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Big Brand Theory

Jean-Philippe Randisi
What is left to humans
to define themselves
   when they stop
   believing in…?
God(s)?
Nations?
Ideologies?
Brands!
What makes a brand?
What makes a brand?
What makes a brand?




Clearly identified transferable
            values
What makes a brand?




Clearly identified transferable
            values                Ubiquity
What makes a brand?




Clearly identified transferable
            values                Ubiquity   Longevity
Many get invited, only a few make it

Because brands = $$$, any successful property owner will claim he owns
one. Reality is different, and turning a successful IP into a brand can never
be taken for granted.


 Hugely expanded competitive universe
 Execution critical at every stage
 Need to drive development across new businesses, with different rules
  and different expertise/skills needed to succeed
Expanding your competitive universe


From a well defined competitive universe (apps, online games, etc) to a
world where competition will include:
 Movies
 TV
 Sports
 Books
 Lifestyle brands
 Generic products
 Fashion brands
 Etc…
Execution, execution, execution
When you start asking consumers that they
connect the dots between your IP in the digital
space and its incarnation in the physical world,
don’t blame them if they do!
 A bad product will hurt your IP
 A failed product launch (too soon, too late, too
  many, too expensive) will hurt your other retail
  products
 Heaven is immersing your consumer in a world
  where he can connect to your IP in many
  different ways. Hell is when one of these
  connections provide a bad consumer
  experience.
 A successful consumer experience is the result
  of a product that meets or exceeds expectations
  (innovation, quality, price, etc), is in tune with
  brand values, and somehow links back to
  brands’ home. A financially rewarding product is
  one that strengthen consumer’s loyalty to the
  brand.
You enter uncharted territory


First, accept that it might be a
new business for you/your
company
 Do you have the skillset?
 How are you going to acquire it?
    Insourcing
    Outsourcing
 Do you have the
  patience/time/resources
 Can you cope with a very
  different lifecycle?
From the digital world to the real world


 What are the upsides of IPs born in the digital space
    Interactivity
    Multiplatform
    Engagement
 What may be missing: aspiration provided by:
    Clear set of brand values
    Stories
    Depth of characters
    Unique look/design
Brand values
Stories & Characters
Unique look/design
Vs. Me Too
Some questions you may ask yourself
before embarking on a long journey
What does my property stand for?
What is its essence?
Why is it successful?

           Are these traits product specific or
            transferable?
           Is another property with the same brand values
            as/more successful?
           Is there any other property targeting the same
            demo/universe with the same set of values?
Is the design of my property unique?
 Can this design/look easily turn into 3D?
 Are these esthetics a defining attribute of my property?
 Does design allow various interpretations and evolutions whilst
  staying true to the original?
Does my property involve characters?

 Are these characters central to experiencing my property?
 Are these characters archetypal and aspirational for my consumers?
 Are these characters distinctly cute or ugly?
 Is there more than one character featured in my property?
Is there a storyline embedded in my property?


 Is this storyline based on
  archetypal/life defining elements
  (friendship, love, comedy,
  redemption, rescue, good/evil,
  etc)?
 If not, am I ready to create one
  for the purpose of developing
  brand extensions?
Is my property a long term priority?


 Development of brand
  extensions takes time
  because of:
   Time to market
   Acquisition of expertise
   Retail/other cycles
 Will my property still be
  a locomotive in the
  digital space by the time
  I enter other categories?
Am I ready to do what it takes to turn my
property into a brand?

 What am I expecting from this?
    Revenue?
    Longevity?
    “Paid for” marketing?
 Do I know what I don’t know?
 How will I get the necessary
  expertise to make this project a
  success?
 Do I realise how much time,
  energy and focus it will require?
 Am I ready to adjust my property
  plans for “that”?
The good news is…

 Others might want to help you…
An example
Not……………………nor
Click to play
Game Releases

           Cut the Rope                                       Cut the Rope:
           Release: Oct 2010                                  Experiments
           iOS and Android platforms,                         Release: Aug 2011
           Blackberry Playbook.                               iOS platform iPhone/iPod/iPad
           #1 paid, #1 free, #1 top grossing all              #1 paid app globally
           over the world




Seasonal Gifts to Fans
           Cut the Rope:                                      Cut the Rope:
           Holiday Gift Box                                   Valentine’s Box
           Release: Dec 2010, Nov 2011                        Release: Feb 2011
           Holiday theme                                      Valentine’s theme
           Om Nom in Holiday gear                             Om Nom in Cupid wings




                                    … with continuous level and content updates!
Highlights

   130 million players since launch!

