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	<title>Sandra Arcan Archives - Brands Untapped</title>
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	<title>Sandra Arcan Archives - Brands Untapped</title>
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		<title>Su-Yina Farmer and Sandra Arcan of Bits + Pixels on translating video game IP into authentic products and experiences</title>
		<link>https://www.brandsuntapped.com/su-yina-farmer-and-sandra-arcan-of-bits-pixels-on-translating-video-game-ip-into-authentic-products-and-experiences/</link>
		
		<dc:creator><![CDATA[Ian Downes]]></dc:creator>
		<pubDate>Wed, 16 Jul 2025 20:11:10 +0000</pubDate>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[Bits + Pixels]]></category>
		<category><![CDATA[Su-Yina Farmer]]></category>
		<category><![CDATA[Sandra Arcan]]></category>
		<category><![CDATA[Video Games]]></category>
		<guid isPermaLink="false">https://www.brandsuntapped.com/?p=22906</guid>

					<description><![CDATA[<p> Bits + Pixels Directors Su-Yina Farmer and Sandra Arcan talk Resident Evil make-up, Terraria apparel – and plans for The Witcher.</p>
<p>The post <a href="https://www.brandsuntapped.com/su-yina-farmer-and-sandra-arcan-of-bits-pixels-on-translating-video-game-ip-into-authentic-products-and-experiences/">Su-Yina Farmer and Sandra Arcan of Bits + Pixels on translating video game IP into authentic products and experiences</a> appeared first on <a href="https://www.brandsuntapped.com">Brands Untapped</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>Guys, thanks for taking time out to chat. Bits + Pixels specialise in video games and ‘geek culture’. How would you define ‘geek culture’ today?</strong><br />
<strong>Su-Yina Farmer, Director, Bits + Pixels:</strong> Geek culture is our shorthand for the amazing, vibrant world of fandoms that were once considered niche but are now massive cultural forces! Think video games, comics and manga, anime, sci-fi, fantasy and horror media – and even brands born from internet sub-cultures. These aren&#8217;t isolated pockets; they represent interconnected fandoms that wield significant cultural impact and foster incredibly passionate, highly engaged and loyal communities.</p>
<p>We personally love geek culture, so that deep understanding allows us to truly connect with what these fandoms crave from their favorite brands, bringing genuine enthusiasm and insight to our work, and powering everything we do.</p>
<p><strong>You are close to the fan community and have been involved in fan community events. Can you tell us more about this side of your business. How do you know what fans want?</strong><br />
<strong>Su-Yina:</strong> We work on all sorts of brand events, from pop-up shops and gaming tournaments to large-scale immersive community mixers. For us, these events are the very heart of the fandom. They&#8217;re where we bring a brand to life, letting fans connect with each other and the worlds they love in a tangible, physical way. Community events are vital to building a thriving, dedicated community in an increasingly digital world.</p>
<p>We start every event project with a total brand deep dive, and immerse ourselves in the fandom’s social spaces and discourse. We don&#8217;t just study a brand; we listen to the community, paying close attention to what fans genuinely love, whether it&#8217;s the world-building and escapism or the thrill of competition. Ultimately, it all comes down to a few key things: Fans want a sense of belonging, to show off their fandom pride –like with a great cosplay – and to know that the brands they love appreciate them.</p>
<p>We approach every event with that in mind, crafting experiences with attention to detail so that they feel truly tailor-made for the community. We always try to include some unexpected elements to add that extra bit of delight, for a unique event that creates a lasting memory that fans will talk about long after the event is over.</p>
<p>One of our favourite events to date is the immersive community mixer we produced for Destiny 2 to celebrate ‘The Dawning’ – the game’s winter festival. We meticulously recreated ‘The Tower’ – Destiny’s iconic social hub – complete with a themed bar, pop-up store, and dedicated photo opportunities. We even staged a game-show style ‘Dares of Eternity’ audience participation activity! The night was such a massive hit, and fans still ask when our next event will be.</p>
<p><img fetchpriority="high" decoding="async" class="alignnone size-full wp-image-22910" src="https://www.brandsuntapped.com/files/2025/07/1-13.jpg" alt="Su-Yina Farmer, Sandra Arcan, Bits + Pixels, Video Games" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2025/07/1-13.jpg 700w, https://www.brandsuntapped.com/files/2025/07/1-13-300x171.jpg 300w, https://www.brandsuntapped.com/files/2025/07/1-13-350x200.jpg 350w, https://www.brandsuntapped.com/files/2025/07/1-13-25x13.jpg 25w, https://www.brandsuntapped.com/files/2025/07/1-13-600x343.jpg 600w" sizes="(max-width: 700px) 100vw, 700px" /></p>
