in line with social distancing guidelines, by an extensive judging panel, made up of retailers from across the board.

The 2020 awards cover licensed product launches, licensing activity and licensed retailing execution in the 12 months up to the end of May 2020. Entries will be open until 29 May, 2020, and are, as always, free to enter, via a quick and easy process.

The three new categories are The Sustainability Product Award, The Best Licensed Live Event Award, and The Best International Retailer of Licensed Product Award.

Jakki Brown, joint managing director, Max Publishing, added: “It has always been our core belief that to maintain their respected status, The Licensing Awards categories would need to evolve in order to reflect the developments with the industry. The addition of a dedicated Licensed Sustainability Product Award is a perfect example of this.

“The changing UK retail landscape has seen the proliferation of international retailing brands who are engaging in licensing also needed to be recognised, hence the new Best Overseas Retailer of Licensed Products category.”

The new Best Licensed Live Event Award will be open to all paid for theatrical shows and events, fairground rides, or events within paid for experiences.

“While the current situation precludes these events from taking place right now, as the period for entry goes back to the start of last June, all the great licensed live events activity over last summer, right up to the middle of March, can be entered,” added Hyder.

The Licensing Awards 2020’s headline sponsor is Brand Licensing Europe, while Licensing International is also an official supporter.

The finalists of The Licensing Awards will be announced in July, and the winners will be unveiled on Wednesday 9 September in The Great Room at The Grosvenor House Hotel, set to welcome 1,400 licensors, retailers and licensees.

The Point. 1888 brings Barratt’s iconic sweet brands to the frozen aisle

The Point. 1888 has struck up a sweet new partnership between Barratt and Icefresh Foods to launch a new range of ice creams exclusively for the supermarket chain, Iceland.

The new range will draw on Barratt’s portfolio of iconic confectionery, including Black Jack, Fruit Salad, and Wham, to bring it all to the frozen aisle for the first time in the company’s history. The range will launch exclusively in Iceland stores across the UK from April 20th.

The line-up will be completed with Flump Ice Cream Lollies, and Dip Dab Ice Lollies with a Sachet of Sherbet.

All items in the range – apart from the Wham share size tub – will be sold as multipacks of four or six and the Dip Dab range will include a sachet of sherbet for dipping.

“We always knew that the Barratt brands would be hugely popular among manufacturers and retailers alike but this partnership between Barratt, Icefresh Foods and Iceland is a match made in heaven,” said Bethan Garton, commercial director, The Point.1888.

“We’ve worked with Icefresh for years and have enjoyed great success on every program but the work its team has put into the product development and flavour profile matching for Barratt has been like nothing else we have seen before. It’s also throwing its full support behind the brand with the product launch and we’re so excited that the range is now ready for the nation to enjoy.”

WildBrain CPLG cleans up with Kärcher across Europe

The entertainment, sports, and brand licensing powerhouse, WildBrain CPLG has been appointed the licensing representative of the cleaning technology brand, Kärcher across Europe.

Working with Alfred Kärcher SE and Co, WildBrain CPLG will bring the brand under its lifestyle division and work to develop a licensing programme that will target both adults and kids across categories including workwear, role play toys, and promotions.

Kärcher is an established manufacturer of home and professional cleaning equipment, recognised for products including pressure washers, window vacuum cleaners, hard floor cleaners and more. The German company is family-owned and operates worldwide, with its products sold by over 130 companies across 72 countries.

Victoria Whellans, group brands director, WildBrain CPLG Lifestyle, said: “Kärcher has an impressive reputation for quality, reliability and innovation globally which gives the brand significant potential in the licensing space across multiple categories and demographics.

“We’ve already had a great deal of interest in the brand and look forward to sharing more details on the first wave of collaborations shortly.”

The Insights People launches SnapSurvey for quick fire market data and insight

The kids, parents, and family market intelligence specialists, The Insights People has launched its new SnapSurvey service, a platform that enables brands to get answers and insight-led analysis on the kids and parents’ demographic within 72 hours.

The platform has been created to deliver data and insight to clients in record time, allowing companies the chance to be more nimble and reactive to demographic trends.

