Connect with us
Prague Gaming & TECH Summit 2025 (25-26 March)
728x90 banner available here

Latest News

Exclusive Q&A with Paul Sampson, CEO of Lickd

Published

on

Reading Time: 5 minutes

 

One quick thing that came to mind after conducting the interview was: this man knows the industry. So Ladies and Gentlemen, meet Paul Sampson, CEO of Lickd.

For starterrs, Lickd is a micro-licensing and music solutions company that caters to the creator economy. If that sounds obscure, jump straight to the interview, where Paul Simpson talks in simple terms about Lickd and the present and future of the online music industry.

Q. Let’s start with a brief personal profile. Tell us about your background and career?

A. I’ve been working in music licensing since 2005. I’ve worked specifically with stock music, commercial music, and more recently, exploring ways of strengthening the creator economy.

For around five years, straight out of university, I worked in television at a small production company, climbing through the ranks. Throughout this time, I encountered the difficulties of licensing music several times, and so began to take an interest in understanding the nuances and problems that needed solving.

I’d gotten to know several renowned music licensing companies, and in 2005, one of them, Extreme Music, offered me a job in New York and with that, I followed my passion and began my career jump into the music industry. Within about two and a half years in the role, they relocated me out to Los Angeles as the Head of US.

In 2010, a new role brought me back to Europe and I was a key figure in launching the European arm of another U.S. music licensing company. This time, it was not just stock music, but a focus on more commercial music, and unsigned independent acts.

After this, I knew it was time to start acting on the music opportunities that were becoming more prevalent with the boom of the creator economy, and so following that channel, Lickd was born in 2017.

Q. Now let’s move on to Lickd. What led you to found Lickd?

A. Two words led me to found Lickd: Creator Economy. As social media became more prevalent in everyday life in the late 2000’s, the opportunities for music and creators were plentiful and so Lickd was born. A few years later, as the effects on the media landscape following the pandemic have increased the creator economy twofold, we see even more opportunities to continue to seize the moment, and the market.

Lickd is the first music company to ever develop a major music solution for content creators of all kinds. We licence music from major labels and publishers, including current music that’s in the charts and make it available for licensing, legally. Our unique software protects our users on the platform that they place music on, for example, YouTube and Instagram. Platforms like YouTube have built in music recognition software that identifies popular music being used in content, and presumes that all music uses are some sort of infringement of copyright, therefore, persecuting the creator and attempting to police them out of earning revenue.

Lickd’s software is really the magic solution that the platform sits on top of to ensure that not only can creators licence the music but that they’re taken care of and we’re protecting their revenue all the way through to the end of the content journey.

Q. What is Lickd’s specialty? 

A. What sets us apart is that we are unique in our offering. We’re working with 10,000+ labels and publishers that are linked to the Lickd platform, including Universal, Warner, Sony, BMG and Kobalt. To engage labels and publishers like that and to preclear their music for any content vertical is something that was once largely thought impossible, but Lickd has made it happen and is helping to secure new revenue streams for creators globally.

Q. Could you talk about your work with key gaming powerhouses?

A. Gaming is obviously an enormous industry, bigger than music and film combined. Any content vertical with that sort of reach has a huge platform, a huge audience to work with and promote music too.

In terms of how Lickd got together with Fortnite and Epic Games; essentially music became part of their engagement strategy, and they started paying more attention to it. Senior teams were asking key questions like: ‘how can we work with artists’ and ‘what sort of artist does our audience want to hear within a game’?

With this comes complexities around licensing and demographics. Gamers who are also content creators often live stream their content or create highlights videos for YouTube. At Lickd, we already know that in-video music on YouTube is an issue and so we collaborate with Fortnite to bridge that gap so that gamers can enjoy the wonderful events that are put on for them, while also being able to then promote and share that content in the ways that they normally would.

Whether this is for ancillary income or additional income on top of a salary, if content creation is a full-time job, Lickd protects creators on those platforms, to enable a more effective creation and lifecycle process for the content they’re publishing.

Q. Could you briefly narrate the content deals you have with music companies and bands?

A. Over the past five years we’ve built a platform that is made up of popular music from 10,000 labels and publishers, including Universal, Warner, Sony BMG and Kobalt. We also work with lots of independent distributors. There’s around 1.4 million songs on Lickd, and another 6 million delivered and waiting to go live. The vast majority of them would be emerging acts and we certainly do our best to help and encourage discovery on the platform.

Q. In what ways does Lickd help creators to monetise their content?

A. I think it’s important to outline that wherever there is opportunity for the music industry online, it will require some sort of micro licensing commercial model, and some sort of proprietary tech, either to enable the licensing or to protect the end user.

That’s where Lickd is perfectly positioned. Our mission is to democratise music for the world’s creators. Our first product looked at creators as video content creators, but as the world changes and the digital landscape evolves, creators will also include builders in the metaverse and big brands on social platforms.

