British gaming studio Boneloaf taps Toikido for Gang Beasts global master partnership

Toikido has struck a new major, global master partnership in the gaming space, this time partnering with the British indie games publisher Boneloaf to launch a range of toys, apparel, stationery, and more for the popular, multi-player beat ’em up party game, Gang Beasts.

The new pairing marks the second major gaming IP that Toikido has signed up since its launch last year, following the success of its Among Us toy line, a range that it currently causing a stir on the global toy and retail scene.

“We are huge fans of the Boneloaf team and have been playing Gang Beasts together and with our families for age, so to bring it into the Toikido stable is amazing,” said Darran Garnham, founder of Toikido.

The British studio, Boneloaf is currently working on a series of experimental multi-player party games, protoyping and play-testing to best identify fun new titles. Having grown up on a diet of Mario Kart 64 and Goldeneye 007, the studio has set out its mission to develop titles with a similarly lively and fun feel to them.

Recently announced for release on Nintendo Switch, Gang Beasts already has a strong fanbase and a series of honours, including Honourable Mention for Excellence in Design the Friendly Fire (Best Game to Mess with Your Friends) from Curse at E3, the Gamer’s Voice Award in the Multiplayer category at SXSW, Better with Friends Steam Awards, and a BAFTA nomination in the Multiplayer category in 2018.

The first range of product from Toikido will launch in 2022, spanning categories including, but not limited to toys, apparel, stationery, and more.

Toikido is a business that “pushes the envelope of innovation” in not only the kind of toys and IP it delivers to a contemporary toy industry, but in the way the industry itself operates. Boasting an infrastructure to operate at lightning speed, the outfit brought Among Us to market in under six months from agreeing terms to hitting the shelves, a practice deemed as revolutionary to the normal route to market.

“Toikido has been born by handpicking amazing people who I have always wanted to bring together,” Darran Garnham, the businesses founder told ToyNews.

“We’ve developed an ecosystem across many disciplines and skills that are really going to shake things up a bit and I’m really very excited about the future of the business.”

British gaming studio Boneloaf taps Toikido for Gang Beasts global master partnership

Toikido has struck a new major, global master partnership in the gaming space, this time partnering with the British indie games publisher Boneloaf to launch a range of toys, apparel, stationery, and more for the popular, multi-player beat ’em up party game, Gang Beasts.

The new pairing marks the second major gaming IP that Toikido has signed up since its launch last year, following the success of its Among Us toy line, a range that it currently causing a stir on the global toy and retail scene.

“We are huge fans of the Boneloaf team and have been playing Gang Beasts together and with our families for age, so to bring it into the Toikido stable is amazing,” said Darran Garnham, founder of Toikido.

The British studio, Boneloaf is currently working on a series of experimental multi-player party games, protoyping and play-testing to best identify fun new titles. Having grown up on a diet of Mario Kart 64 and Goldeneye 007, the studio has set out its mission to develop titles with a similarly lively and fun feel to them.

Recently announced for release on Nintendo Switch, Gang Beasts already has a strong fanbase and a series of honours, including Honourable Mention for Excellence in Design the Friendly Fire (Best Game to Mess with Your Friends) from Curse at E3, the Gamer’s Voice Award in the Multiplayer category at SXSW, Better with Friends Steam Awards, and a BAFTA nomination in the Multiplayer category in 2018.

The first range of product from Toikido will launch in 2022, spanning categories including, but not limited to toys, apparel, stationery, and more.

Toikido is a business that “pushes the envelope of innovation” in not only the kind of toys and IP it delivers to a contemporary toy industry, but in the way the industry itself operates. Boasting an infrastructure to operate at lightning speed, the outfit brought Among Us to market in under six months from agreeing terms to hitting the shelves, a practice deemed as revolutionary to the normal route to market.

“Toikido has been born by handpicking amazing people who I have always wanted to bring together,” Darran Garnham, the businesses founder told ToyNews.

“We’ve developed an ecosystem across many disciplines and skills that are really going to shake things up a bit and I’m really very excited about the future of the business.”

Gaming’s new rules | How Bits + Pixels is changing up the narrative with ‘unpredictability’

Co-founded by the Konami alumni and video gaming and geek culture enthusiasts, Sandra Arcan and Su-Yina Farmer, right around the same time that the video game licensing scene underwent its most recent metamorphosis and really took off in its current form, Bits + Pixels is a specialist agency with a lot of skin in the game.