The Insights People states that it has designed and developed a methodology which enables companies to get quality, unbiased and reliable data efficiently and effectively.

Nick Richardson, CEO at The Insights People, said: “This is an important development to further support clients who need quality information which is reliable and gathered in a way which is correct and unbiased. The approach we take enables clients to feel confident that they are getting reliable data with insightful commentary which can be applied across their business.

“Within a week of launching we have undertaken projects for clients wanting to test advertising creative and for a client wanting to understand some of the impact of Coronavirus on children’s digital media consumption.”

The Insights People has launched the service to cover the following countries: UK, US, France, Germany, Italy, Spain, India, Brazil, Mexico and Australia. Enabling clients to get up to 300 responses per market of children or parents, with a turnaround in as little as 72 hours.

Sarah Riding, research and trends director at The Insights People, added: “The SnapSurvey has been developed to be a flexible research tool, utilising a proven methodology – enabling clients to quickly gather data and insight for a number of purposes, including developing and supporting content marketing, testing creative concept and supporting client pitches and presentations across individual or multiple markets. And critically it provides clients with a highly effective, efficient and independent solution with expert analysis.”

For more information on The Insights People, their award-winning market research and how the SnapSurvey service could help you, please visit https://kidsinsights.com/solutions/ or call +44 (0)330 159 6631.

LEGO gives closer look at LEGO Super Mario launch as pre-order opens on first sets

A few very eventful weeks after the grand unveiling of the latest collaboration, LEGO’s Super Mario licensed range is now available to pre-order, kicking off with the Adventures with Mario Starter Course.

The new LEGO Super Mario product line features an interactive LEGO Mario figure that collects coins in real-life game levels created with LEGO bricks. Neither a video game nor a traditional LEGO brick-based set, it promises to “change the way people interact with Super Mario in the physical world and engage in LEGO experiences.”

Unveiled by LEGO Design Lead Jonathan Bennink, fans will be able to explore the LEGO Super Mario universe with the Adventures with Mario Starter Course. This entry point set to the world of LEGO Super Mario is needed to unlock expansion sets and features seven action bricks for different interactions with the LEGO Mario figure that are only included in this set.

The LEGO Mario figure itself has LCD screens in his eyes, mouth and belly to display a wide variety of instant reactions to movement, colour and action bricks. Also included is a speaker that plays iconic sounds and music from the video game series.

“Super Mario has continued to appear, always in a form adapted to the current hardware of the time.” said Takashi Tezuka, executive officer and game producer of Nintendo. “I am thankful that in this project with the LEGO Group, Mario is jumping out of the digital world of game consoles and smart devices, and we are able to bring him into the world with a new, physical type of Mario play.

“It’s very exciting to think of LEGO Mario becoming a real friend to children and to picture them playing in their very own Mario world that they imagined themselves.”

Kids aged six and upwards can build levels and play their own way, with challenges having lots of creative fun in an interactive experience. LEGO Mario is used to collect virtual coins as he runs and jumps from the Start Pipe to the Goal Pole via LEGO bricks, cloud platform, and clashes with the Goomba figure and Bowser Jr. figure.

The Starter Course can be combined with LEGO Super Mario Expansion Sets, which each unlock unique challenges and characters to play with and against friends.

The first Expansion Sets, also revealed today, include the Piranha Plant Power Slide Expansion Set and the Bowser’s Castle Boss Battle Expansion Set. The products all include modular builds, meaning that fans are in charge of creating exactly the LEGO level course they want to see Mario come to life in.

The launch also comes with a free LEGO Super Mario app by the LEGO Group, a supporting feature to further enhance the physical play experience. It keeps track of scores to encourage continuous rebuilding, as well as it provides digital building instructions with zoom and rotate viewing tools to make building easier, suggests other creative ways to build and play, and is a safe forum to share ideas with friends.