Q. How do you see the possibility of an AI text-to-background-music generator?

A. There’s various ways that AI will impact music. It’s something we’re following closely and it would be foolish for anyone to suggest that any part of the music industry isn’t already seeing some element of business being affected directly by AI. So far we’ve seen AI generated songs, well known songs of one artist being sung in the AI voice of another, and the fact that chords and melodies can be created by simply inputting into an AI, and we’re always expecting more.

The uptake of AI in music creation won’t be instant, but at some point, creators will become of faith with smart tools that allow them to generate music through these new means for use in videos. Although, once created, that music will still need to be licensed, and there will be commercial models that give users access to the tools and/or licensing opportunities for the music created by said tool.

In the metaverse, there will be music collaboration spaces and music  production event areas or venues. Generative AI is useful for creating ‘music stems’, and building a sort of catalogue of music elements that can then be used by people collaboratively to start making an entire song – something that was not happening in the past.

An AI can continuously keep churning out new beats and new melodies and new riffs and new instrumental sounds, and people will get together to create music on the fly, and that will require AI generative tools at some scale. I think you’ll see things like musical skins, where Avatars might want their own soundtrack or music identifier. How do I know someone entered the room? Well, I just heard their music handle to signify they’re here. Like boxers have ring walks, there’ll be a version of that somewhere in the metaverse.

We know that there are music metaverses and venues, and metaverse platforms based around music creation already, and there are others on the way. A good example of this is Pixelynx, Deadmau5’s music based metaverse platform. He founded the platform, one that was completely based around the music, but then was acquired by Animoca Brands, a brand with a broad portfolio of web3, blockchain and traditional games, which is a huge web3 holding company, so from launch to exit, Deadmau5 did very well out of the partnership.

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

Continue Reading
Advertisement
Prague Gaming & TECH Summit 2025 (25-26 March)
Click to comment

You must be logged in to post a comment Login

Leave a Reply

Latest News

TEAM VITALITY AND SKIN.CLUB SUPPORT THE SECOND EDITION OF THE ELITE FE TOURNAMENT ON CS2

Published

on

Reading Time: 2 minutes

 

Team Vitality is proud to announce its support for the second edition of the Elite FE tournament, organised by streamer and Elite FE founder, Minaleyy.

The women’s Counter-Strike 2 (CS2) event, is organised in collaboration with Skin.Club, and brings together the world’s top players to participate in tournaments for a €1000 cash prize.

With only 6% of women in professional esports, the Elite FE tournament aims to promote female talent within the CS2 scene and strengthen their visibility. This initiative is part of an overall effort to encourage more diversity and inclusion in the esports industry.

A SPRINGBOARD FOR WOMEN’S CS2 TEAMS

The Elite FE tournament will bring together 16 international women’s teams, including 4 selected by Minaleyy in collaboration with Team Vitality and Skin.Club, to compete on the FACEIT platform. In each tournament, the winning team will be awarded €1000 as well as various prizes, including Team Vitality merchandising and gaming equipment.

From 23rd February, the entire tournament will be broadcast live on Twitch and hosted by Minaleyy, who will be accompanied by various casters. Debriefs, game analysis, and engaging video content will be produced to contribute to the visibility of the participating teams and encourage conversations on social media.

Designed as a warm-up for professional teams ahead of the upcoming ESL Impact season, the Elite FE tournaments will be held every two months starting in February 2025, with matches scheduled on Sundays to maximise participation and viewership. By aligning with major esports events, Elite FE aims to be a key tournament for player development and a training ground for teams aspiring to reach the professional level.

This tournament represents a competitive, positive and inclusive vision for diversity in esports. By regularly hosting events, Elite FE aims to become an essential platform for CS2 players, while actively showcasing emerging talent.

TEAM VITALITY CONTINUES ITS COMMITMENT TO WOMEN’S ESPORTS

By supporting the Elite FE tournament, organised by Minaleyy, Team Vitality reaffirms its strong commitment to developing women’s esports. The competition provides semi-pro and amateur players with a unique platform to enhance their skills, increase their visibility and integrate into a scene moving towards greater diversity.

This initiative builds on Team Vitality’s ongoing efforts to promote inclusivity in esports, which to date has included the creation of its women’s League of Legends team, the Rising Bees, and its women’s Mobile Legends: Bang Bang team. These initiatives reflect the club’s commitment to actively supporting the emergence of leaders both in the competitive field and at a community level. Team Vitality and Minaleyy are also thrilled to welcome Skin.Club to the project, ensuring the best conditions for the project’s success and maximising visibility for players within the CS2 ecosystem.

The post TEAM VITALITY AND SKIN.CLUB SUPPORT THE SECOND EDITION OF THE ELITE FE TOURNAMENT ON CS2 appeared first on European Gaming Industry News.