<p><strong>Terrific. You have also taken gaming brands into the licensing market. One of these was Terraria. How did you pitch this to the market? And how do you ensure licensees fully understand the opportunity a brand like this brings them?</strong><br />
<strong>Sandra Arcan, Director, Bits + Pixels:</strong> Terraria is one of those games for which we have lost count of the number of people that, after reaching out to them to start a dialogue, are not only familiar with it but are effusive with their stories of playing it – whether some time ago or still to this day.</p>
<p>A licensee we recently reached out to told us they’ve spent over 1,000 hours in Terraria! Suffice to say, ‘if you know you know’, as it’s a true gem of a game for many reasons. However as it’s one that somewhat flies under the radar, there are of course many that are not so familiar with the game. In those cases, we have the dream combo of both very impressive performance stats to share and a licensor that is always very happy to provide those latest insights. It’s the insights that demonstrate just how beloved the brand is, whether the traditional sales numbers or ones that indicate how much time players tend to spend engaging with the brand – and the lengths they go to in order to express their passion for Terraria through original art or cosplay creations.</p>
<p>We also always make licensees aware of the various creative directions that the brand affords them, given there are so many fun and quirky characters, bosses, gear and environments to play with. This backed by a licensor that fully encourages as much creativity as possible – including original art – means that licensees such as Sanshee and Eighty Sixed have been able flex their creative muscle as much as they’d like, with some very cool products to show for it!</p>
<p><img decoding="async" class="alignnone size-full wp-image-22911" src="https://www.brandsuntapped.com/files/2025/07/2-11.jpg" alt="Su-Yina Farmer, Sandra Arcan, Bits + Pixels, Video Games" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2025/07/2-11.jpg 700w, https://www.brandsuntapped.com/files/2025/07/2-11-300x171.jpg 300w, https://www.brandsuntapped.com/files/2025/07/2-11-350x200.jpg 350w, https://www.brandsuntapped.com/files/2025/07/2-11-25x13.jpg 25w, https://www.brandsuntapped.com/files/2025/07/2-11-600x343.jpg 600w" sizes="(max-width: 700px) 100vw, 700px" /></p>
<p><strong>You have a lot of experience of working with apparel brands. Are there specific trends and market dynamics that you would highlight in the apparel sector at the moment? And how do you ‘translate’ gaming brands successfully design wise into apparel ranges?</strong><br />
<strong>Sandra:</strong> Big graphic prints, sometimes almost oversized, as well as slogans and designs that are generally quite bold are a big feature at fashion retail. There’s clearly an on-going appetite for nostalgia too, whether in the film, TV, music or videogame category, so we were able to bring those two things together for Boohoo Man on classic Tomb Raider, for example.</p>
<p><img decoding="async" class="alignnone size-full wp-image-22912" src="https://www.brandsuntapped.com/files/2025/07/3-10.jpg" alt="Su-Yina Farmer, Sandra Arcan, Bits + Pixels, Video Games" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2025/07/3-10.jpg 700w, https://www.brandsuntapped.com/files/2025/07/3-10-300x171.jpg 300w, https://www.brandsuntapped.com/files/2025/07/3-10-350x200.jpg 350w, https://www.brandsuntapped.com/files/2025/07/3-10-25x13.jpg 25w, https://www.brandsuntapped.com/files/2025/07/3-10-600x343.jpg 600w" sizes="(max-width: 700px) 100vw, 700px" /></p>
<p>It’s important to find ways to interpret gaming brands with fashion retail trends in mind if you’re targeting that kind of visibility and, in a way, gaming is pretty perfect for the current trend of bold graphics. You can really show off some of the amazing in-game art or marketing key art that you see within the gaming space. Band t-shirts, team sports aesthetic and motorsports are also super popular, and it’s fun to think about what elements of a gaming brand could be adapted successfully and seamlessly to such trends – whether its leaning into a game’s class-based character system or taking some of the gnarly looking monsters and bosses to design what looks like a metal band shirt!</p>
<p>Ultimately though, we invariably work with partners to design apparel, whether bolder or more subtle, which give a nod to the things that are memorable and have some meaning for players that have spent a lot of time with a game. These tend to work particularly well on gaming brands’ own gear stores, where you’re appealing to the core fanbase. Here you don’t necessarily have to prioritise trends but what you believe the core audience will really want to see.</p>
