Resident Evil Requiem Hits Switch 2 & High Fashion in the Metaverse With Blueberry CEO Amy Madison Luo
43m 52s
This episode of "Fox on Games" opens with host Aiman Dignum introducing a focus on digital fashion in the metaverse, highlighting an interview with Amy Madison-Luo, CEO of Blueberry. Blueberry is a global fashion house for the digital generation, primarily operating on Roblox and Snapchat, with a legacy in Second Life. Amy discusses challenges like maintaining brand recognition in pixel-limited environments, using a signature purple color and blueberry flower logo instead of overt text. She addresses digital counterfeiting, noting that while platforms like Roblox support DMCA takedowns, IP protection is still evolving. Blueberry collaborates with influencers and K-pop stars like Espa, and plans to launch physical capsule collections, blurring the line between virtual and real-world fashion. The episode also covers major gaming news: Capcom's Resident Evil Requiem launches to strong reviews, Bungie's Marathon holds a server slam beta ahead of its March 5 release, and mobile gaming trends from Sensor Tower show a shift from download quantity to player retention, with strategy games leading growth. Additionally, a segment lists upcoming game releases and esports events, including Valorant Masters Santiago and the LCS Lock-in Finals. The interview underscores how digital fashion is becoming a non-negotiable presence for brands targeting younger consumers.
[BEEP] Fox on Games, your Insiders' Cheat Code to Gaming. Welcome to season two. I'm Aiman Dignum. Remember to like, subscribe, and comment on whatever platform you're listening to this on. Coming up, we talk to Amy Madison-Luo of Blueberry. What's Blueberry, you ask? High fashion in the metaverse. Today, the future generation-- this is where they're living right now. This is a new town square for brands that are thinking about growing. And if you have a consumer that reaches Gen Z and Gen Alpha, it's soon going to become a non-negotiable for you to have-- like, for you to not have a presence on here. You're going to have to have a presence in these ecosystems. Roblox, Second Life, and even Snapchat. It's the versace of your digital characters. And they have big plans for the future, both for your avatars, and bringing those fashions built out of bits and bytes into cloth and stitching into the real world. First up, the biggest stories in gaming this week. Here's what's making headlines. [BEEP] Capcom's highly anticipated survival horror title, Resident Evil Requiem, is officially launched. And besides digital downloads, you'd be hard-pressed to find a physical copy anywhere. Six survives are I could consider home dead from the same thing. Yeah, that's not good. Victor purchased a building after umbrella went under. The Roadshale Chronic Care Center. Available for PC and the three major console platforms, it's not a surprise to anyone who follows industry tracker, Matt Piscatella, and the company he works for, Serkana. This game is one of the most anticipated releases of the year right behind GTA VI. It follows rave reviews for the previous game, Village, and recent remakes. [SCREAMING] You're OK. What does Victor want with you? What do you mean? He grabbed you for a reason. Did you find anything on purpose? Not yet. Nothing on the servers at the CIA or the Pentagon. You are a ignorant fool. Leon, we're running out of time. The new story revisits the siege by zombie-like creatures, raccoon city, and the beloved character, Leon S. Kennedy, who may be half-infected with the T-Virus, while introducing us to a new character of Grace Ashcroft. Reviews coming in from Metacritic are very good, while Fox on Games doesn't review games as of this moment. Capcom supplied us with an Nintendo Switch version of this game, which they are looking to showcase how well the game runs on a less powerful console, opposed the Xbox and PS5 platforms. As of this recording, we haven't touched it yet, but we'll let you know how it plays in the next installment on our new day, Fridays. Speaking of other new games, Bungie started running their server slam beta event for their first-person sci-fi extraction shooter, Marathon. Similar to Arc Raiders, the open weekend will serve as a test on the stability of online play. With stress on the servers, making sure that the release day of March 5th goes as smoothly as possible. We'll also allow players to find game-breaking bugs before the official release. And, because of this free weekend, give players a tryout and work as a marketing tool for those on the fence. Just be aware, if you are already on board, the rewards you game now will not really carry over to the official release. There will be specialized rewards showing that you tested the game, but any other stuff you earn will reset. Bungie says, quote, "The server slam is a slice of Marathon's gameplay, enough to get comfortable, but not enough to see everything." And the sensor tower state of gaming is out now, and we should break it down for you, our loyal audience of gamers and industry members. They say that with over 5,000 games per minute