“We were thrilled to see the global reaction to news of LEGO Super Mario,” said Jonathan Bennink, digital design lead on LEGO Super Mario, the LEGO Group. “Fans have been keen to learn more, so I am pleased that today we were able to reveal more details about this exciting new collaboration that has led to a re-imagination of the LEGO building experience and an entirely new way to play inspired by the beloved video game icon, Super Mario. We can’t wait to see fans get creative and challenge each other with this highly engaging and social play experience.”

The full LEGO Super Mario assortment will launch Aug. 1st 2020, but fans can now pre-order the LEGO Super Mario Adventures with Mario Starter Course from today.

The recommended retail price for the Starter Course is £49.99, while the recommended retail price for the two expansion sets will be £24.99 for the Piranha Plant Power Slide Expansion Set and £89.99 for the Bowser’s Castle Boss Battle Expansion Set.

Emoji partners with Brazilian chocolatier Top Cau for Easter promotion

Emoji The Iconic Brand and Top Lotus has partnered with Brazil’s market leader in chocolate confectionery, Top Cau for a new Emoji sticker giveaway campaign in the run up to Easter.

Top Cau is known for its chocolate products including eggs with a surprise, tablets, and snacks. The firm brings a wealth of experience to the brand, developing unique and innovative products that stand out at retail.

As Brazil makes its Easter preparations, the retailer Lojas Americanas is busy preparing the world’s biggest Easter celebration, selling 80gm D’elicce chocolate eggs with one of the six collectable Emoji stickers inside, as well as a 160gm chocolate egg with an Emoji Zzz lamp.

“For the emoji company, it is a great pleasure to be part of this important moment for children and adults, through this amazing partnership with Lojas Americanas and its own brand D’elicce,” said Marco Hüsges, CEO and founder of The Emoji Company.

Funko Games: “The future of gaming? Things are going to get weird”

Jay Wheatley, general manager of Funko Games has a simple vision of the future of tabletop gaming as it continues to push boundaries and draw in new audiences, and that’s that things are going to ‘get weird.’

It’s an idea that strikes a particularly sweet chord with the man now heading up Funko’s recently acquired games division. It was, after all, in a former life that Wheatley once took particular pleasure in imposing ‘weird and uncomfortable’ scenarios upon diners back in the days of his experiential restaurant business Entros.

He recounts to ToyNews a time he instigated a game between two players who were given the roles of a car salesman and a car buyer, each with their own backstory and specified amount they had to sell and buy a car for. The pair would then spend the evening negotiating, in a back and forth game play. This all took place in the middle of his packed out Seattle restaurant; subverting social constructs like awkwardness to turn it into entertainment.

This is the kind of ‘weird future’ Wheatley envisions for the tabletop gaming hobby. And this is the kind of man now presiding over Funko’s boldest move for the board gaming space today.

It should come as no surprise, of course. Wheatley – and the team of creative thinkers, game designers, and all-round play creators around him – has made quite the career out of tinkering with gaming mechanics to develop and innovate the tabletop gaming genre for some 20 odd years now. In doing so, he has also led a team that has produced and licensed games to some of the biggest names in the space today, the likes of Spin Master, Mattel, Asmodee, Hasbro, and Goliath included.

“In fact,” he recalls, “we have probably made around 400 to 500 games.” And that even extends to some of the most recent New York Toy Fair launches in Disney’s Villainous, Jaws, and Universal Monster’s Horrified, all of which were licensed to Ravensburger back before his team was acquired by Funko at the end of 2018. If there’s one man who knows the business of board gaming – and how to continue to push the boundaries within it – it’s going to be Wheatley.

The move came just a couple of months into a commissioned project to develop a strategy game that used the Funko Pop! figures by bringing them into a common universe, or Funkoverse, for tabletop gameplay. Having taken a shine to the output, ethics, and methodology of this team of game creators, and with an eye on making a concerted move into the board gaming arena, Funko’s Andrew Perlmutter and Brian Mariotti tabled a deal to acquire this unit of creatives.

“To us, it sounded like heaven,” Wheatley tells ToyNews. “Funko was the embodiment of what we love. We were making non-licensed games, but we were also making a lot of licensed games, and we love all of that kind of stuff . This was a deal that was about like-mindedness and culture, and we immediately saw that synergy with Funko.