<p><strong>What advice would you give to gaming brands thinking about licensing their brand to third parties?</strong><br />
<strong>Sandra:</strong> Consider how to communicate what is special about your game from the lens of a licensee or retail buyer that may not be too familiar with the space. There’s normally so much you can say about any video game, and it can easily get into the realms of information overload, so we always prioritise putting together a brand deck that distills what the game is all about, and what makes it stand out in an approachable and effective way.</p>
<p>This should include a focus on the most popular characters and elements of the game that are most likely going to translate well into merchandise. It&#8217;s also very important to plan and organise art assets in the formats required for product developers that will eventually be made available to partners.</p>
<p><strong>You worked with a company called Mehron for Resident Evil 2 Special FX Make Up Kits. How did this come about?</strong><br />
<strong>Sandra:</strong> Su-Yina and I are both big make up geeks and we’re very aware of brands across the mainstream and indie beauty space, as well as in the Special FX space – not least as we’ve been known to do a creative Halloween look or two in years past! So we were already familiar with Mehron and their status as an absolute leader in the professional special FX make up category. It wasn’t long before we got excited at the idea of them giving Resident Evil 2 fans the tools they needed to recreate the iconic Zombie Cop from the game.</p>
<p><strong>Why the Zombie Cop in particular?</strong><br />
<strong>Sandra:</strong> The Zombie Cop is a look that doesn’t have to be done with utmost precision, so it made the idea of recreating it more approachable for the audience – and was also pretty perfect for the ever-popular Halloween season! Luckily Mehron agreed and were quickly on board to make it happen and to help produce some awesome tutorial content to go along with the eventual product launch.</p>
<p><strong><img loading="lazy" decoding="async" class="alignnone size-full wp-image-22908" src="https://www.brandsuntapped.com/files/2025/07/4-4.jpg" alt="Su-Yina Farmer, Sandra Arcan, Bits + Pixels, Video Games" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2025/07/4-4.jpg 700w, https://www.brandsuntapped.com/files/2025/07/4-4-300x171.jpg 300w, https://www.brandsuntapped.com/files/2025/07/4-4-350x200.jpg 350w, https://www.brandsuntapped.com/files/2025/07/4-4-25x13.jpg 25w, https://www.brandsuntapped.com/files/2025/07/4-4-600x343.jpg 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></p>
<p>What was key here to making the launch authentic to the game?</strong><br />
<strong>Sandra:</strong> Authenticity starts with understanding all the things that a fanbase loves about a particular IP – what’s iconic?What&#8217;s memorable? – and finding a partner brand that ideally has at least some overlapping brand DNA, an aesthetic and customer demographic that aligns. And, where possible, a unique product proposition that is somewhat unexpected, but makes immediate sense to the fans without need for explanation.</p>
<p><strong>How are you finding the retail market at the moment? </strong><br />
<strong>Sandra:</strong> It seems it’s more important than ever, with consumers being extra mindful of the cost of living, that buyers are backing licenses that are going to deliver. As ever, certain genres – whether it be gaming, anime, motorsports or nostalgia – will come and go, and then come back around again. So if one of the aims is to secure visibility at mainstream retail, there may be some natural ebb and flow of trends that we need to navigate and find creative solutions for where possible. Speciality and direct-to-consumer gear stores, on the other hand, are more of a constant and allow for a more uninterrupted, consistent merchandise proposition.</p>
<p>All the gaming brands we represent have very passionate and attentive fanbases, and the licensors are very willing to work with retailers to direct their huge audience straight to them via their highly engaged social platforms. With the combination of product design that aligns with what works for a retailer&#8217;s demographic, and a well thought out marketing strategy, our brands can help achieve sales targets. They can also stand out from the competition with a differentiated – perhaps unexpected but actually very cool – brand offering.</p>
<p><strong>You recently announced that Bits &amp; Pixels are representing CD Projekt Red&#8217;s The Witcher series, Cyberpunk 2077 and Cyberpunk: Edgerunners for brand collaborations. Can you tell us about these brands and what sort of collaborations you are looking for?</strong><br />
