Originally Broadcast: August 21, 2025
Jon Radoff sits down with Jan Roessner, Co-Founder & CEO of One Earth Rising™, to explore how Ownable Game Assets™ will transform the future of play. Jan shares his journey from military officer to game studio founder and Web3 innovator, and discusses why interoperability matters for players, creators, and the broader industry. We'll dive into the challenges of making digital assets truly portable across platforms, how standards are shaping the metaverse, and what player empowerment looks like in the next era of gaming.
Game Development Livestream: I'm not sure what I'm not sure what I'm not sure if we're if we're talking if we're
Jon Radoff: talking to the ether games calm we're testing Cologne Germany's internet service we're being tested by it I think we're live I don't think we're losing countdown
Speaker 2: today Oscar there was a countdown we're live okay all right there was we didn't
Game Development Livestream: see it okay all right welcome back everyone this is the game development live
Jon Radoff: stream we are live believe it or not this is live television live from Cologne Germany at games calm probably the biggest gaming convention at least in this side of the planet the west side of the planet I looked it up apparently it's
Narrator: still in the world but it is the biggest in the world bigger than China joy that's what they say three in the 50,000 people I don't know how they're
Jon Radoff: topping it baby that's topping it's good least cut we no we're live we can't do
Game Development Livestream: that we can't do that so here we're live from games calm in Cologne Germany
Jon Radoff: the largest game convention in the world and we are being tested and testing the internet in this environment I can pretty much tell you that the internet infrastructure here in Cologne which works perfectly fine most of the time doesn't really handle 350,000 people in the same place at the same time that well so we might become in the cost a little bit lower resolution this is the one case where if you're watching this in replay it might be a good thing as you'll see everything happening the way it's supposed to look that said we love the fact that you're tuning in today that you hear for games I'm Jon Radoff I am one of the founders in the CEO of a company called Beamable and we build live infrastructure for games so it's everything from social systems to economic systems multiplayer all the cloud-based stuff you need to run and scale a game we've got about a hundred games that have launched on the platform they're running to it with millions of players we'd love your game studio to be next and I'm here today with Jan Rosner and we're going to be talking about game discovery your acquisition things like that. John let's start with your background though like why don't you tell people about what you've done in your life what brought you to this point in the game industry here and then we'll dive in all
Narrator: those topics. Absolutely. First of all, I was thinking about having me and my pleasure. A little bit of a journey on my side. I'm originally from Germany I originally from the half of Germany. We have a bad reception. We have a
Game Development Livestream: not really take it out in Germany believe it or not. However so my journey
Narrator: born Frankfurt in the last 14 years I've been in New York from a company that just quick background on myself spending most of my adult life in middle school that was in German helicopter pilot and officer then transition into marketing obviously that's natural progression there. I built the marketing agency out of Berlin Germany, it's kind of into New York and then focused here also bringing games and using it as a marketing vehicle and so that then I mean to the industry started which had my first gaming studio we focused on the game from PlayStation and it's called Xbox and yeah a long story short now at World of Rights we're focusing on tool building infrastructure to solve for user acquisition problems for gamers. Okay, I mean external IP talent etc. into the gaming world and with our structure that we built and called an old-able game assets for OTAs we also solving for interoperability between games and different platforms if not for ability issues and ecosystem cities so that's really our main thing. Okay so so many things done
Jon Radoff: pack there and it's a really timely conversation like just yesterday when I talked with Adam Boyz on the live stream yesterday we talked about how critical game discovery is user acquisition essentially. This has been a conversation in the industry for as long as I've been in the industry by the way like my co-founder and beamable trapper we had another company called Gamer DNA years ago which was solving game discovery and this was like 15 years ago we looked at live Xbox feeds to figure out what achievements people were owning we're earning and figuring out from there like what kind of gamer you are how deep are you going to do for any day with games do you like using that to like inform an ad network and we're still working on all these problems like discovery continues to be a problem so maybe like can we start there like either focusing on discovery itself or user acquisition or just the general trends in the industry what do you see as the challenges in the industry or the big trends in the industry right now here in August 2025 that any of these other folks where
Game Development Livestream: games come on the trade side ought to be really concerned about and Cavali are
Narrator: already struggling. Yeah I think let's start with the positive there is a lot of new technology that came out specifically around AI which will allow game developers or you want to be game developers to build their first game much easier I mean taking New York technology as well it's much easier now to build the game you don't need all the coding knowledge that you had there's like checking the game and checking the days but we didn't have engines and we were to code our own engines and environments there so that really makes it easy now to build more games the negative side of that is that there will be a lot of new