Since its foundation, ‘unpredictability’ has been the message at the core of the work – and partnerships and collaborations – that this duo have set out to achieve; keen to establish a new kind of geek and pop culture product for a new kind of geek and pop culture audience. It’s why the firm has introduced us to the likes of the Destiny x Palladium footwear range, or the Resident Evil 2 Zombie make-up kit.

In fact, Bits + Pixels is interested in one thing; and that’s innovating in a licensing space filled with creativity. It’s perhaps why the pair’s latest endeavor is to change up the narrative to see the significant female gaming audience better represented in the licensed consumer products space, in a reflection of a female gaming audience in both size and importance. Could that mean that we’re about to see video gaming leave a far greater mark on the health and beauty space in the near future? Well, according co-founder, Sandra Arcan, certainly yes, if Bits + Pixels has anything to do about it.

Licensing.biz catches up with Arcan to learn more about the company’s plans, approach, and onus on keeping it all unpredictable when it comes to innovating and discovering a new future for the video game licensing space.

You guys have a rich history with the video game space, can you talk us through what brought you together to create Bits + Pixels, what the company brings to the video game licensing sector and how you guys are looking to stimulate innovation in the space? 

The creation of Bits + Pixels was really the result of two things happening around that time, namely rediscovering my love of gaming when working with Konami on their licensing, and that being just at the time when interest in the sector was building momentum. I felt it was the right time to set up that specialist service and did so with my Konami colleague and friend, Su-Yina Farmer.

We bring knowledge and passion for gaming and ‘geek culture’ and a strong sense of wanting to do right by the gaming studios and communities that we work with and wanting to do some really cool, standout things along the way. The main way we think we can stand out is by bringing partnerships that are perhaps initially unexpected but, in fact, make a lot of sense.

How has Bits + Pixels evolved since you launched, and how reflective is this evolution of the video game and video game licensing sector today?

We’ve organically grown our services, initially through the strength of our relationships with clients who entrusted us with projects outside of licensing, namely event production. Su-Yina has event planning experience which made this very seamless and we’ve been able to secure additional event based work since then.

We’ve also been helping brands both inside and out of the games industry engage gamers through influencer marketing and talent recruitment. Influencers have been moving the needle for some time when it comes to product launches, brand awareness and credibility objectives, and now it’s becoming increasingly common to engage them for gaming licensed product launches. These new service components sometimes come together nicely into one project, with licensing, event and influencer elements, such as the Destiny Community Mixer we produced for Bungie in December 2019.

What sort of step change have we seen in the video game licensing sector in recent years, and what has fuelled this? Looking at the clients you’ve worked with and the partnerships you’ve overseen in the space – there’s a new level of innovation and immersion in IP/game brands being explored right now. How exciting is the video game licensing space right now?

Gaming is just ever more present everywhere you look within the entertainment sector. More gaming IPs are being adapted to the small and big screen, more high profile actors are voicing characters in games, more high profile brands are partnering with gaming franchises, and these are just some of the reasons everyone has been wanting to get involved and innovate in this area. So it is extremely exciting and full of potential, and it’s why you’re seeing more licensees, agencies and retailers proactively chasing opportunities. 

What is important to keep things exciting is the intent to keep trying new things and push forward with broader selections of games and product categories, otherwise there will inevitably be stagnation and repetition.

What do you think has driven this more developed and creative approach to video game licensing?

Gamers demand well designed products. Previously, they would take what was available, but they now have an increasing choice of creative consumer products and, as such, expect that even more. If you look at the highest end of product development, such as premium collectible figures, you see that gamers will invest in a special product if it’s executed well. That certainly applies to all categories too, so brands and licensees are striving to deliver that as much as they can.

How receptive have retailers and licensees become to the video game licensing sector in recent years? Why do you think this is?

For that matter – how do you think games companies and publishers have changed their approach to licensing – has the perception shifted? How important has licensing’s role become in the video gaming space?

Retailers and licensees have been very receptive, albeit that many take time to understand the opportunity before going in with a bid for gamer’s attention (something we very much support, of course!).  They know it’s an extremely appealing consumer as they spend more time in their favourite gaming franchises (often hundreds of hours) than in other entertainment consumption activities such as watching TV series or movies.