   On track to reach 500 million downloads by end of year.

   #1 game on multiple app stores

   Huge digital investment to continue to drive fans and ongoing use engagement.

   750k Facebook fans

   5 digital awards in 2011 including;
          - Apple Design Award (WWDC 2011)
          - BAFTA Award (British Academy of Film and Television Arts):
              Best Handheld Game (2011)

   Expanding franchise and brand experiences with the release of
   comic books and animated shorts.
“The best game on the iPhone.”
                                                ~ IGN

      “Fresh,
    challenging,            “One of the
   gorgeous and
highly entertaining”
                        best puzzles games
                       out there that is more
                                                        A
    ~ Gamespot          fun than anything.”
                           ~ App Advice

                                                  Game!

     “Excellent
  gameplay value,         “Has all the
  superb graphics,         marks of a
accurate physics and        winning
  intuitive gesture       mobile app.”
      controls”
                          ~ PC World
    ~ App Mode
Awards Galore
•   Apple Design Award Winner
    WWDC 2011
•   Best Handheld Game
    BAFTA Awards 2011
•   Most Innovative Game
    Pocket Gamer Awards 2011
•   Best Casual/Puzzle Game
    Pocket Gamer Awards 2011
•   Best Handheld Game
    Game Developers Choice Awards 2011
•   Best Puzzle Game
    Best App Ever Awards 2010            BAFTA 2011
Apple Champions Cut the Rope Worldwide
        Store Window Displays
Apple Champions Cut the Rope Worldwide
           App Store Spotlight
Ongoing Global Press Coverage




                           … and much more!
Fans Love Om Nom!
Brand



    A colourful and fun world with diverse graphics, slogans,
      characters and symbols… with much more to come!
Cute, easily recognizable
 and very appealing to
  children and adults.
Comics
Episodes
Launch plan

Hype at Retail
•   Target the Tweens & Adults
•   Exploit popularity and ‘cool’ of game for girls and boys
•   Product strategy by gender
•   Secure retail support to launch merch range



    Collect and swap
    •   Target the Kids
    •   Building a collection of fun toys, games and gifts to create
        ongoing desire for the brand
    •   Secure mass distribution and breadth of products



            Promote-increase range –re promote
            •    Must have brand
            •    Retail: In store promotions, cross category
                 display, Gift with purchase
Consumer Products
Product Inspiration
Global Partners




           Opportunities
QSR promotion in the US in Easter 2013
Thank You

Jean-Philippe Randisi
ITV STUDIOS GLOBAL ENTERTAINMENT

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Big brand theory - Jean philippe randisi - itv - v2