<strong>Su-Yina:</strong> CD Projekt Red are masters of storytelling and world-building, which is why The Witcher and Cyberpunk 2077 franchises boast some of the most passionate and deeply engaged fanbases globally. These are universes overflowing with rich lore, iconic characters and a bold, distinct visual aesthetic – making them fertile ground for genuinely inspired and impactful collaborations. We’re so thrilled and excited to be working on these brands!</p>
<p>The Witcher video game series plunges players into a dark-fantasy world inspired by Slavic and European folklore. In the games you play a monster slayer, as you navigate a world brimming with magic, political intrigue and dangerous creatures. Its immense success has naturally led to a hugely popular Netflix TV show.</p>
<p>Cyberpunk 2077 drops you into Night City, a sprawling, vibrant, yet perilous megalopolis obsessed with power and body modification. As V, a mercenary fighting for survival, the game expertly blurs the lines between humanity and technology, a hallmark of the best cyberpunk narratives. Then Cyberpunk: Edgerunners adds another electrifying layer. This acclaimed Netflix anime spin-off returns to Night City, following David&#8217;s intense journey and the fierce bonds he forges as he rises through the ranks of the edgerunners.</p>
<p>We&#8217;re seeking collaborations that feel deeply authentic, spark genuine excitement and thoughtfully showcase the unique qualities of both partners. Our approach is to think outside the box and from every angle, aiming to bring these iconic brands to life in fresh, unique ways that haven&#8217;t been explored before – creating hype-worthy and desirable collections for fans.</p>
<blockquote>
<p style="text-align: left;"><strong>&#8220;We&#8217;re seeking collaborations that feel deeply authentic, spark genuine excitement and thoughtfully showcase the unique qualities of both partners.&#8221;</strong></p>
</blockquote>
<p><strong>What challenges are there around getting gaming brands ‘fit for licensing’ design-wise?</strong><br />
<strong>Sandra:</strong> Making art assets available for the most notable elements of a gaming brand, whether key characters or iconic gear, in the right format for product development is critical. Any 3D development such as statues and plush would, of course, need 3D assets. And even if not presented in a traditional style guide package, it’s really important to organise the assets so it’s all digestible information for the designers looking to create a licensed collection.</p>
<p>In addition, the more clarity there is about what elements can be combined and which would not make sense to put together can save a lot of time. This is particularly pertinent with expansive on-going games which have had numerous character-building developments over the years. We’ve had to navigate this a lot with on-going games like Destiny 2 and Black Desert.</p>
<p>Timing is normally a recurring theme. If the aim is to have licensed products ready to go with the launch of a new game, a sequel, expansion or new seasonal content drop, assets need to be made available in time to do so. That can often be a challenge as final ‘locked’ assets might not feasibly be ready in good time. In that case, we look at ways to have something launch which would still be in high demand, looking at evergreen elements of the game which may have some relevance to the new content. We&#8217;d then follow up with collections featuring new assets a little while after. Sometimes that works even better, as players will have had time to get immersed in the experience and, as such, will want to seek out some cool products even more than otherwise.</p>
<p><strong>Finally, imagine you have the keys to your own fantasy gaming arcade. What five arcade games are you going to put in there and why ?</strong><br />
<strong>Su-Yina:</strong> It’s a tough decision to choose just five, but here goes…</p>
<p>First, SEGA&#8217;s House of the Dead 2. It absolutely has to be this classic. As a huge fan of horror, zombies, Disney’s Haunted Mansion ride, and terrible 90s video game dialogue, this rail shooter with light guns has it all! It&#8217;s a ghost train ride through a zombie-infested Venice and maze-like gothic buildings, with ghouls and zombies leaping out at you – many inexplicably sporting jeans and extremely buff upper bodies &#8211; who knew the House of the Dead was also a gym? I played it obsessively on the Dreamcast, hoping to look competent in the arcade… I was not.</p>
<p>Second pick would be Ikaruga. It was the first shoot ‘em up (‘shmup’) that I got completely obsessed with. It’s a mesmerising ‘bullet hell’ game – that is to say, there are quite a few bullets on screen to navigate, all floating around like deadly but beautiful, synchronised swarms. For me, the evocative artwork – the spaceship designs are spectacular – and music really stood out from every other game at the time.</p>
