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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?

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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.

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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? 

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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.

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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.

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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.

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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.

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Sends company confirmed its participation in the ICE London Conference 2024

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ICE is the global showcase of innovative technologies, home to 600+ international brands providing access to products and services designed to enhance growth potential. Sends financial company confirmed its participation in the conference inviting to the brand’s stand for meetings.

The 6th of February is the opening day of ICE London 2024. The Sends team will spend three days of the conference meeting the current partners and establishing relationships with new ones in London. On its LinkedIn page, the company noticed that it had set up a stand to provide all the information about activity and business propositions, to meet with associates, and to engage with conference participants.

“Sends team is eager to meet the partners and new people at ICE London 2024. This event is iconic among gaming companies and market players. Organizers predict record attendance for the last London edition. We can’t miss this global event’s opportunities” , commented Anastasiia Pervushyna, Director/MLRO in Sends.

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One of the shareholders (owners) of this company is Alona Shevtsova, a businesswoman, philanthropist, and active participant in the Ukrainian and UK FinTech community.

Recent international industry events during the past year have already clearly shown the value and significance of in-person events for our industry and we expect that to be very evident in London as well”, Alona Shevtsova added.

Sends provides Internet acquiring, multicurrency personal and business accounts. Opening a SEPA/SWIFT/Faster Payments bank account is available within 48 hours after submitting the necessary documents. Sends is available in the web and app versions.

In 2025, the ICE London conference will relocate to Barcelona, Spain. The historic edition of the world’s largest and most international gaming expo ends in Great Britain. This country has hosted the event since 2013.

ICE London 2024 will be held from the 6th to 8th February at ExCeL London. To schedule a meeting with Sends representatives, please use [email protected] email or the conference application.

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*Sends is a trade name of SMARTFLOW PAYMENTS LIMITED.

SMARTFLOW PAYMENTS LIMITED is registered in England and Wales (Company number 11070048).

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It’s time to speed up AI: Slotegrator presented new exciting solutions at iGB L!ve 2023

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A new era in the iGaming industry has begun: AI-powered solutions are now becoming affordable. Slotegrator presented the new AI-powered capabilities of its turnkey online casino platform at iGB L!ve 2023 in Amsterdam.

Every year, Slotegrator presents its newest innovations at iGB L!ve. This year, the company added several new features to its turnkey online casino platform, basing the additions on the results of internal customer research and global market analysis.

Upcoming trends are a constant source of speculation in the iGaming industry. As an industry trendsetter itself, Slotegrator knows what to bet on; last year, the company predicted rapid AI growth, and these capabilities have already been integrated into the company’s solutions.

 

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The upgrades include:

  • The business intelligence (BI) module has become an Artificial BI module. Now it not only helps operators track the analytical data they need to make strategic decisions, but allows them to compare their project with others that operate in the same market. It’s an effective tool for analyzing competitors’ activities and to improve the entire business strategy.
  • ChatGPT was integrated to offer operators 24/7 business consultation. While the strategy will ultimately be up to the casino operator, ChatGPT’s capacity to offer advice can prove invaluable.
  • Fraud Detection (for collecting Big Data to reduce risk) with AI makes it easy for casino operators to set the parameters of what constitutes potentially fraudulent behavior and then segment players accordingly and take action when necessary.

 

Also, Slotegrator integrated a multiplayer chat function – an effective retention tool that emphasizes the value of live communication and offers opportunities for networking and creating player communities. The solution will see the addition of AI capabilities as well.

“This is just the first set of innovations. We are planning to use AI to boost our platform even further. The industry standards are changing, so the market can’t afford to use old tools now. Our participation in iGB L!ve 2023 demonstrated this completely,” says Dmytro Taran, COO at Slotegrator.

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SANDSOFT GAMES ANNOUNCES SECOND ‘PRESS START’ INTERNSHIP PROGRAM

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Sandsoft Games – the mobile-first game developer, publisher and investor powered by AAA talent, is thrilled to announce the launch of the second season of its pioneering internship program, Press Start. Available to local residents with an interest in getting into the games industry, the full-time internships aim to foster and nurture exceptional talent for the gaming industry in Saudi Arabia.

Following the success of the first Press Start initiative which began in December 2022, aspiring games industry professionals are once again invited to embark on the journey of creating a playable mobile game within a span of six months. Aligned with Vision 2030, the Press Start initiative has been engineered to nurture diverse local talent and provide a boost to the regional games industry. The Press Start cohort will receive support from Sandsoft’s leading industry experts in various areas, allowing them to specialize in one of three disciplines: design, art, or coding.

Successful applicants will work from Sandsoft’s flagship Riyadh Studio, with access to cutting-edge equipment and resources. Press Start is overseen by a team of esteemed games industry veterans who have contributed to renowned gaming franchises like Candy Crush Saga, FIFA, World of Tanks, Need For Speed and more, including Sandsoft’s Head of Studio in Riyadh, Yahsir Qureshi.

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Yahsir Qureshi commented:

“Riyadh is a city full of exceptional, diverse talent and love of gaming. It’s our job to identify this talent and help nurture future leaders who will shape the legacy of the KSA and global games industries. The tremendous success of our original Press Start program has been immensely rewarding for both the participants and Sandsoft Games as a whole, with a number of interns expected to join us as full time team members. Initiatives such as Press Start play a significant role in boosting employment prospects in the region and we can’t wait to welcome a new cohort to our Riyadh studio.”

Basem Alasmar, Game Designer at Sandsoft Games and member of the inaugural Press Start program, continued:

“When I first saw the program on LinkedIn, I was immediately drawn to the idea and the challenge it presented. Working in a gaming company has always been a dream of mine, so I was naturally intrigued. What captivated me even more were the experienced individuals at Sandsoft Games and the impressive game titles they had worked on. Their expertise and track record truly impressed me. This program continues to inspire me to strive for greatness, pushing me to create amazing things, learn extensively, and enhance my skills in my chosen field.”

Press Start is open to Saudi Individuals of any age and educational background who have a demonstrable interest in game development and are available to work in Riyadh. Applications are open until July 7, 2023, at 23:59 AST.

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