When it comes to gaming companies, most have been keen to offer a licensing programme during recent years. Often, the main thing that might stop them jumping in is the know-how and resources. However as more brands are launching their own licensed collections, studios are looking on and realising they need to invest in either in-house expertise or that of an external agency like ours.

They all know how important a physical product is as an additional brand touch point, but it’s just about being comfortable and ready to set up the right operation for it. 

Can you tell us about some of your favourite or most successful partnerships in the video game sector? How have these shaped your own approach to video game licensing or set a course for what the future of video game licensing may look like?

We’ve had two tremendously successful launches of the Destiny x Palladium brand collaboration. Another one we loved working on was the collaboration between Capcom’s Resident Evil 2 and cosmetics brand, Mehron. Mehron, being the leader in professional special effects makeup, were able to bring their expertise from working on Broadway, Hollywood sets and Cirque du Soleil, to making a super fun Resident Evil 2 Zombie Cop makeup kit. The common thread with these two partnerships was the strength of the fit between the brands which fans really ‘got’ and appreciated. 

We will always target partnerships that prompt a reaction of ‘oh, that’s interesting’ followed by an understanding of why it makes complete sense. If it’s initially unexpected, that’s even more exciting for us personally as unpredictability, when done right, is arguably more engaging. 

What categories would you like to see gaming IP move into?

We’d love to see the significant female gaming audience better represented in the licensed consumer products area. Beauty and more female-targeted categories, to reflect the importance and size of the audience would be great to see and something we’re currently working on, so watch this space!

What’s going on in the video gaming sector right now that could impact the look of its licensing activity in the coming years? I.e game streaming, things like Fortnite Creative, player immersion and the idea of the digital self etc?

There is definitely a lot of user-generated content out there from various gaming titles, however it is generally a more complicated proposition to license. Streaming is such a popular, engaging and influential way for people to consume gaming content, so we’ll for sure see more top streamers with their own licensed product collections in mainstream retail.

What’s next for video game licensing? Is it headed in the right direction? 

I’m hoping that we’ll see more retailers getting involved with video game licensing, and that the ones that are already offering a gaming proposition will go even further in a more representative way. There are just so many amazing gaming brands with extremely active fanbases, so it would be a shame not to see some more of these on the shelves of high street and independent retailers. In the meantime, we’re seeing more gaming brands developing their own comprehensive ecommerce stores and this is truly one of the most effective ways to drive merchandise sales organically through the brand’s own ecosystem. 

I think we are bound to see more brand collaborations too, and hopefully in an ever more diverse set of categories.

Thank you Sandra, for your time chatting with us. Before we let you go, tell us, what’s next for Bits + Pixels?

We want to remain at the forefront of whatever is relevant in gaming and how gamers are consuming content related to it. We have some exciting projects in the pipeline which will hopefully continue to bring brands, creators, concepts and ideas together in imaginative ways.

Tinderbox sparks new partnership with Ubisoft for Far Cry and Just Dance gaming franchises

The French video game company, Ubisoft, is partnering with Tinderbox – the digital division of Beanstalk – to represent its top selling gaming franchises, Just Dance and Far Cry for licensing across Europe.

Under the new partnership, Tinderbox will support both franchises, Just Dance and Far Cry, by expanding the European
consumer products footprint into new categories and channels, pursuing opportunities across fashion, collectibles, home, gifting and novelty, consumer electronics and more.

Since its formulation in 1986, Ubisoft dedicated itself developing high quality games that resonate with all kinds of personalities. Its Far Cry franchise – now in its 17th year – features open-world, first-person shooter games known for their wilderness environments and survival thematics. Today there are over 60 million unique players in the franchise, and the next title, Far Cry 6, is to be released on October 7th, 2021.

Meanwhile, Just Dance is the number one Music Video Game franchise of all time,boasting 11 titles, 80 million games sold, and
more than 138 million registered players worldwide. The evergreen franchise invites players to have fun playing with their family and friends, or to keep fit, exercising at home to classic songs and the latest hits.

The next title, Just Dance 2022, will release on November 4th, 2021.

Dave Tovey, head of Tinderbox at Beanstalk, said: “We are thrilled to be partnering with Ubisoft in developing consumer product programmes for its top selling titles. Far Cry is one of the biggest gaming franchises, with a passionate fan base that is eager for more consumer touch points.