<p>Next up would be Alien 3. While not strictly an arcade cabinet, Alien 3 for the SEGA Mega Drive is truly &#8216;arcady&#8217; and an all-time favourite on the console. Genuinely stressful like all good Alien video games. You play as Ripley, racing against a brutal time limit to rescue prisoners from chest-bursting doom, all while dodging relentless Xenomorphs and facehuggers. It&#8217;s underscored by a pulsating 16-bit techno-synth soundtrack and incredibly satisfying sound effects. Pure adrenaline.</p>
<p>Every arcade needs a rhythm game, and for that, it&#8217;s Taiko No Tatsujin. This popular Japanese drumming game is a blast, with eye-wateringly cute and chaotic visuals. It’s the most fun you can have in an arcade, especially when you rope in a friend for furious, synchronized drumming – belting out the Evangelion theme tune on full-sized Taikos is an experience everyone needs! While I have a console version at home with mini drums, nothing beats the booming sound of the real thing.</p>
<p>Finally, no arcade is complete without a driving game, and my pick is Initial D. Based on the iconic manga and anime, you&#8217;re tearing through the winding mountain roads of Hakone in classic JDM cars, mastering the art of the drift. You see your opponents&#8217; faces sweating as you leave them in a cloud of dust, all set to a pumping eurobeat soundtrack &#8211; such a vibe! But the real innovation was the &#8216;Driver&#8217;s License&#8217; card system: save your player profile such as progress, your custom character, and car tuning data after each session. The cards came with different artwork and were super collectible &#8211; such a cool idea!</p>
<p><strong>Fantastic! Thanks again to you both!</strong></p>
<p>The post <a href="https://www.brandsuntapped.com/su-yina-farmer-and-sandra-arcan-of-bits-pixels-on-translating-video-game-ip-into-authentic-products-and-experiences/">Su-Yina Farmer and Sandra Arcan of Bits + Pixels on translating video game IP into authentic products and experiences</a> appeared first on <a href="https://www.brandsuntapped.com">Brands Untapped</a>.</p>
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		<item>
		<title>Bits + Pixels to build Tomb Raider licensing programme across “fashion, lifestyle and specialist retail”</title>
		<link>https://www.brandsuntapped.com/bits-pixels-to-build-tomb-raider-licensing-programme-across-fashion-lifestyle-and-specialist-retail/</link>
		
		<dc:creator><![CDATA[Billy Langsworthy]]></dc:creator>
		<pubDate>Wed, 27 Mar 2024 19:49:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Sandra Arcan]]></category>
		<category><![CDATA[Crystal Dynamics]]></category>
		<category><![CDATA[Bits + Pixels]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Fashion]]></category>
		<guid isPermaLink="false">https://www.brandsuntapped.com/?p=11496</guid>

					<description><![CDATA[<p>“We couldn’t be more excited to be working with a franchise of such undeniable significance both within the gaming industry and across wider pop culture,” said Sandra Arcan, Co-Director of Bits and Pixels.</p>
<p>The post <a href="https://www.brandsuntapped.com/bits-pixels-to-build-tomb-raider-licensing-programme-across-fashion-lifestyle-and-specialist-retail/">Bits + Pixels to build Tomb Raider licensing programme across “fashion, lifestyle and specialist retail”</a> appeared first on <a href="https://www.brandsuntapped.com">Brands Untapped</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>Bits + Pixels is taking charge of the licensing push for Tomb Raider on behalf of Crystal Dynamics across Europe, Australia and New Zealand.</strong></p>
<p>“As a boutique agency specialising in video game and geek culture brands – and as avid gamers ourselves – we couldn’t be more excited to be working with a franchise of such undeniable significance both within the gaming industry and across wider pop culture,” said Sandra Arcan, Co-Director of Bits and Pixels.</p>
<p>“Lara Croft is gaming’s greatest female icon and has transcended the medium since her first appearance in the mid-90s. Our mission is to engage licensees that will work closely with us to build a programme of distinctive collections and launches across fashion, lifestyle, and specialist retail.“</p>
<p>The post <a href="https://www.brandsuntapped.com/bits-pixels-to-build-tomb-raider-licensing-programme-across-fashion-lifestyle-and-specialist-retail/">Bits + Pixels to build Tomb Raider licensing programme across “fashion, lifestyle and specialist retail”</a> appeared first on <a href="https://www.brandsuntapped.com">Brands Untapped</a>.</p>
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		<item>
		<title>The Brand Radar: Talking video games with Bits and Pixels’ Sandra Arcan</title>