Jon Radoff: games. Sure 19,000 games on Steam last year looks like we're trending to 25,000
Narrator: games on Steam this year and so you know we'll we'll probably see something
Game Development Livestream: that becomes like a shit show we use all dimensions
Narrator: So we turn into a shit show to find good games and with AI with the help of making it easier it doesn't necessarily mean that all of these new games are good games that we'll see like it's just will be in a mild of games I can tell and then it's up to you or the gamer to really figure out which one's good so we want to take that problem and solve it in a way that we can free and like these go through these different games part of the piece of the game assess what is good out there and then take for our purposes take outside IP a cool comic book IP for example that wants to find a new space basically what Epic business for that maybe the way in creating these collaborations or amigos interoperability between different art styles and support bringing that each other games really help people to discover what is out there when can I use my ass like looking at the moon and looking at on the keys games and then
Game Development Livestream: validate this in the community of fellow games. It sounds like your approach to
Jon Radoff: user acquisition is by kind of approaching it through this metaverse lens that people were talking about a few years ago almost I know that's become like less popular word in the last couple of years we probably think Mark Zuckerberg for spoiling the word for everybody but having content avatars assets that could extend beyond any one game experience and we certainly see that today in Roblox for example so Roblox has that so when people sometimes you hear from people like oh no gamer wants that like they don't want interoperable assets you can easily point to Roblox is actually the existence proof of that in fact is there for a whole bunch of gamers maybe not in the game through use to it's not in the League of Legends to World Warcraft but it's present in a very large population of gamers or you mentioned with Fortnight where certainly they've brought in a lot of brands and created avatars and
Game Development Livestream: skins and whatnot with their fortnight how are you going to approach that for
Jon Radoff: games in general who don't want to be like locked into a fortnight or I think
Narrator: Roblox I think like the misconception sometimes is one is the oh I have one character avatars and bring it everywhere that might not always be the solution everybody wants yeah but it's also about like carrying over what you already said about the background is taking like these experience points to 12 pieces that you have in one element Xbox for example or a specific game and bringing that experience into another game and being rewarded by that so that's exactly also what interoperability means that you have one inventory system of experiences or assets that you can bring into other worlds if you sell a world so that has a multiple different benefits for the game developers because a exposure and cross marketing that's why you have the world of Marvel a co-founder says it's like the universe of the patient of the coming up the video game industry what comic books did back in the days with all the family awesome comic books that really creates the universe with people
Game Development Livestream: see these carriers popping up being interested now in different other
Narrator: characters so it just gives you exposure in the right way and so I think I read it and survey amongst all of our console players
Game Development Livestream: this game studio asking them would you be interested if you like if you like a
Narrator: game very much and like the character which would be interested in being able to go into the game seven out of ten said yes and it's mainly not everything but you have the option but it's mainly about the the ones who can like the most right so listening to the community listening to the gamers and solving some of the through their needs catering to their needs think it's the right approach and showing them what's possible you know going with a hundred four close like if you ask people what they want they want to be a possible horse it's really about showing them what's possible and then we think it will be about nobody cared about this until happy children how to do it and then nobody can't really about like interoperability or cross-platform playable liability until addicted it right and so now everybody majority of players why are you not doing this why are you not so it becomes a stand we want to create that standard that is possible not
Game Development Livestream: to read you said something really interesting though that I want to go back to
Jon Radoff: make sure that I'm clear on it which is you were referring back to things like the achievement system on Xbox and it sounds like the way you're defining the players identity in this collaborating set of games that you're
Game Development Livestream: beautiful flying together it's not just through avatars and skins it's through
Jon Radoff: the experiences that they've had in games it's essentially the history of gameplay that they've had which you could kind of think of as an achievement
Narrator: system as a way of capturing yeah a certain form of history the players who have
Jon Radoff: how are you thinking about that in your platform so as you mentioned like