  • 2. What is left to humans to define themselves when they stop believing in…?
  • 6.
  • 8. What makes a brand?
  • 9. What makes a brand?
  • 10. What makes a brand? Clearly identified transferable values
  • 11. What makes a brand? Clearly identified transferable values Ubiquity
  • 12. What makes a brand? Clearly identified transferable values Ubiquity Longevity
  • 13. Many get invited, only a few make it Because brands = $$$, any successful property owner will claim he owns one. Reality is different, and turning a successful IP into a brand can never be taken for granted.  Hugely expanded competitive universe  Execution critical at every stage  Need to drive development across new businesses, with different rules and different expertise/skills needed to succeed
  • 14. Expanding your competitive universe From a well defined competitive universe (apps, online games, etc) to a world where competition will include:  Movies  TV  Sports  Books  Lifestyle brands  Generic products  Fashion brands  Etc…
  • 15. Execution, execution, execution When you start asking consumers that they connect the dots between your IP in the digital space and its incarnation in the physical world, don’t blame them if they do!  A bad product will hurt your IP  A failed product launch (too soon, too late, too many, too expensive) will hurt your other retail products  Heaven is immersing your consumer in a world where he can connect to your IP in many different ways. Hell is when one of these connections provide a bad consumer experience.  A successful consumer experience is the result of a product that meets or exceeds expectations (innovation, quality, price, etc), is in tune with brand values, and somehow links back to brands’ home. A financially rewarding product is one that strengthen consumer’s loyalty to the brand.
  • 16. You enter uncharted territory First, accept that it might be a new business for you/your company  Do you have the skillset?  How are you going to acquire it?  Insourcing  Outsourcing  Do you have the patience/time/resources  Can you cope with a very different lifecycle?
  • 17. From the digital world to the real world  What are the upsides of IPs born in the digital space  Interactivity  Multiplatform  Engagement  What may be missing: aspiration provided by:  Clear set of brand values  Stories  Depth of characters  Unique look/design
  • 22. Some questions you may ask yourself before embarking on a long journey
  • 23. What does my property stand for? What is its essence? Why is it successful?  Are these traits product specific or transferable?  Is another property with the same brand values as/more successful?  Is there any other property targeting the same demo/universe with the same set of values?
  • 24. Is the design of my property unique?  Can this design/look easily turn into 3D?  Are these esthetics a defining attribute of my property?  Does design allow various interpretations and evolutions whilst staying true to the original?
  • 25. Does my property involve characters?  Are these characters central to experiencing my property?  Are these characters archetypal and aspirational for my consumers?  Are these characters distinctly cute or ugly?  Is there more than one character featured in my property?
  • 26. Is there a storyline embedded in my property?  Is this storyline based on archetypal/life defining elements (friendship, love, comedy, redemption, rescue, good/evil, etc)?  If not, am I ready to create one for the purpose of developing brand extensions?
  • 27. Is my property a long term priority?  Development of brand extensions takes time because of:  Time to market  Acquisition of expertise  Retail/other cycles  Will my property still be a locomotive in the digital space by the time I enter other categories?
  • 28. Am I ready to do what it takes to turn my property into a brand?  What am I expecting from this?  Revenue?  Longevity?  “Paid for” marketing?  Do I know what I don’t know?  How will I get the necessary expertise to make this project a success?  Do I realise how much time, energy and focus it will require?  Am I ready to adjust my property plans for “that”?
  • 29. The good news is…  Others might want to help you…
  • 32.
  • 34. Game Releases Cut the Rope Cut the Rope: Release: Oct 2010 Experiments iOS and Android platforms, Release: Aug 2011 Blackberry Playbook. iOS platform iPhone/iPod/iPad #1 paid, #1 free, #1 top grossing all #1 paid app globally over the world Seasonal Gifts to Fans Cut the Rope: Cut the Rope: Holiday Gift Box Valentine’s Box Release: Dec 2010, Nov 2011 Release: Feb 2011 Holiday theme Valentine’s theme Om Nom in Holiday gear Om Nom in Cupid wings … with continuous level and content updates!
  • 35. Highlights 130 million players since launch! On track to reach 500 million downloads by end of year. #1 game on multiple app stores Huge digital investment to continue to drive fans and ongoing use engagement. 750k Facebook fans 5 digital awards in 2011 including; - Apple Design Award (WWDC 2011) - BAFTA Award (British Academy of Film and Television Arts): Best Handheld Game (2011) Expanding franchise and brand experiences with the release of comic books and animated shorts.
  • 36. “The best game on the iPhone.” ~ IGN “Fresh, challenging, “One of the gorgeous and highly entertaining” best puzzles games out there that is more A ~ Gamespot fun than anything.” ~ App Advice Game! “Excellent gameplay value, “Has all the superb graphics, marks of a accurate physics and winning intuitive gesture mobile app.” controls” ~ PC World ~ App Mode
  • 37. Awards Galore • Apple Design Award Winner WWDC 2011 • Best Handheld Game BAFTA Awards 2011 • Most Innovative Game Pocket Gamer Awards 2011 • Best Casual/Puzzle Game Pocket Gamer Awards 2011 • Best Handheld Game Game Developers Choice Awards 2011 • Best Puzzle Game Best App Ever Awards 2010 BAFTA 2011
  • 38. Apple Champions Cut the Rope Worldwide Store Window Displays
  • 39. Apple Champions Cut the Rope Worldwide App Store Spotlight
  • 40. Ongoing Global Press Coverage … and much more!
  • 41. Fans Love Om Nom!
  • 42. Brand A colourful and fun world with diverse graphics, slogans, characters and symbols… with much more to come!
  • 43. Cute, easily recognizable and very appealing to children and adults.
  • 46. Launch plan Hype at Retail • Target the Tweens & Adults • Exploit popularity and ‘cool’ of game for girls and boys • Product strategy by gender • Secure retail support to launch merch range Collect and swap • Target the Kids • Building a collection of fun toys, games and gifts to create ongoing desire for the brand • Secure mass distribution and breadth of products Promote-increase range –re promote • Must have brand • Retail: In store promotions, cross category display, Gift with purchase
  • 49. Global Partners Opportunities QSR promotion in the US in Easter 2013
  • 50.
  • 52. ITV STUDIOS GLOBAL ENTERTAINMENT