“Just Dance is the ultimate definition of a cross-generational gaming experience, delighting fans from Gen Z, Millennials and beyond. The team at Tinderbox is excited to get started and establish exciting and engaging brand extensions at retail on behalf of Ubisoft.”

Francois Tallec, senior director, consumer products and partnerships at Ubisoft, said: “At Ubisoft we strive to bring players the best gaming experiences, and ultimately, grow and engage strong communities with transmedia brands. We are enthusiastic to partner with Beanstalk/Tinderbox, experts in forging licensed product partnerships with leading video game franchises, to expand our Far Cry and Just Dance licensing programmes throughout Europe.”

Fashion statements | WildBrain CPLG explores how the post-pandemic world of licensed fashion has shifted gear

With the world beginning to reawaken and emerge from its pandemic slumber, so too is the world of fashion switching gear, slipping out of its comfy bagging clothing and back into a wardrobe designed for life outside, once again. However, notes Pau Pascual, VP Southern Europe and MD of Iberia and MENA, at WildBrain CPLG, the ever-moving fashion scene hasn’t emerged untouched by the shift in consumer sensibilities. Not by any stretch of the imagination.

Here, WildBrain CPLG’s Pascual talks us through the key trends to be hitting the post-pandemic licensed fashion space.

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Last year, as with many changes brought about by the pandemic, we saw significant shifts in the world of fashion, particularly in purchasing choices. With much of the world working from home, consumers were prioritising clothing that was comfortable because this became the new daily wardrobe for many, and so there was a swing from retailers to embrace this trend and offer more in the way of casual and sportswear.

However, now with the world starting to open up again, many consumers are looking to inject freshness into their wardrobes and retailers are looking to keep their offering engaging, relevant and fun. Below are five key trends that we’re seeing in the fashion space at WildBrain CPLG, exploring how these are being adopted by brand owners: 

Varsity Back in the Spotlight 

We’ve seen varsity and US college-inspired products, both in the mass market and high-end fashion space, for many years now, but in 2021, the presence of styles that take inspiration from iconic US institutions and their merchandise – such as the baseball ‘letterman’ jackets – has really accelerated. 

There was certainly a large halo effort from Hedi Slimane’s spring ‘21 menswear collection for Celine, which included varsity jackets, along with other varsity-inspired trends, from baseball caps and high-top sneakers to sweatsuits and track shorts, that we’ve seen trickle down to the high street. This trend has also been fuelled by TV shows, such as the Gossip Girl reboot and Riverdale, that have played a key part in bringing varsity style fashion back into focus. Also, the portrayal of Princess Diana in the latest season of The Crown has drawn renewed attention to her fashion looks, including her iconic Philadelphia Eagles varsity jacket. 

Many licensed properties are leaning into this trend and providing their own fresh takes, such as with the beloved Peanuts brand we represent and its many ranges with Inditex. We also represent several iconic institutions themselves, including Harvard and Yale universities, and are seeing great interest in these brands.

Retro Gaming 

Another fashion trend that has been around for a little while but is now stepping up a level, is the use of retro gaming brands, such as Nintendo, and our very own Tetris, Space Invaders and Sonic. As platforms have evolved over the years, these games have been played by multiple generations in many different ways – from the original arcade and console games, and now on tablets and mobile devices – and so they bring wide brand recognition across multiple demographics. 

These properties also offer a real sense of fun and playfulness, as well as tapping into the spirit of nostalgia and evoking the spirit of the ‘80s and ‘90s, which is proving to be really appealing to the millennial generation. More generally, the distinctive graphics are a hit with fans of strong visual styling. 

In particular, we’re seeing these brands enjoy great success with footwear collaborations, such as the deal we recently secured with premium Dutch footwear brand Floris Van Bommel for a Spring/Summer capsule collection inspired by Space Invaders. We often see a ‘30-year-cycle’ where kids who grew up with the IP are now in a position to buy something special that reminds them of their childhood and we see this as a real driver of the trend.

Vintage Brands Applied to Lifestyle 

Also in the vein of millennial and Gen Z nostalgia, we’re increasingly seeing the use of vintage brands applied to lifestyle products within fashion, for example, the new capsule collection inspired by the iconic Fruit of the Loom apparel brand that’s recently launched at Zara. There’s also a lot of interest in brands such as Technics and Kodak, as well as heritage sports brands like Prince and Kappa. 