Narrator: manifest as a dirty word I became a third of it like when we had talked to the broader community NFTs and blockchain you know it's all like a split and poison however the beauty of this technology that allows us to identify people and assets and achievements across multiple different patterns I usually comparison if you think about a ecosystem like Epic you go to your card dealer you buy a car in the Epic Universe now are today's world you can drive this car around there to this lot yeah with the blockchain we can leave the lot drive through the city anyone who ever stops you ask for your idea or if this car belongs to you you can show them the verification that's the beauty world to achieve this technology and nobody needs to talk about it just works in the back end so with our achievement um acknowledgement system so to speak you want to call it like that if you have an achievement that say your sniper high-end level sniper on a call of duty and now I can verify that so maybe I call a base station expos and then I can give you the same level of uh common strike if these games would be next to show up that form which they're not that's just one of the sort of the scamer but that's that's how we're thinking about it so you have now the ability to also use the same level that you achieve in one game to allow this to happen or give you a batch or because you are first person to play it I make a recommendation to you hey check out this game and I give you an entry level X because you already achieved these other things in another or the interoperability between achievements and and and go to say like gamers passion can be allowed
Game Development Livestream: entry and allow you entry so you're aggregating different types of data that
Jon Radoff: exists across different systems so that you can achieve an achievement system in one game and a different kind of achievement trophy system in another game exactly it's capture and combine them in a way that provides a unified view into that player's experience exactly and some of
Narrator: the user's was an ecosystem perspective the benefit they could gain developers and gamers alike allows us really to cater to each of its needs more where I can recommend a game to a player that likes common beauty or likes
Game Development Livestream: some sort of a place that was to to recommend them to write games in vice versa
Narrator: I can recommend the right players to both games as well so there's less friction less loss on location there and specifically when we're talking about really the user acquisition conversion and polish into actually uses and high and users we can then now try to start an IT that caters to that exact style and exact like no and game design that people like and drive these strands of this idea directly into those games and how do you contrast that with
Jon Radoff: something like steam for example which has its achievement system and all these different games can occupy that same achievement space it's not a contrast
Narrator: especially just a expansion right so steam is steam it's the same from a conversation which is bad about epic right it's only because it's so what we do right now we already live with some of our tech on the PlayStation just happened in the back end nobody needs to like know that blockchain is working outside attached to it so but that allows us really to verify now and the information that comes from the ecosystem on a PlayStation can verify this against some other platform so that's the same way we're thinking about this with the system for steam compared to epic we can just expand steam's reach or the player base of steam into other ecosystem really connect all the players across PlayStation Xbox team PC PC general bother iOS Android doesn't really matter where you are in the switch you know we can connect with each other with different communities and IP
Jon Radoff: and costable so it's interesting that you're doing this with PlayStation already so when I did game or DNA which was describing a little while ago we had a real-time feed from Microsoft that told us all the achievements that people were earning on Xbox basically in real time and we could use that data of course that's incredibly valuable data because from achievement earning you can build a whole crop you know profiling system of all the players and what they like
Game Development Livestream: and enjoy and who's active who's not and I don't think Microsoft initially even
Jon Radoff: knew how valuable that data was that to my knowledge you can no longer easily get that data from Microsoft I think we're just looked into it on Xbox
Narrator: where you have a high level I think you have to pay for it there's a high level like like scrapping that you can do with the API right now and if you want to go deeper you have to pay it's not that much but yes I mean they're monetizing our fish it right it's valid but they go to your point I think what in the future we'll see and hopefully we'll get there soon again going back to that the upper meta versus the from my perspective the trust activation between different platforms is inevitable and I think that these silos we've broken up by demand of the players and I think watching is very helpful in that element because similar to you know I love a new city if you transition opportunity in the Jersey you pay a toll on the bridge or in the tunnel right and so similar to that we can be implementings like that in the same case you will roll for the next one to playstation to pay a toll to playstation because you cut the game from there something like that it can be done automatically watching it doesn't need to be 12 bucks it is on the other side and it can be on the New York side it can be like micro transactions that happen in real time and everybody wins
Jon Radoff: in this scenario I think in general gamers want cross-play all the time but it feels like the platforms have been taken kicking and screaming until we're all like they're basically forced to yeah yeah