“This is a company that is extraordinarily passionate about pop culture and properties, brands, stories, and characters, and bringing those to life and celebrating all of the touchstones that we have grown up with.”

By 2019, the team had been acquired and Funko Games had been established, and Wheatley had been given a new remit to explore a world of pop culture IP – a library literally in its thousands – and what it could mean for the tabletop gaming space.

“It’s wonderful to be with Funko,” Wheatley continues. “As great as our relationships have always been with Ravensburger, Asmodee etc, the companies we highly respect, deeply, there is a certain distance that creates between us and the consumer.

“If they are doing the marketing, or making the decision around customer service or they’re between the creation of the items and the retailers that they are presenting it to, all those elements of distance are things that we can close now, as we are able to have that direct relationship with the consumers – we are able to present the games directly as we intended them in the creation of them, and we are able to develop a brand that is recognised by everyone.”

For Wheatley, it means making decisions on what licenses the unit develops games for, from what he calls Funko’s “playground of licensed properties that it is working with.” It also means being able to have a real conversation with the end user, the gaming audience itself, as well as licensors – an asset that, he realises, is integral in pushing the envelope in gaming today.

“Funko does a lot of business with licensors, and it allows a certain amount of partnership that we haven’t experienced in the past that the licensors see what Funko has done in terms of licensing and product categories,” says Wheatley. “I can’t think of any company other than Funko who could come up with a game system of multiple different licenses that you can place within one kind of universe, I think that would have been a hard sell for most publishers.”

Of course, Funko Games’ board gaming output may start with Funkoverse, but it certainly doesn’t end there. Wheatley tells ToyNews of the excitement around New York Toy Fair earlier this year, when it finally got to reveal a raft of signature games, including Back to the Future, Godzilla, Yacht Rock, and a Pan Am licensed title, all of which go a very long well to not only establish Funko’s credentials in the tabletop gaming arena, but reflect the fascinating relationship that tabletop gaming now has with society today.

“And that really is a fascinating subject,” says Wheatley. “There was a time in the mid 2000s when we thought we were going to go out of business because of the rise of app games. It was an existential time for board games. People began playing games everywhere and all of the time, whether in mass transit or before they went to bed.

“But actually, we think it whetted the appetite and made game playing more of a constant part of people’s worlds and lifestyle, and so today, board gaming has never been stronger.

“In the last year or two, we have seen the adoption of more complex or interesting games (what we used to call Eurostyle games, but now days are coming from all corners of the world), we are seeing game nights become a standard part of people’s social behaviour, and there is a robust world of gaming happening.

“It reminds me of the quote from [Canadian philosopher] Marshall McLuhan that ‘the medium is the message.’ For me, I think of ‘what does the medium say here?’ What does game playing say about society and our culture, irrespective of the content? What does this medium say about us in this time and place of human existence?”

What it says, Wheatley answers, is that people want to spend time together.

“They want to sit across a table and share experiences, laugh, have fun in a big shared space together, and how great is that?” he says. “Tabletop gaming is one of the healthiest things people can be doing – spending social time together, engaging their intellect, their imagination, and sharing all of these wonderful things.”

Then there is what this newest ilk of board game developers are bringing to the space by exploring an IP’s narrative to its fullest and bringing it to life on the board and in game play.

Wheatley continues: “We love diving deep into the content and the licenses. It is one thing to have a game that is filled with imagery and words, and ideas and characters that people recognise, but that is not enough. It’s very important that the actual structural experience of the game, the mechanics of the game, support the message or theme, or principals of the property itself.”

Wheatley takes the work he and his team put into Jaws prior to the Funko acquisition as an example. Jaws is a hidden movement game which builds up a lot of tension through its cat and mouse gameplay.

“And that’s great, because that is what the movie is about. You could take a game and put a shark on it, and a few touchstones from the movie, but it is not good enough unless you’re putting players into something evocative of the emotional and psychological experience that the property offers,” the game designer explains.