downloaded worldwide, mobile gaming is shifting. It's not about how many downloads you get, but retention. That aligns with our recent interview a few podcasts ago with Phil Coe of Play Ventures, the venture capitalists who are funding new mobile ventures. They both say retaining, engaging, and monetizing existing players are critical to growth in the market. And it shows that strategy games are the only genre to make gains in revenue, downloads, and time spent, led by Last War Survival, and Whiteout Survival. For PC and console, with 3,800 downloads per minute, Battlefield 6 is the best-selling PC console game of 2025, beating Titans, like Call of Duty, and Fortnite, and other massive launches like Marvel rivals. Still to come, forget skinny jeans. In the metaverse, it's all about why to K-Baggies and high-fidelity pixels. We're talking to the creative visionary behind one of the biggest digital fashion houses in the world about counterfeiting, K-Pop collabs, and why Roblox is the new town square for fashion brands like Versace. That interview is next. I'm Joel Carosquilo, and here are this week's releases. Coming out on the 27th, Lesara Summit Kingdom build the city of your dreams on a mountain. And for PS5, Xbox Series X and S, Nintendo Switch 2, and PC. I know now that you're the one that I've been searching for, but it's a special one. It shows it's one. It's as craft. Resident Evil, Requiem. Moving on to March on the third, Naughty Nomes. Play as customizable nomes in this funny multiplayer game and choose cards to upgrade your bill for PC. The best style of that is the idea of a Nostraff. Legacy of Kane, Defiance, Remastered. For PS4, PS5, Xbox One, Xbox Series X and S, Nintendo Switch, and PC. And for PS4, PS5, Xbox Series X and S, Nintendo Switch, and PC, Scott Hildrum, X. On the fourth, for PC. Homura Hime, fight against Demon Girls possessed by deviant emotions in this intense anime-style action game. On the fifth, Marathon. Marathon. Marathon. Marathon. Marathon. The first new entry in the Marathon series since 1996's Marathon Infinity scavenged a lost colony in the far future in a survival extraction setting. For PS5, Xbox Series X and S, and PC. Never grave the witch and the curse. Embark on a journey with the help of a curse hat and fight with magic for PS4, PS5, Xbox One, Xbox Series X and S, Nintendo Switch, and PC. Planet of Lana, two children of belief. For PS4, PS5, Xbox One, Xbox Series X and S, Nintendo Switch, Nintendo Switch 2, and PC. And for PC, Timberborn. It's city building and resource strategy, but with the colony of beavers. And that is this week's releases. Hi, I'm John Toldy with gaming events taking place across the world. The Valorant Masters Santiago runs from February 28th through March 15th. It's the first global event of the 2026 Valorant Champions tour season, kicking off in Chelle. 12 of the world's top Valorant teams, who qualified through stage one tournaments across the regional leagues, will compete for championship points and a step closer to the championship in Shanghai. The Swiss stage runs from February 28th to March 4th, featuring top teams like NRG, G2 and Team Liquid. The League of Legends, LCS Lock-in Finals, takes place March 1st at the Riot Games Arena in Los Angeles, following the conclusion of the inaugural tournament for the reinstated LCS. The event features a two-hour tailgate, BIOB, of course, before the best of five final, which determines the champion. Cloud 9 Kia has already secured a spot in the Grand Finals. They will face the winner of the lower bracket final, Sentinels vs Lion Team Liquid. The CS2 ESL Pro League season 23 features a mix of online and LAN matches taking place from March 1st to the 15th. It involves 24 counter-strike teams that compete in the online phase, with the top eight advancing to the playoffs with top European seeds beginning their climb towards the finals, which will be broadcast across ESL's Twitch and YouTube channels. Playoff teams will compete for a share of a nearly $300,000 prize pool. Fighting Games Max Mode 2026 runs between February 27th and March 1st. It's a significant regional fighting game tournament taking place in Pete's Tree Corner's Georgia. Hosted by data FGC, it's a premier fighting game celebration that brings together competitors from across the southeast and beyond for a weekend of high stakes brackets and community vibes. The tournament featuring multiple titles, including Street Fighter 6, Tekken 8, Guilty Gear Strive, The King of Fighters, and retro classic games like Street Fighter 3 and Third Strike, a Jazzy Circuit Auto Qualifier. And Regiment.GG, the gaming group that helps current and foreign military members transition back to civilian life, is hosting a free-to-enter gaming event on US Army-based Fort Hood in Texas, on February 28th. With $5,000 plus and prizes for service members veterans independence, they will be holding a 2v2 call of duty tournament, a 1v1 mad in tournament, and they'll be holding a gaming PC giveaway. To sign up, go to Regiment.GG. And those are the gaming events taking place across the world. (chirping) If you. spend any time on Roblox