Narrator: afraid to they're afraid to lose revenue and stand this completely hence a toll system could solve for that every time you bring an additional a game from another platform to the other platform you pay a little see as a gamer because I don't want to happen like on a daily basis fight or two times you bring this game
Speaker 2: yeah I can't hear either everybody give me a second trying to raise them see this is great apologies everybody just waiting for them to come back online since they're over in Germany and I'm in Costa Rica got limited access
Game Development Livestream: oh and they dropped we'll give it a minute they're probably going to see that
Speaker 2: they dropped on their side and let me just go ahead and see if I can message
Game Development Livestream: them you
Speaker 2: really need to get some hold music well what most likely happened is that they're at the games comm over in Germany and they're on the trade floor so we may have lost internet connectivity on their side so they should notice and they should try to reconnect so just bear with us while we get things figured out I mean could have lost all internet over there you see if I can message here we go and add to
Game Development Livestream: stage what happened what happened what happened is if you I think if you graphed the number of
Jon Radoff: people coming into games coming to their internet it's literally we're communicating through space
Game Development Livestream: back to earth so we the occasional interruptions are all right so based back to earth you know wires
Jon Radoff: under the ocean we should have just we should have like yeah hey but we're doing the best we can
Game Development Livestream: just games come and we're definitely
Jon Radoff: thousand people in one place at high speed you know full video upload download we're not
Narrator: we're not it's really ridiculous we just talked about this it's like I walked through New York City and I have like five DUC and it literally feels like three whatever we have like that three G or something like three G three G like that it's ridiculous I don't like the john said these numbers these
Jon Radoff: acronyms doesn't mean yeah well the problem is that we're uploading and downloading video yeah the solution to this problem is on our machines it records our body movements translates it just
Game Development Livestream: to vectors uploads an avatar of us and then use AI to just regenerate it locally based on a very
Jon Radoff: efficient stream of motion vectors and you don't even have to trance you don't even have to center audio over just like send the transcription of our voices over and regenerate our no that's this is this is coming is this your next time this isn't mine like I think companies like Neta are like literally working on these things I'm happy I would yeah we're gonna be fully digitized and it won't be like a few years we're gonna look back it's like remember when they actually took a full video people and they uploaded the whole video and you had to download the whole video instead of just regenerating them as 3d avatars on the on the yeah and then we can change how we look
Narrator: make myself look better prettier wherever yeah we'll be able to do any we'll be able to do all
Speaker 2: that we can change our environment yeah it'll be cool the V2 burs the V2 burs are already doing that
Game Development Livestream: you know everyone's an anime white one yeah V2 burs are essentially demoing the technology
Jon Radoff: now that we're gonna have in a few years but right now you have to kind of get your rig set up sometimes multi camera and all this complicated I want to put this on the record here now
Narrator: for my future board meetings I wanted everybody in the moment of where they are in the world they can put that together whatever we don't gonna happen we are you then enter for example like a samurai dungeon and you've been decided whoever you look however you look like over like 20,000 miles of the sea things like that or like in some some mountainscape something like cool when we can
Jon Radoff: have our board here's the tricky thing with this when we have this technology there's the aspect of you could make yourself look anyway you want but also since people have a essentially a game client they could change what so they could like oh I think this guy would look better as this so I don't well we'll have some interesting versions of that coming up for sure it'd be fun
Game Development Livestream: sorry we're welcome back to me yeah where did we leave off well we were talking about user acquisition
Jon Radoff: interoperability and talking about PlayStation so we kind of got interrupted around the conversation where we were diving into like why PlayStation first you're telling me it's kind of the most complicated or hardest technology but interestingly I think Sony you know given that you're you know blockchain enabled company too like Sony is also probably the most receptive of these big platforms in terms of blockchain like they've even invested in their own layer one now I