		<link>https://www.brandsuntapped.com/the-brand-radar-talking-video-games-with-bits-and-pixels-sandra-arcan/</link>
		
		<dc:creator><![CDATA[Ian Downes]]></dc:creator>
		<pubDate>Wed, 14 Jul 2021 20:58:41 +0000</pubDate>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Bits and Pixels]]></category>
		<category><![CDATA[Sandra Arcan]]></category>
		<category><![CDATA[The Brand Radar]]></category>
		<category><![CDATA[Ian Downes]]></category>
		<category><![CDATA[Video Games]]></category>
		<guid isPermaLink="false">https://brandsuntapped.com/?p=2322</guid>

					<description><![CDATA[<p>Start Licensing’s Ian Downes chats with Bits and Pixels co-owner Sandra Arcan to discuss the agency, its approach to licensing and how video game brands can thrive in consumer products.</p>
<p>The post <a href="https://www.brandsuntapped.com/the-brand-radar-talking-video-games-with-bits-and-pixels-sandra-arcan/">The Brand Radar: Talking video games with Bits and Pixels’ Sandra Arcan</a> appeared first on <a href="https://www.brandsuntapped.com">Brands Untapped</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>Gaming is arguably the fastest growing area of licensing.</strong></p>
<p>While not an entirely new category for licensing, SEGA and Nintendo have been in the licensing game for a while. Recent years have seen a rapid growth in the uptake and interest in video game properties.</p>
<p>Bits and Pixels is a specialist licensing agency that focuses on licensing properties from the gaming industry. Start Licensing’s Ian Downes caught up with co-owner Sandra Arcan to discuss the agency, its approach to licensing and how gaming brands can thrive in consumer products.</p>
<p><strong><img loading="lazy" decoding="async" class="alignnone size-full wp-image-2324" src="https://brandsuntapped.com/wp-content/uploads/2021/07/1-13.jpg" alt="Sandra Arcan, Bits and Pixels" width="700" height="234" srcset="https://www.brandsuntapped.com/files/2021/07/1-13.jpg 700w, https://www.brandsuntapped.com/files/2021/07/1-13-300x100.jpg 300w" sizes="auto, (max-width: 700px) 100vw, 700px" /></strong></p>
<p><strong>Can you tell us a little bit more about the history of Bits and Pixels? What was the thinking behind the agency and how have things evolved?</strong><br />
Working for Konami on their licensing business reignited my love of video games and I knew pretty quickly that I always wanted to stay in the industry in some way, shape or form. That coupled with &#8211; at the time &#8211; 15 years of retail and licensing experience led me to have that ‘Aha!’ moment in late 2015… ‘Why don’t I offer a specialised licensing service to video game developers and publishers? ‘</p>
<p>It was clear that the games category within licensing, already enjoying considerable momentum at the time, was only going to go from strength to strength. So I joined forces with my business partner Su-Yina Farmer, also an ex-Konami colleague, to make it happen.</p>
<p>The thinking behind it was to give licensors a genuine sense of an extension of the team, where our love for gaming and understanding of what makes it so special is something that made them feel confident about outsourcing this very important aspect of fan engagement.</p>
<p>Since its inception in early 2016, the agency has evolved to offer what we see as complimentary services of event production and gaming influencer recruitment. It means we now work with clients both inside and outside of the industry; their common goal being that they want to engage the highly sought-after gamer consumer.</p>
<p><strong>It has been widely reported that gaming is an area of growth for licensing. Beyond the obvious that games sell well and have a loyal following, why do you think gaming properties are now finding success in licensing?</strong><br />
The universes created in gaming franchises are often expansive and filled with seriously stunning art, character and world design. So, just from an aesthetic perspective, you have some standout material to work with to make product appeal to consumers &#8211; even if they’re not die-hard fans of that title.</p>
<p>Gaming brands also have a particularly active dialogue with their audience and multiple channels to communicate about the latest in consumer products, not least social media, conventions and livestreams. So you have a really diverse and effective set of ways to get the word out there and make a licensed collection a success, outside of the traction generated by retail partners.</p>
<p>It’s also been something new and exciting for licensees and retailers to focus on in recent years, beyond the traditional successful entertainment and movie franchises.</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-2325" src="https://brandsuntapped.com/wp-content/uploads/2021/07/2-14.jpg" alt="Sandra Arcan, Bits and Pixels" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2021/07/2-14.jpg 700w, https://www.brandsuntapped.com/files/2021/07/2-14-300x171.jpg 300w, https://www.brandsuntapped.com/files/2021/07/2-14-350x200.jpg 350w, https://www.brandsuntapped.com/files/2021/07/2-14-25x13.jpg 25w" sizes="auto, (max-width: 700px) 100vw, 700px" /></p>
