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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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Strive Gaming, the award-winning real money gaming platform provider for North America, is pleased to announce the appointment of Ian Smith as its new Chief Technology Officer (CTO). With an illustrious career spanning over two decades in the gaming industry, Smith brings a wealth of experience and expertise to Strive.

Smith’s impressive career includes significant leadership roles at William Hill, Rank Group, Flutter Entertainment (owners of FanDuel) and Game Play Network. He has been instrumental in the technical development and growth of these businesses, each at varying levels of maturity and size.

At Rank Group, one of the UK’s leading land-based casino and bingo businesses, Smith oversaw the company-wide expansion of their Player Account Management (PAM) and Omni-Channel experience, demonstrating his ability to drive innovation and scalability within complex environments. This experience is extremely valid to tribal and commercial casinos alike who are figuring out how to create an ideal connection between land based and digital experiences.

With additional experience across Class III and Class II gaming, and a deep understanding of US regulatory and technical complexities, Smith brings a unique perspective to Strive Gaming. Known for his hands-on approach to technical leadership, Smith is committed to driving innovation and excellence within the organization.

“I’m thrilled to join the talented team at Strive Gaming,” said Smith. “Having worked with their PAM product from a customer perspective, I have firsthand experience of its quality and potential. I am confident that together, we can further evolve the company and achieve our vision of becoming the number one PAM provider in North America.”

Smith’s appointment underscores Strive Gaming’s commitment to fostering innovation and delivering cutting-edge solutions to its clients. His vast experience and proven track record make him an invaluable addition to the leadership team.

“We are delighted to welcome Ian Smith to Strive Gaming as our new CTO,” said Max Meltzer, CEO of Strive Gaming. “Ian has rare characteristics; exceptional hands-on skill, experience and yet a sense of calm, humility and above all a desire to help talent around him flourish. This coupled with his extensive industry experience in the gaming industry make him the right person to lead our technical initiatives and helping the business achieve its goals”

 

The post appeared first on European Gaming Industry News.

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Star Sports sponsors new trainer Brian Toomey’s yard

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Former jockey who was pronounced dead for six seconds after a fall in 2013 has embarked on a new training career with some high-profile owners 

Star Sports is the new sponsor of Brian Toomey’s yard in Buckinghamshire.

The 34-year-old, who was forced to retire as a jockey after a horrific fall at Perth in 2013 which almost claimed his life, has embarked on his first full season as a trainer, based at Bowstridge Farm in Chalfont St Giles.

After being granted his trainer’s licence in October, he has already secured some high-profile owners, including Amo Racing, Clipper Logistics, Jimmy Fyffe and Jeff Smith. Harry Redknapp provided him with his first winner when Wake Up Harry won at Kempton on 20th December.

Toomey joins leading jockey Harry Skelton and recently retired legendary rider Davy Russell in Star Sports’ stable of racing ambassadors. He will provide regular updates on the yard’s runners, his views on the biggest races and meetings during the Flat season, and video content looking back at his career as a jockey, his recovery from the fall and life as a new trainer.

“Becoming a trainer has been a dream for a long time,” said Toomey. “My story is an unusual one and I know how lucky I am to be here.

“I’m hugely grateful to all the owners who have supported me at such an early stage of my career, my landlord at Bowstridge Farm as it’s such a brilliant place to train and now to my new sponsors, Star Sports.

“I’m looking forward to telling my story as a new trainer and updating Star Sports’ customers on our runners, as well as my views on the big races and issues in the industry.”

Luke Tarr, Head of PR at Star Sports, said: “Brian’s story is truly inspirational. To achieve what he has, both in his recovery from such a serious head injury and in his determined pursuit of a trainer’s licence, shows exactly what he is made of, and we are delighted to sponsor the yard.

“He has already attracted some massive owners and we’re excited to produce some top-quality content with Brian at the beginning of what we’re sure will be a very successful training career.”

 

 

The post Star Sports sponsors new trainer Brian Toomey’s yard appeared first on European Gaming Industry News.

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SPIN INTO A WORLD OF MYSTERY AND FORTUNE WITH SPIN 2 RICHES™

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 Inspired Entertainment, Inc. (“Inspired” or the “Company”) (NASDAQ: INSE) a leading B2B provider of gaming content, systems, and solutions is thrilled to announce its latest slot game, Spin 2 Riches™, now available the UK B3/LBO market. Offering players an unparalleled gaming experience filled with mystery symbols and Fortune Spins. Spin 2 Riches invites players to embark on a thrilling adventure where every spin brings the promise of untold riches.

In Spin 2 Riches, players can activate the Mystery symbol by playing at the max stake of £2. Watch in anticipation as the Mystery symbol appears, revealing a random symbol that could pave the way for even more significant wins. But the excitement doesn’t end there – prepare to be captivated by Fortune Spins. Land three Fortune Spin symbols on the centre win line to unlock Fortune Spins across four-reel sets, offering an alternative to the base game and presenting players with two thrilling options: 1 in 10 or 1 in 20 chances to win big.

Spin 2 Riches is now available in retail, ready to captive players with its immersive gameplay and thrilling awards.

Richard Terry, UK Market Product director said: “Spin 2 Riches is set to be a great addition to the ever-expanding B3 top Inspired titles. With its vibrant theme, exciting Mystery symbol mechanic and the addition of Inspired’s phenomenal resonantly branded Fortune Spins™, players are sure to enjoy an entertaining experience

The post SPIN INTO A WORLD OF MYSTERY AND FORTUNE WITH SPIN 2 RICHES™ appeared first on European Gaming Industry News.

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