The fashion industry often aims for the surprise factor by reviving brands that used to be the ‘coolest ones around’ and using them to create a flashback moment during which consumers are reminded of something they’d perhaps long forgotten. This type of licensed collaboration really gives consumers a chance to relive their memories of a certain brand and, although the product may now appear in a different form, it offers them a chance to once again buy something from a brand they loved when they were younger.

Care for the Planet, Ourselves and One Another 

Across all stages of fashion, there is an increased commitment to more environmentally friendly practices and choices – starting right with the manufacturing processes and the raw materials that are being used. The industry is striving to embrace the ‘circular’ economy with reusing and recycling being the top priorities, and this is already happening across many of the big fashion retailers. Many new fashion companies are also solely working with recycled materials and within this type of circular economy. 

Environmental sustainability is also being applied directly to the messaging of products, such as Ecolaf with its ‘There’s No Planet B’ campaign. We also recently worked on a fantastic collaboration for Peanuts Worldwide with the luxury eco-sustainable apparel brand, Vayyu. To mark Earth Day, Vayyu launched its first licensed collection, which featured Charles M. Schulz’s classic Peanuts characters and included garments designed by students from Nottingham Trent University. This was all part of Peanuts Worldwide’s “Take Care with Peanuts” initiative, a global multi-year enterprise encouraging everyone to take care of themselves, each other and the Earth.

As well as embracing the growing interest in caring for the planet, licensing trends are also capturing the zeitgeist within the fashion space for care and kindness – as we emerge from the pandemic with a renewed respect for one another and our world. This is coming across in apparel that brings in messages of acceptance and inclusivity, as well as encouraging individuals to express themselves freely. A great example of this is WildBrain’s recently launched Teletubbies adult fashion collection for 2021 Pride Month, which incorporates a theme of ‘Big Hugs, Big Love’ and celebrates the importance of self-expression in an uplifting way. The collection’s proceeds will also benefit GLAAD to support its culture-changing work to accelerate acceptance for the LGBTQ community. 

In a more visual sense, we’re seeing many floral and colourful patterns as consumers embrace fun, playful prints to counteract the difficult period we’ve been living in.

Art, Graphics and Museums 

Finally, there’s been a continuing trend for many years for fashion partnerships inspired by art brands, particularly when there’s an anniversary from artists and museums to be celebrated with supporting merchandise. 

This trend has ramped up recently, with many well-respected artists and museums being a key focus for licensed collaborations. Some recent examples include Zara launching a menswear collection inspired by the “El Prado” Museum in Spain as well as a range for the Sistine Chapel, and Pull & Bear collaborating with Tate Modern. Licensed collaborations offer consumers another – often more affordable – avenue to own a ‘piece of art’ from their favourite creators and build this into their daily lives. 

London’s iconic Hamleys makes major play for video gaming market with new department launch

The iconic London toy store and toy retail brand, Hamleys is making a major new play for the video gaming market with the opening of a new state-of-the-art console, PC and gaming accessories department in its Regent Street location.

The new 1,326 square foot gaming space is situated within the Lower Ground Floor of the seven floor London flagship store and features leading consoles, from PS4 and PS5 to Xbox One and XS, Nintendo Switch, and a wide range of PC games and accessories.

As well as signifying a dramatic shift in audience for the London retailer, the department also now becomes the largest gaming retail site on London’s Soho area and features the latest top ranked games and best-sellers across the gaming platforms, spanning titles from publishers including EA, Capcom, and Activision, as well as Nintendo, Ubisoft, Rockstar Games, and Bandai Namco.

Accessories brands in the new gaming offer include XRocker, Turtle Beach, Anda Seat, Power A, Nacon and Hori and feature everything from keyboards and mouse pads to a wide range of gaming chairs, controllers, arcade sticks and headsets.

“We are delighted to unveil this exciting new development in our Regent Street store, where we will deliver the very best range of products and the first-class expertise and service our customers have come to expect. This is a natural fit for Hamleys and in time, we would like to see gaming roll out across our wider global retail estate,” said Hamleys of London CEO Sumeet Yadav.

Top games available on Playstation 4 range from LEGO Marvel Collection and Batman Arkham Knight from Warner Bros to Asterix & Obelix – XXL Collection from Maximum Games and Uncharted 4: A Thief’s End from Sony Interactive and Call of Duty Black Ops III from Activision. On PS5 they include Marvel Spider Man Miles Morales Ultimate Edition, Ghost of Tushima and Ratchet & Clank: Rift Apart from Sony Interactive.