<p><strong>How much of a challenge is it to take a game property from the screen and into licensed products, from a design point of view in particular?</strong><br />
As mentioned, the artwork can be some of the most gorgeous you would wish to find. That said, the availability of said artwork and assets is where the challenges can begin.</p>
<p>Translating video game art into a really strong consumer products collection is very doable, with assistance in understanding what fans love about a particular franchise. The tricky part is doing all this in time to launch simultaneously with a key game or expansion launch.</p>
<p>Final in-game assets are often locked rather close to the launch of the game. However, we’ve found a number of ways to work around that with the brands we represent. This includes pre-order sales mechanics and having the ‘canvas’ for a product pre-approved so the final approval can be somewhat fast-tracked when the assets are ready.</p>
<p>Drawing from evergreen aspects of games is also a great way to keep a steady stream of product development going.</p>
<p><strong>Are there some genres of gaming that won&#8217;t work for licensing? Or do you feel there is potential for all genres?</strong><br />
I believe there is potential for all genres, so long as there are usable assets and demand from the audience. Some genres do lend themselves particularly well to specific product categories though.</p>
<p>An immersive MMORPG is likely to work perfectly as a coffee table ‘Art &amp; Universe’ book for example. An epic shooter will be great in the replica collectibles category. A RTS (real-time strategy) title invariably leads to strong ideas for a tabletop gaming experience.</p>
<p><strong>You have been involved in some very successful and high-profile licensed products in recent times. Can you tell us about a few and give us some insight into what made them a success?</strong><br />
We’ve had two tremendously successful launches of the Destiny x Palladium brand collaboration. The hype train went into overdrive very quickly as soon as the partnership was teased on social media, and when launched, the collection led to websites going down due to the extent of the traffic generated!</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-2323" src="https://brandsuntapped.com/wp-content/uploads/2021/07/3-15.jpg" alt="Sandra Arcan, Bits and Pixels" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2021/07/3-15.jpg 700w, https://www.brandsuntapped.com/files/2021/07/3-15-300x171.jpg 300w, https://www.brandsuntapped.com/files/2021/07/3-15-350x200.jpg 350w, https://www.brandsuntapped.com/files/2021/07/3-15-25x13.jpg 25w" sizes="auto, (max-width: 700px) 100vw, 700px" /></p>
<p>We feel that this partnership worked perfectly, not least because of the shared celebration of exploration that is present both in the Destiny experience and in the DNA of the Palladium brand. Fans totally got it and loved the designs as well as how natural the partnership felt.</p>
<p>Another one we loved working on was the collaboration between Capcom’s Resident Evil and cosmetics brand, Mehron. Mehron, being the leader in professional special effects makeup, were able to bring their expertise from working on Broadway, Hollywood sets and Cirque de Soleil, to making a super fun Resident Evil Zombie Cop make-up kit. The video tutorial content and influencer engagement helped make this a great success.</p>
<p><iframe loading="lazy" title="YouTube video player" src="https://www.youtube.com/embed/kf-w1WbVc7Q" width="540" height="295" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p><strong>Are gaming companies more tuned into licensing these days? How do you persuade them about the benefits licensing can bring them?</strong><br />
They definitely are. Many AAA game studios and publishers have a licensing operation, whether that’s in-house or outsourced. Many indie games have invested in licensing too, especially those that have been breakout hits. Gaming companies’ vision and intention for it can vary wildly though…</p>
<p>Some want to keep it very limited and work with handpicked partners to make specific products that they already know they want. Then, at the other end of the scale, there are brands that want a truly wide range of products, spanning all price points, with a view to be inclusive and offer something to all within the fanbase.</p>