Narrator: was gonna say I mean now this has really become a conversation since Sony saw like a day and now this becomes a much and also we are seeing this as we track this a lot we have filed a system Sony has filed has been filing patents you've got free space a lot and so they have been looking at the space for a long time just you know as with all the other examples of big company that made a move into work three to convert heavily so I think they were much more careful with these steps to announcing about announcing things in real time so I think now it's to time and it's great to see like a company likes only pushing forward into that space as you know I tried to to convey this to people that are hardcore anti-repo3 now let's now in the Web3 future so I don't want to be part of Web3 you are either way or not because Web3 is just the next evolution of the internet what do you think? so you can own the data that you'd be able to do however if you make use of the tools that is all up to you you can still live in Web3 and not use social media that doesn't mean that you're only about one you're just not using the tools that I give you so I think like changing that paradigm changing how people think about it and just saying okay I build games as no such such thing as a web3 game it's just a game a good game or a bad game and if you make use of Web3 technology in the background meaning blockchain and fcs or whatever you want to use there that is completely up to you that is completely up to the users to decide what to do something like do I like to own the things that I do but the main focus should be on the game and so going back to that concept is really them all the benefits there for me and all of this tech should anyways just walk in back
Jon Radoff: well let's face it that the normal player of games that exists doesn't care about any of these
Narrator: terms no real when we build games nobody ever came to us like that sounds interesting but are you using AWS as a server or you go nobody cares they're just like hey I want to play your game it's
Game Development Livestream: a full game yeah and if it is there you go nobody cares about the fact that I think all the
Narrator: it was just a robot dog running around dance come as they do so there's if you embrace that stop talking about technology and nobody's talking about the engines they use in the regular that's not the main point where you build the game concentrate on building a fun game live with that to you from you me and all of the other stuff happening to me yeah it used to be that people cared
Jon Radoff: much more about the technology of games because earlier in this industry technology was frequently the edge that a studio would have if they were particularly great at using the tech and making 3D graphics that no one had ever really experienced before but it's not really like that now like it's it's rare that tech itself is the edge it's much more about making a fun experience that that's why I started beamable with my co-found is five years ago which is so much time and energy was going into tech and in our case back end and multiplayer technology it's been millions and millions and millions of dollars building this stuff and if the best case is if you built it right then your game works then no one cares really like they're just back to was it a fun game yes or no yes then they are happy no they just go to the next game worst case is it doesn't work and the game that would have been fun is unplayable like so it's almost it's almost always a lose lose proposition to try to build this stuff yourself because no one cares if you did it right and if you
Narrator: did it wrong you're out of this like that's and I think you know this goes back into what you just said about like people use different technology I think that's still the case today however it's not being talked about it's like how you use it technology to make something more interesting to separate yourself from other game developers to make your game more appealing yeah and that brings me also back like the identification that we can use using blockchain makes it so interesting for future games about a thing about hey if I do a partnership with another game if I play game a and because I brought my character into game b then unlocks the easter egg in game a that is now possible because I can track the activity of your of you as a gamer in multiple different ecosystems and that is really now if a game developer picks that up that's just the tool that we provide but if a game developer picks it up they can really create incredible experience for that game or and make it just more enjoyable I take the example of a of a car game driving it normally day cater to drivers that love driving and if you can expand your GC user generated content now we can use concepts of accepting a car building a car and you never drive that car yourselves we just sell the car to somebody who wants to drive you are designing a beautiful racetrack right at a conversation yesterday with a gentleman said like they have access to old school IP so to speak of looperings of amazing architects of race tracks that have never seen that light of day so bringing that to the community oh I want that it's almost like you know the young Gary that nobody knew and using his architectural group friends in some of these buildings have never been built but you can now take these and implement to your sim city environment that's the beauty of the new technology that they see now and if game developer pick up on that make use of this new technology they can create experiences that never been built before.
Jon Radoff: All right so since this stream is primarily for game developers trying to figure out how to build their games how to grow their games we just sort of talked about how you shouldn't showcase the technology so much but what we just described requires some technology and the question with Web3 is fairly consistently then how do we make it easy or in the best case just invisible to the end user so yeah can you talk about how you're thinking about that how do we onboard these users without this just being a new thing yeah that slows them down in their process because I come from a world where like you got a hundred milliseconds of latency to a purchasing flow and you like cut your conversion rate down by a significant percentage just with a tiny thing like that and then the world of Web3 it's like here's a dozen steps that take 10 days before you get through the process like obviously that shuts your conversion rate down by like 99.9% so how do you think about this?