On Nintendo Switch games include Mario Kart 8 Deluxe, Animal Crossing: New Horizons and Legend of Zelda: Skyward Sword from Nintendo, while on PC lead games include Minecraft from Mojang Studios to Diablo III from Blizzard.

On Xbox One, games range from Star Wars Squadrons and UFC4 from EA Sports to Snowrunner from THq1 Nordic and Call of Duty Black Ops III and WWII. On Xbox X/S they include Overcooked All You Can Eat and Fortnite: The Last Laugh Bundle from Warner Bros.

 The new Hamleys Gaming Department opened on 23 July 2021. The Regent Street store is open from 10am on weekdays and Saturdays and 12 noon on Sundays.

Immersive play | Fanattik on why creativity is running wild in video game licensing

It’s odd to think of the video game licensing sector as one that is still in its relative infancy. There’s a maturity to many of the partnerships that circle the market and its audiences that would suggest the experience and wisdom of one established decades ago, when Pong’s first pixels flickered to life and into the homes of 1970s America.

Perhaps it’s a manifestation of an industry’s self-assurance? The video games sector has the charisma of an entertainment sector that not only knows its worth, but enjoys the fact that you know it, too. And it’s one fuelled by a fandom so immersed in its narratives, that when it comes to licensing, the consumer products space is a playground in which it can have a lot of fun.

That’s precisely what Anthony Marks, managing director of the pop culture specialist, Fanattik is doing right now. Having a lot of fun. Because gone are the days when games publishers would lean into the ‘bare minimum assets and a logo’ kind licensing, and here to stay is an era in which licensing is being given the chance to explore a game’s terrain, reach into its DNA and pull from it elements that reverberate with fans around the world.

And if you’re not buying that, then there’s at least some cool collectables being made.

Here, Licensing.biz catches up with Fanattik’s Anthony Marks to talk about the health of the video game licensing sector, the creativity that surrounds it, and why he’ll be shipping the entire development team off to the states come next year…

Hello Anthony, and thanks for taking the time to talk video games with us this week. Fanattik’s video game IP portfolio is continuing to grow, with some exciting titles added recently in Sea of Thieves. What do you and the team make of the health of the video games licensing space today?

Video games are the healthiest part of the licensing world in my opinion. It’s no secret that when Covid hit, it super charged what was already a fast growing sector. This is a huge market which a lot of retailers haven’t picked up on yet and that is why there is still so much opportunity for growth in this sector.

How do you think video games licensing has changed in the last few years? What are consumers and fans demanding from the video games merchandise they buy today?

When we first started signing up video game properties, merchandise was the last thing on the brand owners’ mind and you were lucky to get just a handful of assets along with the logo. Now it’s a very different picture as it’s not just about generating income for the brands anymore. The merchandise is an extension of their marketing activities and a way to further increase brand loyalty.

What is it about the sector that excites Fanattik? What level of creativity with licensing does today’s fandom around video games lend you guys when it comes to developing concepts?

The possibilities feel endless with gaming, whether it’s an upcoming big budget game or an evergreen title, the developers create such an immense backstory to each title it really does give us the opportunity to dig deep and create some really interesting pieces.

The creators know every nook and cranny so we work hand in hand with the studios. Next year we are sending a team to the USA to sit with one studio and immerse themselves in just one particular title. Whilst it could have been done over video, I believe you need to commit 100 per cent to develop concepts the fandom will truly appreciate, so we need to be face to face with their creative team.

Looking at the Sea of Thieves collection – from Doubloons to limited edition art prints – it appears to draw directly from game play or intricate components from within the IP. Why does video game licensing lend itself better to this level of immersion than other entertainment medium?

Unlike a film, where a fan walks out of the cinema and a few days later possibly only remembers the ending or the big action scenes, with games the fan can be playing the same part of the game over and over again for days to get to that next stage. They have to pay attention to every aspect of each part of the game they are in to learn how to progress and that, for example, is why the in-game replica’s we create for video game properties are working so well for retailers.

What are Fanattik’s plans in the video game licensing space? How will you continue to innovate and push the boundaries when it comes to immersion and linking IP with the merchandising?