<p>If persuasion is required when speaking to gaming companies, it’s normally borne out of concern about having the time and resources to do it all well, rather than a hesitation about the value of licensing per se. Ultimately, it’s difficult to compete with revenue that actual game sales generate, but companies understand that the key value is providing a compelling engagement point outside of the game experience, with the added bonus that it drives incremental revenue.</p>
<p><strong>Have you found licensees more receptive to working with gaming brands? Are there still some categories that you would like to see more welcoming to gaming brands?</strong><br />
Yes, absolutely. Many are not just receptive to, but proactively seeking gaming brands for their portfolio. That said, attention is often on the top four or five brands that are identified as ‘must-have’. That is, quite understandably, driven by retail buyers also asking for those brands.</p>
<p>While we’re definitely seeing some fashion and mass market retailers growing their gaming proposition quite considerably &#8211; especially for their online offering &#8211; we’d love to see that go even further. As more retailers look to expand their gaming proposition so that it includes a selection that makes core gamers sit up and take notice &#8211; with an unexpected but cool mix of trending brands, indie games and long-running franchises &#8211; that&#8217;s where it gets even more interesting.</p>
<p>The more that happens, the more you’ll see additional product categories getting involved, including things like beauty and toiletries.</p>
<p><strong>What advice would you give a designer who wants to understand more about the gaming sector and design trends within it?</strong><br />
I would suggest doing some research into what some of the biggest pop culture licensees in categories like high-end collectibles are doing, as a starting point. Here you can see the adaptation of gaming worlds at their finest, not just in the product itself but in the packaging design that comes with it.</p>
<p>Attending and researching some of the big gaming and pop culture conventions such as Comic Con is also very useful, as you can see everything from keychains and pins to collectibles worth several hundreds of pounds.</p>
<p>I’d also advise a designer to ask for a deep-dive session with any gaming brand they’re working with. It’s a very valuable thing for the developers to see a desire to get a more comprehensive understanding of the worlds they’ve spent years creating. And the more you know, the better the design result is likely to be!</p>
<p><strong><img loading="lazy" decoding="async" class="alignnone size-full wp-image-2326" src="https://brandsuntapped.com/wp-content/uploads/2021/07/4-14.jpg" alt="Sandra Arcan, Bits and Pixels" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2021/07/4-14.jpg 700w, https://www.brandsuntapped.com/files/2021/07/4-14-300x171.jpg 300w, https://www.brandsuntapped.com/files/2021/07/4-14-350x200.jpg 350w, https://www.brandsuntapped.com/files/2021/07/4-14-25x13.jpg 25w" sizes="auto, (max-width: 700px) 100vw, 700px" /></strong></p>
<p><strong>Finally, are there any licensing trends and developments that you would highlight for the next 12 months?</strong><br />
Brands have been looking to talented artists and fan artists outside of their studios to help bring even more beautiful artwork to life. I think we’ll see that even more in the next 12 months and it injects new life into the way a brand is interpreted and adapted to consumer products.</p>
<p>We also think the experimentation within the fashion category will be more noticeable. Gaming brands want to offer more garment shapes and fashion detailing, especially if collaborating with a fashion brand &#8211; collabs being another specific trend.</p>
<p>We’ve seen a great reaction to the Destiny collections that our licensee Ark/8 have brought to the table, and this is great as it further dispels the myth about gamers only wearing t-shirts and hoodies.</p>
<p>There’s a lot of style in the gaming community and we’ll be seeing that being demonstrated even more in the year ahead.</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-2328" src="https://brandsuntapped.com/wp-content/uploads/2021/07/5-12.jpg" alt="Sandra Arcan, Bits and Pixels" width="700" height="400" srcset="https://www.brandsuntapped.com/files/2021/07/5-12.jpg 700w, https://www.brandsuntapped.com/files/2021/07/5-12-300x171.jpg 300w, https://www.brandsuntapped.com/files/2021/07/5-12-350x200.jpg 350w, https://www.brandsuntapped.com/files/2021/07/5-12-25x13.jpg 25w" sizes="auto, (max-width: 700px) 100vw, 700px" /></p>
<p>The post <a href="https://www.brandsuntapped.com/the-brand-radar-talking-video-games-with-bits-and-pixels-sandra-arcan/">The Brand Radar: Talking video games with Bits and Pixels’ Sandra Arcan</a> appeared first on <a href="https://www.brandsuntapped.com">Brands Untapped</a>.</p>
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