Narrator: It baffles me to see that many of these 3.10 traditional Web3 developers you can call them traditional but these early early age the 3 developers that they are still going this round I hate it so my opinion is very unpopular in the crypto world I don't think crypto and blockchain and then if these in games there are two different things from them crypto really focusing on spectulators like making money of that perfect and of course if you want to make this sense of it in in-game currency environment in game environment and that's mine too but find the utility first so much to your point when we started working in blockchain space my co-founder and I we started like assessing and analyzing games Web3 games and recorded ourselves it literally became the Hansen-François because it was so ridiculous I one time we took us 45 minutes and we still weren't able to play in it's like coming from a digital game developer background that's ridiculous to your point you lose everybody so the way we we self-challenged this is the traditional now with 3 community I think close-up as the wrong way they are selling their NFTs first and you have to use that to over to the game all of that is not the right way going back to the traditional game developer tech mount you have to let people experience your game first so what we do is we built what we call a portal pass portal passes based on battle passes technology or idea and basically you are installing your portal pass battle pass into your game and but you're already playing the game so that's a big step for it you're already playing the game and the portal pass now you know like a normal battle pass you're progressing the game you unlock this and things etc but it does it actually automatically creates the user account on our side with the wallet integrated user type of do any of these steps and as you're unlocking these characters in your progress these are getting minted directly into your user account so you own these now without ever having to touch a blockchain wallet curve to currency anything now we can start like exchanging them with your peers and buddies and doing we got him no it was just temporary so that's where we go really well so stop stop yarring and try to sell to your gamers and before they even have but but I may hear the the process you're describing
Jon Radoff: step one play the game yeah don't do anything like you don't have to do anything from a web 3 standpoint you just play the game there's a wallet that's generated for them somewhere yeah and they're
Game Development Livestream: earning things into this wallet yeah but they haven't had to install anything at this point
Jon Radoff: yeah later it sounds like they can claim that in some way exactly and that becomes essentially an optional step that they can engage with later after they are feeling like there's value
Narrator: created for them exactly and so that's again from the market perspective you call this like this applies in the light detectives and so other than finding out you own this finding out you can make money of this if you want to or you're finding out you just send it to a friend that's much better than promising your after you purchase something from me there will be a whole world that you have never seen before and then it never happens it's the wrong so yeah 3 point they can claim it while but business partners we like them with this this process installs them or they can develop it for them and so what that means for them is really they can create these users in create value for these users and then have them decide I want to use this a big pool just claim it with your email address and password normal status process and then the fun part is really if you connect your users with each other it's not by a wallet address it's just by by your ID right hey I'm John on X-Milese platform I'm young I'm going to show you platform we have buddies we have connected on a battle we can send assets to each other nobody is ever to need to touch blockchain cryptocurrency and there's no need all this happens in the back end we take care of that
Jon Radoff: all right so I play the game I claim all the stuff later register with an email account yeah all that kind of stuff earlier we're talking about game discovery and user acquisition so bring this idea altogether now so how does this work to now also bring players
Game Development Livestream: into new games so connect it to our platform our system let's say we work in an outside of the
Narrator: super plastic physical figurine producer so now we take Gugimon one of that and we sent to all of the fans of Gugimon they want to want to claim something like that any email select hey this is a Gugimon character that you can own which we give this to you sold or just like that they can take that account as a result and we tell them by the way you can play Gugimon in these three games I want to check that out that's super cool and so if I'm a fan of video games and the fan of this IP I want to see how my Gugimon character looks like a first person to the character that's asking so I'm gonna go there not only knowing what the games are those games are I want to play them so I'll be coming back to this user really that's that's from our perspective user acquisition the best form because these fans need a place where they can play with their favorite IP and we provide that place for them with places with our game partners so through that ecosystem which I just described where the starting point is that partners game here the starting point is the third party IP and now I can drive traffic into their games and the system is already connected to it so they open up their game again and see popping up as new options you have new IP that it can bring in so you carry this that's so cool my basic user account it's like they get new new IP get added from the databases boom that's what you can do that so you're sort of building