Now is a great time to ask that question, we are in the final stages of renewing and expanding our licenses with two of the world’s biggest video game studios. We will be further focusing on in-game replica’s, luckily where I am a fan of the retro titles we have a great team of designers who are all avid gamers and you need that when you are trying to create something special, video game fans will pick up straight away if you are trying to wing it.

What do you think the future holds for video game licensing? What is exciting you about the scene right now?

What has always excited us is that this is still a relatively young industry, one where the consumers are happy to pay for an item with a retailer and wait three to four months until they receive the product without batting an eyelid. It’s also an industry where the brand owners encourage you to be as quirky as possible and create products that will stand out which suits Fanattik.

What would you like to see the licensing industry do with video game IP? Where do you think video game licensing should be heading?

I think it’s already happening and that is the studios putting more resources into promoting their retro titles and not just the latest release.

So, what’s the next step for you guys? 

Export, export,and export. In all license negotiations now we are aiming for, if not a global license then, as much territory as possible. The team put so much effort into each and every product it makes sense to get that product to as wide a range of fans as possible. So in 2022 we will have a presence at Nuremberg Toy Fair, New York Toy Fair as well as the Las Vegas Licensing show.

Thank you Anthony. Before we let you go, is there anything you’d like to add?

Only that we know it can be tricky for gift retailers who are new to this sector. They have to work out which gaming property to support and don’t want to risk shelf space on the latest game release if it may not be as well received by the fans as they had hoped.

On the other hand I can imagine a buyer trying to explain to their senior team that they want to allocate shelf space to merchandise from a 20 year old game. We are on hand to sit with buyers, show them our case studies and help them select a range that is going to work for them, after all it’s in our interests for them to sell as many pieces as possible!

Toikido and Dreamtex cosy up for Among Us bedding and homewares

The boutique bedding specialist, Dreamtex Ltd has partnered with Toikido to launch a licensed homewares collection based on the globally popular video gaming franchise, Among Us.

Under the partnership, Dreamtex will be launching Among Us themed bedding, blankets, towels, and cushions later this year, all of which will celebrate and reflect the style of the hit spaceship survival game. Among Us has become a runaway gaming sensation over the past year, recognised for its cast of characters and gameplay centered around deception.

The Dreamtex collection will incorporate 2D characters graphics from the game along with their classic phrases.

“The sell-in so far has been phenomenal with orders already covering the majority of Dreamtex’s customer base,” said Anthony Duckworth, MD of Dreamtex Ltd. “Among Us is already proving to be one of our biggest success stories. It is a must-have brand that can only get stronger through 2021 and beyond, and we will endeavour to maximise all retail opportunities with our innovative approach to product development and design.

“We are delighted to be working with the team at Toikido and excited to have added Among Us to our growing portfolio of gaming brands. We know that Among Us merchandise is in high demand and we are thrilled to be playing our part in the game’s licensing story.”

Darran Garnham, founder of Toikido, added: “We are delighted to bring Toikido and Dreamtex together on this project. Dreamtex’s quality, design, sourcing, and ethical standards are phenomenal, as is their passion for Toikido’s vision for the AmongUs brand.”

Dreamtex Ltd is an award-winning, privately owned UK company offering a bespoke approach to licensed merchandise. The company was founded and is owned by Anthony Duckworth, Andrew Downie, and Jo Duckworth who together bring extensive local knowledge and expertise to the home textile category.

Meanwhile, headquartered in London, Toikido has an ecosystem across licensing, gaming, music and entertainment that aims to react quickly in bringing brands to market. Its partnership with Innersloth Games was devised to bring its flagship gaming brand, Among Us to the toys, apparel, and homewares space for fans across the globe.

Toikido supports UKIE’s ongoing #RaiseTheGame Diversity Pledge.

Hexbug builds Junkbots “metaverse” spanning toys, YouTube series, and Roblox story game

The award winning toy company Hexbug has launched a new project that merges toys with entertainment technology through a new eight part digital series and game on the Roblox platform based on its Junkbots brand.

Developed in partnership with the multimedia company Wind Sun Sky Entertainment, Junkbots aims to ‘converge the best in play, story, entertainment, and technology,’ enabling fans to ‘immerse themselves’ in the Junkbots brand ahead of the launch of season two of the toy line.