Snapchat or even Second Life, you know that how you look matters just as much in bits and bytes as it does in the real world. Enter Blueberry, they aren't just making assets, they're building a global fashion house for the digital generation. From trending Y2K genes, two collaborations with K-Pop sensations like Espa. They are proving that virtual clothing is a multi-million dollar business. I recently sat down with Amy Madison-Luo, the CEO and creative director of Blueberry. We talked about the challenges of maintaining brand recognition in a blocky world, the fight against digital counter-fitting and their ambitious plans to bring metaverse chic to the physical clothing stores. Well, thank you very much, Aiman. It's great to be here. My name is Amy and I'm the CEO and creative director of Blueberry and we are a global fashion house for the digital generation. Our primary means of distribution are Roblox and Snapchat right now. We're really focused on Gen Z and Gen Alpha and the gaming and social digital landscapes, but that doesn't mean that we're not going to go physical in the future. You're going to go physical in the future with some of your clothes. Would they. We've seen some artsy stuff before. Are you going to go like low five, eight bit blocky? Some in sometimes because you work in Roblox to make real life clothes that are Roblox like? Yeah, that's a really great question. You know, with fashion, the sky's really the limit in terms of creativity. We've really even seen physical brands like Louis Vee go really pixelated for some of their collections when they've leaned in into the digital and gaming frontier and we've seen digital brands go more high-fi in the real world. I think those are both areas that we can play in. We are mainly digital right now, but we are going to start launching and experimenting with capsule collections. Really, we're a co-collaborative brand with the audience. So we're going to probably try a little bit of both. I don't want to reveal too much, but there are opportunities for both in the real world. How do you guys maintain brand recognition in a game like Roblox and other more less blocky and less boxy style games? It would be easy in this game in particular, probably less so. How do you do that? When you're building in a digital landscape, it really depends on the platform. Each platform gives you a certain level of fidelity, a certain number of pixels that exist within your asset. That's often all one of the challenges that we're facing. We really pride ourselves on being really high fidelity. We really try to squeeze in as many details as possible. You can really see the texture, the look and feel, the wrinkles, the creases, the shadowing. That is what really our audience tells us that makes us stand out. We take a lot of pride in that. Well, that said, how does branding translate? When our whole goal is we're building a brand or building brand recognition, well, it's really difficult when you're limited by pixels. We don't really want to slap blueberry right across the chest on every single garment. There are certain brands that do that, that do that very successfully. I would say that we're probably not there. So we're really bridging a fine line in terms of tasteful aesthetic and brand recognition. We've done a really great brand exercise in terms of we identified brand colors, the color purple. And a color palette that really balances that out that consumers are starting to identify with us. We also have our iconic blueberry flower that really shows up in different whimsical ways. So even though blueberry, the wording is not there. If you see the flower, we're trained in the consumer to recognize that that is the blueberry brand. Where we are able to really add the blueberry logo, we find that adds value to the consumer in terms of people who want to buy blueberry for the brand. It signals a certain element of premium signals, a certain world that they're buying into. And so we do put it on, you know, like little accents where it does make sense. We take a lot of signaling from real life brands and there's a lot to learn from. I think MU MU is a great example that has really done a tasteful job at taking their brand and tastefully putting it on different elements of their clothes. We also take learnings from brands like Tom Brown, where you see the three color stripes and you immediately know that right? We're hoping that that's how the flower translates. We also have a look and feel where if customers see it, they immediately will see blueberry just because we've trained the customer in terms of the fidelity details. So blueberry is on certain items, but due to the fidelity limits, it's not on everything. But if we're doing our jobs right, the consumers still should be able to identify, hey, this is a blueberry quality item is probably made by blueberry. So how do you guys stop like digital counter-fitting? Is there a thing in place to stop that? No, unfortunately, not right now. I mean, the idea is there the platforms like Roblox are all signed up for DMCA. There's DMCA takedowns, which basically means, hey, if somebody, anybody