Jon Radoff: that affinity you're building upon the affinity that the player has in the game that they originated from to kind of build that bridge in other games the question then becomes the from the standpoint of the developer of that first game yeah how do you make that work
Game Development Livestream: there while in the general gaming market the one thing that has kind of worked for that is ad networks
Jon Radoff: right so you have some games that use an ad network to monetize their game and you get paid for a click if someone bounces out of your game into another one in general that's almost sort of like the the I don't want to say anything really negative about those games but those are not necessarily games that are expecting that you're a player for five years of their games they're like you hit that ad you find another game to play and that ad transaction was like their ex-equity
Narrator: is a movie they never see you again I need to clarify and you're right so as a game on myself I don't like these games so there we are talking about two different scenarios you know just want to clarify yeah sort of everybody understands one is your game developer you use our technology to provide cool new features to your players and have them own the characters that they play with they it's basically a new version of the blockchain gaming world that we have right now where you own these characters and the other version that I describe is you're coming from the IP side and you want to generate users so in this first version that's all in your game ecosystem if you want interoperability with others cool but the other version is the IP side so we drive traffic from the IP from the fans of that IP and drive it into multiple different games but individually so meaning these assets are not necessarily interoperable between these games the games benefit from the traffic they get right so for them it's a marketing expense so to speak if they pay for it but usually what we offer them is like hey you can also sell this IP in your game and you take a cup of the sell
Game Development Livestream: so it's actually a revenue opportunity for them yeah traffic at the same time so it's really a win-win
Jon Radoff: situation for everybody in the biggest win-win situation. Got it so let's zoom into your business again for a moment now you you've explained kind of big picture and where you're going with it where are you in your business right now and like for the game developers that are watching here at Gamescom maybe or out there in the world watching the stream how can they first of all what should they know about you how do they learn more like where are you really in the business what's the perfect game developer fee to be working with like what kind of partnerships are you looking for yeah how do we help you wonderful thank you how do we help you help them thank you for
Narrator: this question so we are coming these called WarnerTribe so WarnerTribe.com if you check that out you won't find a lot of things a lot of the things that I just talked about because we intentionally
Jon Radoff: don't talk about what we on the board where I saw that yeah yes so there's a reasoning behind that
Narrator: because we want to transition to that to that world where we don't talk about Web3 and Web3 anymore just talk about games right good games that games and so we want to provide tools for developers to build the best games but in a way to support you guys that's what you guys do we want them to support these best games with the best players and drive that traffic so they can find that so how do they find us we are currently we are in early stage we have started we are in a free-seat transition to see faces this means anything but it's like our tech works it's out in the wild we are on different platforms we are now onboarding our first larger partners and with that we are also going into the world of user acquisition with IP so this is soon launching actually with super plastic but we have our first super plastic launch with a multiple different game partners the fun part here you can also activate in real-life activation with the resolution a multitude of different things we're looking for partners on IP side and we're looking for partners on the game side what we love right now more is actually web 2 game partners we want to show them that Web3 is not an even world there's so much benefit what they can do with it and their players will never have to deal with anything that is Web2 or Web3 related to players don't need to like nothing
Jon Radoff: buy a cryptocurrency or buy NFTs so this will all happen in the back end whatever however they want
Narrator: to send us and we can even retrofit existing games to the quote unquote Web3 future and just adding more benefits to the players and really opening up a much bigger market for those Web2 developments that's really what we're looking for right now and even like you know PC mobile console all of these people who love to talk to them and give them a free ride on our system basically because right now we want to do more use case applications and offering that organization for free
Jon Radoff: yeah and it's sort of similar to what you're describing earlier with PlayStation it sounds almost like you have an abstraction layer of it friends leads from some of the data objects that exist there so it's not like they have to be blockchain natives in any way it's like they can be any kind of game you read that data in and put it on sharing how does that the reason why we're not
Narrator: violating the terms and additions of this platform is because everything about to relate it happens outside and we don't use any crypto currency so there's no way that any of this touches pair ecosystem and it's also nothing that the majority is always afraid about crypto currencies