Wheatley breaks it down into three elements; diegetic, extra-diegetic, and nondiegetic, these being elements from the property itself – many of which you will find in Funko Games’ Back to the Future board game; elements not from the property but built into the game’s narrative in order to enhance the gaming experience and still rooted in that world; and elements such as randomisers (like dice) and point scoring systems, respectively.

According to Wheatley, a successful game knows how to strike the right balance or cook up the right recipe with the correct quantities of each of these elements.

“It can be challenging, editorially, to make all of these components work together in order to keep players immersed in the IP’s narrative and not distracted by those elements that are necessary, yet have the ability to take them out of the narrative if the balance isn’t right.”

The technicalities in this regard can run deep, and it is obvious that this is a favoured topic of talk for Wheatley, a man who self-professes ‘feels like he has studied a Phd in board games’ simply through the number of hours he has dedicated to the craft.

We, however, stop short, to tackle the topic of where tabletop gaming is heading from here.

“The bar is constantly being raised, and everyone in this industry is super energised about delivering for gamers these incredible experiences that are authentic and feel immersive,” he explains. “It is a great time to be a gamer because everyone is trying to deliver that deeper and better experience.

“I think we are going to see more innovative and interesting ideas, and I don’t just mean what’s happening with the variables and equipment at the table, but things that produce unique behaviours; things where the gameplay is taking place not just in the same room, not just in the same time space, but taking place over longer periods of time, or connecting people in different ways.

“I think we are going to see more experimentation and they’re not all going to work, but that is the way it is when you try new things. We are going to see more exotic, meta experiences happening. We have a couple of things in the works – things we started before we became Funko Games that will come out through other channels, but that is an area to keep your eye out for because there is going to be some weird games, in the very best of ways.”

Silvergate’s Octonauts makes a splash in Latin American and the Middle East

Silvergate Media’s pre-school animated series, Octonauts, is making a splash in new markets with recent broadcast deals that bring the award-winning show to audiences in Latin America and the Middle East for the first time.

In a deal brokered byPanaderia, Mexico’s TV Azteca has acquired the broadcast rights to Los Octonautas, marking the property’s first major launch in the LatAm region. The show debuted in October 2019 and is already demonstrating excellent ratings in its timeslot.

Alongside TV Azteca and the show’s other LatAm broadcast platform, Netflix, the official Spanish language YouTube channel has seen rising audience figuresIn Q4 2019, Mexico became the fourth highest rating global territory for Los Octonautas on its YouTube channel.

On top of this, Silvergate is also embarking on a new mission to bring Octonauts to audiences in the Middle East following a recent broadcast deal with Spacetoon, one of the biggest family entertainment content providers in MENA.

The agreement was brokered by 20too agency and saw the first episodes debut in prime-time slots from March 2020. Building on the property’s growing popularity, Silvergate is now readying the launch of the Octonauts live stage show which will premiere in the region with daily performances at Global Village Dubai, the world’s leading multicultural family attraction, welcoming more than 7 million visitors every season.

Ron Allen, EVP commercial, said: “Mexico and the Middle East are key territories in our global brand strategy.  We are delighted to be working with regional partners of this calibre to grow our fan base and we’re excited to be planning a wider brand launch for LatAm for 2021.”

Babybel lands t-shirt design on Boohoo.com courtesy of Bioworld

Babybel has made the leap from the fridge and into the wardrobe, thanks to a new apparel licensing partnership with the online retailer, Boohoo.com.

The t-shirt range has been developed by the brand’s apparel licensee, Bioworld, and has been made exclusively for the online fashion retailer. It features the iconic red Babybel logo emblazoned on the black t-shirt, licensed by Bel Licensing in a deal brokered by Pink Key Licensing.

Babybel is joined in a unique portfolio of food brands to make moves on the wider licensing space, including the likes of The Laughing Cow.

Richard Pink of Pink Key Licensing, said: “We are delighted to see our first piece of apparel in the market, we love Bioworld’s really strong design and we are looking forward to seeing more for Babybel and Laughing Cow in the market soon.”

The Babybel licensed t-shirt is currently retailing at £12 on Boohoo.com.