sees infringing activity on the platform, they can file a complaint and Roblox has an obligation to go look into that and take it down and it is infringing hot tap. We have been in situations where we've seen because our assets are digital, it does give you an ability to copy a much easier than in the physical world. We have seen other people take our creations and post it. Unfortunately, we're still early on in the digital world right now where the controls are not there. As more creators come into this space and as, you know, the space grows, I'm very hopeful that IP production laws will become more stringent. The platforms are going to become more disciplined. I mean, they have to, they have to protect creator rights. Otherwise, creators are going to leave the platform. Well, can you give me a list of besides Roblox any other games that you guys are actually in? So, you know, not every, there are adults who play video games now. It's not a kids thing anymore, you know, but not everybody plays Roblox. Like when I talk about Roblox, I don't understand it because it's not for me. It's for Gen A and Gen Z. What other, what other platforms are you on? Yeah, so Blueberry has a really rich history. Blueberry started off in gaming. The company's been around for over a decade and really started off in second life. So if you go on the second life, we still have a presence. We have a store. We also have a store in Zepeto. We've tried a couple of different platforms, but because every single platform has a different tech stack or requires a full stack team to be building on that tech stack, right? The same mesh or pattern doesn't apply across the board. If you're building on a Unity Engine versus an Unreal Engine versus Snapchat, it's all different tech stacks. So we really decided to focus on the two biggest platforms that we see a lot of growth potential and where the majority of our audience lives today and that's Snapchat and Roblox. And so I would say that Snapchat probably is a little bit older in terms of their slightly more Gen Z than Gen Alpha. So really we pivoted the brand towards creating for the digital generation, which is predominantly Gen Z and Gen Alpha. We really do that generation as digitally native. They understand it. They have an online presence. They understand how identity translates. We really want to provide for that generation and collaborate with that generation. That's our main audience. Now that said, there are still some of our loyalist customers, believe it or not, on Roblox, our 30 year old moms who have kids who are sharing in the experience with their kids and their daughters. And so that's really, really wonderful. Do you guys license out your designs to anybody who any art assets to like, we'll say like Call of Duty because they do skins. Would you, is that a thought in your world? Have you done that before? Yeah, never say no. For sure, always open up business opportunities. I said blueberry, you know, we have a very rich history of creating thousands, thousands of meshes and working with different brands. In the past, we did almost like white label license out some remixes. We were creating four brands, but really we've pivoted towards creating the blueberry brand right and putting our focus there. For now, we are collaborating with different influencers, Roblox influencers, real life influencers, musicians. We just did a collaboration with Espa, the big K-pop group, whereby it's really, you know, collaborator, ex blueberry. We find that influencers, collaborators and even other brands really find a lot of value and having the blueberry name there. Part of the appeal is that we've been in gaming for a decade. We are in the community. We have the live Discord servers, the live ops, we're communicating with our audience and we have a rich community of gamers to bring to that brand so that they're not just doing a fly by it, right? In the future, because we are building our tech stack, we have some of the best artists in the game. We are also building out the most efficient supply chain. There might be a world where we are creating for other brands and games. When you guys are designing these clothing, are you designing for who the player is or are you designing for who they want to be? Yeah, that's an excellent question. I would say both, you know, blueberries, like core ethos, just like Nike has just do it, ours is dare to be. What does that mean? It's really dare to be whoever you are in whatever form you are, you want to be at whatever moment, right? That's that's that can vary in terms of shape, gender, size, color, right? I can be one person now. I can be another person in the next five minutes when I go into another role playing game. Really, that's the beauty of being digital. There's not, you don't have to be so precious about the clothes that you wear. Everything costs less than a dollar. Things cost, you know, a couple of cents or roblox. And so you're able to really switch in and out of identities, try on different identities, stack different identities. And so really to answer your question is who you are today and where you want to be.
