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Exclusive Q&A with Paul Sampson, CEO of Lickd

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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.

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UAE Lottery Announces Final AED 100 Million Lucky Day Draw Before Unveiling the New Lucky Day Game

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The UAE Lottery’s Lucky Day is set to enter an exciting new chapter, with new prize tiers and fresh ways to win, bringing a new era of thrill for players across the nation.  

While full details will be revealed soon, players now have a final opportunity to grab their tickets for a last chance to win the Grand Prize of AED 100 million. The final date to enter the current edition of the draw is Saturday, November 29, 2025, and the excitement is building fast.

Since its launch, The UAE Lottery has created over 100,000 winners who have taken home more than AED 147 million across 25 draws, bringing excitement to thousands of people from every corner of the country. Among them, 29-year-old Indian expat Anilkumar Bolla, who made history as the first Grand Prize winner to go home with AED 100 million. His victory turned Diwali night into a celebration he will remember for life. Now, another player could be next.

Whether participants are chasing a dream, planning their next adventure, or simply trusting their luck, Saturday, November 29 could be the day that transforms those aspirations into reality. After all, sometimes a single ticket is all it takes to spark a complete turnaround in one’s life.

With just days remaining, The UAE Lottery emphasizes the significance of this draw as it represents the last chance for participants to win the dream-fulfilling AED 100 million Grand Prize. This milestone marks not only the culmination of the current Lucky Day edition, but also a transition toward an exciting new era centered on elevated player experiences.

Looking ahead, Lucky Day is preparing to unveil a refreshed experience, and players are encouraged to stay tuned and prepare for what comes next.

Tickets are available now at theuaelottery.ae

 

The post UAE Lottery Announces Final AED 100 Million Lucky Day Draw Before Unveiling the New Lucky Day Game appeared first on European Gaming Industry News.

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GGPoker Ups The Ante With Record $25M End Of Year Giveaway

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December 1 through 31, 2025 – GGPoker kicks off the festive season with daily cash giveaways, Christmas Gift Boxes and a $1M Flipout tournament

GGPoker, the World’s Biggest Poker Room, today announced its largest-ever holiday promotion: the $25M End of Year Giveaway. Running from December 1 to December 31, 2025, the month-long festival features an unprecedented increase in cash prizes, seasonal gifts, and a massive tournament finale to close out the year in style.

The $25,000,000 total prize pool is split across three monumental promotions:

$12M 12 Days of Christmas Gift Boxes

GGPoker celebrates the holiday season with 12 days of special gifts, ensuring every player receives a festive surprise just for logging in between December 15 and December 26 and opening their Christmas Gift Box.

Prizes include a mix of C$ rewards, tournament tickets, freeroll tickets and snowball splash items.

$1M End of Year #Thanks2025 Flipout

GGPoker will once again host a very special #Thanks2025 Flipout Tournament, running from December 27 to December 31 and open to all GGCheers and GGCares qualifiers during this time. It is easy to qualify for, with players that make it through to Stage 3 sharing the $1M prize pool.

$12M December Cash Giveaway

Another cornerstone of the End of Year promotion are the massive cash giveaways, rewarding cash game players, tournament players and those new to GGPoker.

$7.4M is distributed through daily leaderboards across formats including Hold’em, PLO, Spin & Gold, and Rush & Cash, up from $6.5M given out in 2024.

An additional $4.6M is allocated to other giveaways such as the #ThanksGG Daily Flipouts, new player rewards and $1M in special tournament promotions.

Sarne Lightman, Managing Director of GGPoker, commented: “We are thrilled to bring back our End of Year Giveaway, making it bigger and better than ever with a record $25M in prizes. Whether you’re chasing a huge leaderboard cash prize, unwrapping a special Christmas gift, or battling for a share of the $1M #Thanks2025 Flipout, there is something exciting for every single player. It’s our way of saying thank you for making this another record-breaking year at GGPoker, and we wish everyone a happy and rewarding holiday season.”

To learn more about $25M End of Year Giveaway, please visit: ggpoker.com/promotions/end-of-year-giveaway/

The post GGPoker Ups The Ante With Record $25M End Of Year Giveaway appeared first on European Gaming Industry News.

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Kambi decides to cancel 2,193,675 repurchased shares

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Kambi Group plc (“Kambi”) has today approved the cancellation of 2,193,675 shares. The shares were acquired as part of previous share buyback programmes and the cancellation of the shares is in line with the intention to improve Kambi’s capital position.

On 25 November 2025, Kambi’s Board approved the initiation of the process to cancel 2,193,675 shares. The process is expected to be completed, and the cancellation taking effect, on 1 December 2025.

Following the cancellation, Kambi’s issued share capital will amount to €83,130 and the total number of issued shares in Kambi will be 27,709,944 with a nominal value of €0.003 per share.

Kambi will still hold 400,000 shares to satisfy its future obligations arising from the employee share option programmes.

The post Kambi decides to cancel 2,193,675 repurchased shares appeared first on European Gaming Industry News.

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