The new wave of Junkbots toys will launch with a new environment-based Junkbots Factory Collection of play-sets, while the new eight part series and Roblox game will follow a new adventure that all kicked-off when Junkbot Jack Static received a cryptic radio transmission.

“We are always looking to innovate and the expansion into Roblox and a larger presence on YouTube is a prime example of our forward thinking,” said Tony Norman, co-founder, and CEO, Innovation First International.

“We took our cue directly from kids and delivered an expansive new play experience that spans across multiple platforms that truly immerses them into the Junkbots metaverse through the blend of gaming, play and entertainment.

“Our partnership with multi-platform entertainment company Wind Sun Sky has allowed us to take this to a whole new level.”

The new Junkbots toy line, eight part YouTube series and Roblox story game is all scheduled to land this summer, designed to ‘create a thrilling, multi-platform experience’ for kids. The comedy and adventure series will allow fans the chance to immerse themselves in the Junkbots universe, and join the race to save the city in the multi-chapter Roblox game.

‘All combined, these awesome content extensions are positioned to support and expand the toy line that includes custom codes embedded into the packaging that allow kids to unlock exclusive Roblox swag online,’ read a description from the firm.

“I can proudly say that the Junkbots universe roll out is a rich, engaging and boundary pushing cross-platform narrative experience for fans and future fans of this amazing toy,” said CEO and EP Catherine Winder, WSS.

“Storytelling and world building is our expertise, and the Junkbots web series by our phenomenal team dares to take things a step further cross platform. Fans will laugh and become inspired as they watch in awe, then continue the story on Roblox and with their toys.”

The Junkbots Roblox game offers multiple mini-games within each Mission and dozens of playable set pieces. Players can immerse themselves with a unique “playground experience” where they can come together, socialise, customise their worlds, and explore in between playing story episodes.

Meanwhile, the Junkbots toy line includes multiple sets in the collection – each depicting a unique interactive environment. Season two of the toy line will see 16 new Junkbots to collect, each featuring power modules for light and motion. With an interlocking pipe-building system, kids can deconstruct and reconstruct their play-sets for alternative builds.

Fans will be able to get in on the action as JUNKBOTS launches on Roblox and YouTube in late July 2021 and in-store late August.

Kawaii inspired brand Tasty Peach taps Bits + Pixels for EMEA licensing push

Tasty Peach Studios, a new kawaii inspired brand that has been gaining momentum in the US market, has tapped Bits + Pixels for licensing representation across Europe, the Middle East, and Africa. The team was appointed for EMEA representation by the brand’s master licensing agency, Dimensional Branding Group.

Tasty Peach Studios is a Japan-inspired kawaii IP created by the artist and popular gamer girl with a strong Twitch following, Ryan Zanfei. The brand has got off to a god start in the US market, where it is working with the likes of Hot Topic as well as key licensees Funko and Aurora.

Founded in 2007, Tasty Peach has grown through grassroots marketing across social media, maker platforms, and fan conventions nationwide. Originally launched at retail in Hot Topic, Piq, and independent comic and anime stores nationwide, their licensing program includes partnerships with Aurora, Funko, Goodie Two Sleeves, Bare Tree Media, Atomic Toybox Entertainment, A&A Global, and Great Eastern Entertainment. 

Bits + Pixels was founded by Sandra Arcan and Su-Yina Farmer, two gaming enthusiasts with more than 35 years combined experience in licensing, retail, marketing, collaborations, and promotions. The team’s other clients include Bungie, Wargaming, and Re-Logic. 

“Tasty Peach is a brand we immediately felt excited about with its super kawaii characters and impressive range of beautifully designed product collections. The artist behind the brand, Ryan Zanfei, being a multi-talented gamer girl, Twitch streamer and product designer cemented it as a compelling addition to our portfolio, not least as we see the story behind Tasty Peach as one representing very topical inspiration for many young people,” said Bits + Pixels co-founder, Arcan. 

Treavor Hodgson, president of Tasty Peach Studios, said: “Tasty Peach is excited by the passion and expertise that Bits + Pixels will bring to the Tasty Peach brand. The team’s current and past licensed and collaborative programs are exactly what we are looking for as we continue to build the brand globally.” 

Dimensional Branding Group’s Morgan Ward, added: “At Dimensional Branding Group, we are thrilled to have such a top notch agency on board to represent Tasty Peach. We look forward to continuing to grow the brand globally with their expertise.”