in the future and that can change. Have you designed like, I understand you designing the fashion, have you designed costumes for any specific experiences in Roblox? So somebody builds a medieval world in, do you have like the milk made dress that goes along with it, the blueberry milk made dress for that and the night's outfit? Yeah, we haven't gone, we have a couple of different items. We have a bunch of fun offs that are like in fantasy world. We have some really cute, like ice queen dresses. For example, we have some fairy wings. And so I would say we have one off, we don't have full collections yet, but that is absolutely something that we're exploring, right? As we get more into thematic themes, right? What does an anime drop look like? What does a milk made world look like? And we add our blueberry spin to it. I think that right now we're doing a really great job. Instead of going so fantastical, we're really taking our influencer, our brand collaborator or celebrity DNA and we're combining a blueberry. So it's almost thematic in that world. And when you look at that collection, you can tell right away, hey, it's this influencer, it's that brand, it's that K-pop group. Do you guys use anything to help teach the next generation on how to build digital blueberry clothing or designs? Yeah, absolutely. Education and community is so core to our brand ethos and we're going to be leaning more into that this year. Building community on roadblocks and within a gaming landscape for a brand is completely different than what you would do in the real world, in the real world. And especially leaning into, like the Gen A, the Gen Alpha ethos of collaboration, right? We really truly believe in collaboration and creating with the community. And that involves an element of education. One of the things that we've done that was really push the platform or roadblocks is we launched a design game, right? So we have our own meshes that we've created or proprietary meshes and meshes are really like the patterns, the silhouettes of an item. And so we created it. We colored in, say, to pink dress, right? Well now we've also taken that pink dress and made it available for the community to create a large portion of the audience on roadblocks given that is it is a UGC platform. They're creators, they're aspiring designers, right? And so we're really giving them the tools to then go customize and create their own dress and design it however they wish they can color on top of it. They can texturize it. They can put stickers on it. And so that is one step in that direction, but we are going to be doing more in terms of teaching the community. Hey, here's the behind the scenes of how you actually design a UGC collection. And would that be available? And say somebody's got a low running computer. Would that be available to be on like YouTube as well on for teaching these people how to make this stuff, even though it's a low, an old computer? Absolutely. Roadblocks is available on old computers, new computers, mobile tablets, all sorts of different devices. And that's what makes it really beautiful. But even outside of that, we, a blueberry is available on all of the various platforms that you just mentioned, right? Not only are there going to be tutorials in our discord, which is the predominant way that we communicate with our audience, but also we're going to be making these available on YouTube, on TikTok, on Snapchat. We just hired a head of random marketing. And I'm very excited about that is going to be making channel specific content. And part of that is going to be education. When you talked about launching real life clothes, where would you sell them? Would you sell them directly online or would you try and go to a high end shop and drop them off there as blueberries own? Or would it just be like, hey, you bought this in roadblocks? Now you can buy it in real life. Yeah, to be honest, we haven't gone that far yet. I would say that there are all possibilities. We are a brand and a company that really prides ourselves on experimentation and trying new things. For example, we are one of the only UGC creators. If not, probably we might be the only, that also has a Shopify store. It's a live Shopify store right now that directs people back to our two primary forms of distribution, which are roadblocks and Snapchat. That said, it's set up on Shopify, right? And we all know that roadblocks is also set up with Shopify plugins. It is relatively new. We've seen some brands do it very, very successfully, like Fenty by Rihanna. But there's lots of room for experimentation really pushing the boundaries there. So that is something that we're exploring. What does an in-game activation in our game make it fashion by blueberry look like when you can redeem things within Shopify, right? When you can direct a customer to Shopify, maybe you have the real life version that is the same as the digital version, maybe you have exclusive real life versions, right? So an e-commerce component is absolutely there in the pipeline. And also we could do a pop-up, right? We could do a pop-up in an existing store in real life. We can do a pop-up at an event where consumers are. We basically want to go where our customers are and whether that is a playground and a music festival, another shop, more open-dollity above. What is your best-selling item currently? I haven't looked at the stats in a while, but I would definitely say top five is a pair of baggy Y2K jeans. I mean, it has gone absolutely bonkers. This is an item where we sell thousands and thousands every single week. We've also had items. Given that we're operating at sort of, we're operating on roadblocks. We're subject to roadblocks as market place rules and algorithms. And so sometimes our items, we've had items that have sold a million items in the first week. We've had items that have sold less than that. And then I think that the baggy jeans has been a consistent one. Y2K is a really big theme that roadblocksers