Game Development Livestream: or missing out on Web2 all of that is not true and all that and then sorry it was super
Jon Radoff: plastic is that the super flat to explain that piece a little bit more yeah so super plastic is a
Narrator: physical electrical to go in developer producer and great very edgy IP I mean enough it's not super well-known but amongst the gamer developer community we talked to gaming developers and this is like oh yeah we know that all of our creators are figurines on the disk they're just cool check them out love them and so yeah their team is incredible we want to bring their IP into different gaming worlds activate them in real life have different other activations on our portal pass it's a really amazing environment there yes so they have a real world environment where you can go to in Las Vegas an area 15 you experience the whole world of super plastic it's super cool I mean this is really a very edgy it's not so you just kind of like an old swim situation where you have a little bit more mature audience it's cool that's why it really fits to a country page we have a partnership we want to bring this in into laser hearts for example so it's that kind of
Jon Radoff: edgy this right and then through this sort of aggregation of player data into what you compared to like a battle pass and I'm almost an on-chain battle pass system which doesn't require wallet registration and all these things you're hoping to bring in more partners like that who have real world objects IP things that can sell into these exactly my see all go founders background
Narrator: is the comic book world so you as part of comics homie it's yeah sold Amazon and then killed by Amazon book how are we we have access to a bunch of comic book IP right and so there's a ton of a great comic book IP which will probably never see its own game but the fans of that IP can play those characters in other games so we we're finding ourselves really now is the facilitates it's a matching cool IP with great games where the art style the lore of that is fitting and then bring
Jon Radoff: these things over yeah so instead of it just being Fortnite with Star Wars characters that everybody knows obviously tons of people have Star Wars so they want to be Star Wars characters yeah this is a little bit different that you can provide exposure for IP but I think almost more importantly than the exposure it's the fact that that particular comic book or set of characters is really important to me because the player and the ability to express myself that way in a variety of
Game Development Livestream: additional games as that character and maybe even be asked about it by other people like who is
Jon Radoff: that character like who are you like that becomes part of the fun factor as opposed to just being Yoda again like everything exactly what it is Yoda again old old but yeah exactly to this is
Narrator: exactly perfectly described because it really comes back again to the users the community like what do we want to do and provide to them so for the longest time was really unachievable for like for example I'm a big fan of the comic book series preacher and I'm a big great great series not preacher amazing now that series is incredibly that patience fantastic sure with the show and everything new preacher I got a couple of
Jon Radoff: pop I did I did I was I was depraved enough to be really enough you have to be able to
Narrator: pray I was like the generalist yes the god of much you do whatever you want to do so these things you know that's my buddy you just like take him and you pop up at this character not everybody will know who you are and or your preacher in a couple of like games that we pop up but some people was like what that's so awesome when did you get that from what is that what's the connection here so it's exposure for the IP it's expanding on the community and really bringing that love to that for that character and make trade more utility for trade realms where you can play it and the fun of this is we can now open this to any game the one of those smaller large doesn't need to be an epic with the power buying power of an epic and doesn't need to be a star wars happy and requires the buying power and epic wait this happened there can be a small IP for small games and you will build on pop up that and that's now achievable for almost no no no cost I can that's where you what gets me excited will create these overlaps of millions of hands of the federal IP that we'll now find a new home for the IP
Jon Radoff: awesome really cool idea so thanks for sharing it with us today we're coming up to the top of our hour we're here games comp thank you for putting up with the internet I don't know what the quality of the video delivery has been through this but thank you for sitting through it and putting up with a couple of glitches along the way check out one earth rising from yon here and if you're a game developer and you're looking for new revenue sources you want to collaborate with cool things like physical character collectibles like super plastic sounds like you're opening up that world's developers in a way where probably you don't have to put a lot of thought and energy
Narrator: into it they just become part of the network yes as you speak and then eventually we do a matchmaking system you guys you say okay what is it that you're looking for was it that you want to bring in there you'll come lower is it that you're stopping then we'll find the right box awesome okay yeah
Jon Radoff: yeah yeah thanks for being on the program thanks to all of you in the audience love the fact that almost 2000 if you are watching here at gamescom while we're out here it's really fun to do these yeah love to talk to people who are innovating in this industry so we'll catch you next time see on the live stream Oscar will let you will let you hit the closing out button here
Game Development Livestream: thank you everybody