Continue Reading

Latest News

ESL FACEIT Group Names Acer Official OEM Partner

Published

on

Reading Time: 2 minutes

 

Partnership Brings Cutting-Edge Technology to Esports Athletes Throughout 2025 ESL Pro Tour Circuit

ESL FACEIT Group (EFG), the leading esports and video game entertainment company, today announced Acer as its Original Equipment Manufacturer (OEM) Partner throughout EFG’s premier Counter-Strike ecosystem, ESL Pro Tour – including flagship tournaments, pro circuits, and amateur scenes.

“Our partnership with Acer arms top Counter-Strike competitors with the industry-leading technology they need to play at their best,” said Bastian Veiser, Director Partner Management, EFG. “This comprehensive collaboration provides year-round access to top-of-the-line gear that will empower not only the pinnacle of competition, but also rising talent, for years to come.”

EFG and Acer’s collaboration extends to several tiers of competitive play, including ESL Challenger League, ESL Pro League, and Intel® Extreme Masters (IEM) tournaments. EFG and Acer will celebrate the deal during IEM Katowice on February 7-9, with a hands-on, immersive activation alongside a product announcement at one of the biggest Counter-Strike 2 events of the year. Beyond IEM Katowice, Predator gaming products will also be featured at both online and offline EFG competitions and on-broadcast in multiple languages.

 

 

“The esports audience is at the heart of our Predator product line, and EFG offers unprecedented access to these dedicated fans through its premier events, both in-person and online,” said Vincent Lin, Associate Vice President, Global Product Marketing and Planning, Acer Inc. “Counter-Strike esports presents a unique opportunity to connect with one of the longest-standing competitive titles and a vast fan base seeking the precision, intensity, and performance that our Predator gaming technology delivers.”

For more information on ESL FACEIT Group, visit eslfaceitgroup.com and follow EFG on LinkedIn.

 

The post ESL FACEIT Group Names Acer Official OEM Partner appeared first on European Gaming Industry News.

Continue Reading

Latest News

Full House – UK’s biggest bingo operator to undergo wireless network transformation across UK bingo venues

Published

on

Reading Time: 2 minutes

 

Principle Networks wins five-year Buzz Bingo partnership

Network services provider Principle Networks announces a new partnership with Buzz Bingo, Britain’s biggest omnichannel bingo operator, to upgrade the Wi-Fi networks across its 80 bingo clubs in England and Scotland.

The project, which will be co-managed by Principle Networks and Buzz Bingo’s IT team over a five-year term, will see the implementation of Cisco Meraki wireless access points. These enterprise-grade cloud-managed access points are designed to connect IoT devices and security solutions and will enable Buzz Bingo to offer a range of new services and improve customer experiences across its clubs.

Buzz Bingo is part of Buzz Group Ltd, which comprises Buzz Bingo, Buzz Casino, BADA Bingo, The Slots Room at Buzz Bingo and Buzz Presents. It has over one million members, and last year welcomed 200,000 new visitors. Its award-winning website, buzzbingo.com, enables people to play together anywhere via their mobile, tablet, desktop and connect to omnichannel games via touchpads in its bingo clubs.

David Cutts, Chief Technology Officer at Buzz Bingo, said: “A key part of our growth will be driven by enhancing customer experiences through investments in our clubs and the latest technologies. The concept of bingo has evolved. Today, customers have a wide range of choices of how they want to play – and our omnichannel approach is unique – with technology sitting at the heart. Principle Networks demonstrated a deep understanding of our objectives and have the expertise required to deliver them. We’re excited about this partnership’s possibilities and look forward to working with the team.”

Principle Networks specialises in implementing and designing scalable, agile and future-proofed cloud-based networks for mid to large enterprises across all sectors, including retail, legal, logistics, social housing, automotive, financial services, local government and IT.

Over the course of the agreement, Principle Networks will work with Buzz Bingo’s IT team to constantly evolve how Buzz Bingo serves its customers and support the organisation’s long-term digital strategy.

Russell Crowley, co-founder at Principle Networks, said: “A secure and reliable network infrastructure is central to delivering the best possible customer experience, whether online or in a club. As the UK’s biggest bingo operator, Buzz Bingo is continually looking for innovative ways to enhance its offering, and we’re very proud to have been chosen as its IT partner for the next five years.”

 

The post Full House – UK’s biggest bingo operator to undergo wireless network transformation across UK bingo venues appeared first on European Gaming Industry News.

Continue Reading

Trending

EEGaming.org is part of HIPTHER, parent brand of various prominent news outlets and international conferences. These platforms and events span a wide range of industries, including Entertainment, Technology, Gaming and Gambling, Blockchain, Artificial Intelligence, Fintech, Quantum Technology, Legal Cannabis, Health and Lifestyle, VR/AR, eSports, and several others. This indicates that EEGaming.org is part of a larger network that focuses on a diverse array of sectors, particularly those related to cutting-edge technology and modern lifestyle trends.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2025 HIPTHER. All Rights Reserved. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania

We are constantly showing banners about important news regarding events and product launches. Please turn AdBlock off in order to see these areas.