love. We've also created these armormers. Roadblocksers also love armormers. And so our armormers in denim, in cotton, in different fabrics are also a best-selling item. For last week's question, and in age of massive layoffs and AI-driven development is the era of the Rockstar developer over. And it was a consensus on all social media that no, the Rockstar dev is continuing on. This week's question, what do you think about digital fashion? What brands would you like to see and what are the fashions that you would like? For the uninitiated, such as myself, I don't play many fashion games if you could tell I'm in a sweatshirt right now. So, you know, I'm not very fashionable when it comes to clothing. Do people do like fashion shows in roadblocks? Do these young kids walk around, rock in the blueberry, and then go on against and say, I'm going to go with my point of reference here, some Tommy Hilfiger or, you know, explain what's going on with a fashion show in roadblocks for me. Yeah, absolutely. Oh, first of all, I really do appreciate your gray hoodie. It is, it looks very comfortable and also very chic. So please don't discount yourself. But yes, runway games are some of the most popular on roadblocks. To impress is probably the most popular fashion game on the platform. And it basically is a contest. You go in, you are five minutes, you give your game a theme and it's, for example, princess. The best princess will think, go down a runway and people vote for you, right? We've adapted our version of that to for our game. So our game, the premise is you can go in there and you can create your own, your own asset, right? This is the first time that roadblocks has ever allowed this. We immediately spun it up so we can give the audience really choice and ability to customize without the design skills, right? And a full stack team. And so for our game, you go in, we give you all the meshes. And because I mean, we've been around for over a decade, we have thousands of meshes. I would say without counting, but I'm pretty confident. I would say we probably have the most original meshes available for customization on the entire platform. And so our theme, our game is you go on, you're given a theme, hey, princess theme, right? And you're giving these meshes and you can customize your mesh. So you can choose your dress, make it the most princessy dress, you can, you can make it. And then you go down a runway and then people vote on your design. So this really combines an element of, you know, going down a runway, showing, showing off your, your, your amazing style and aesthetic, but also gives you the tools to be creative and actually code design yourself. And then a step above that is you can then publish that. And so you then own that dress that you've now customized. And now you can take that dress and run around in other fashion games and other role play games and just other games in general on the platform. You mentioned being on Snapchat, which is not really a gaming platform. It's more of a social media platform. Are you trying to expand the social media aspect as well? Yeah, we, we want to be where our audience is at the end of the day, right? Where, where our audience is, is expressing themselves. The two largest platforms right now happen to be Roblox and Snapchat. I think Snapchat in particular is often an under looked platform. I mean, the stats are Snapchat. There's almost, I think there are almost hitting a billion M8Us now. There's 250 million daily active users with a bit of OG, right? That are wearing clothes. All their members.
have to wear clothes and they're changing their clothes in and out because digital expression is just as important if not more important than physical expression. And so if you look at, you know, what we're thinking about competing for mind share, right? If you look at the brands that exist in the real world, they're competing for mind share. And then you look at the brands are in existence in just the Snapchat marketplace. Like the difference is dramatic, dramatic, and we're one of the leading brands on Snapchat. Every time you open up the app and you go to marketplace, we're often one of the first three on the homepage. And so that's really a great space for us that we really want to build more into. We really want to be dressing the bitmoji characters because that's a predominant way that people are communicating with each other through their emojis. And we want Blueberry to show wherever our users are showing up. What do you, does your company use AI or if it doesn't, what do you feel on AI probably likely using your designs? Yeah. So our company is not tool for AI right now, but we do want to start exploring where AI can start adding efficiencies. Now when we are a creative company, where we're a fashion company and there's always that tradeoff between like real life creativity, how much our humans actually adding, like creators have a lot of value, right? And the designers that we have on our team and the artists that we have on our team, we greatly value them. And there's always that scary thought that creators often have is, are my going to be replaced. Now the way we look at AI is not that replacement value, it's the efficiency value, right? What are the mundane tasks that we can replace that allow the creatives to 10X what they're actually doing their output? What can we do to make them more efficient? Right now, let's just say our entire supply chain is digital production that without a doubt, probably in a year, maybe even sooner, that's going to be automated, right? So our core skill sets and making the highest fidelity, the most detailed, the most amazing outfits and items, that will probably be automated soon. And so we're starting to look in the ways and how we can start upscaling all of our artists with some AI efficiencies that make them better artists. Today, a lot of designers use AI for ideation, right? Some of them will just take the ideation and just directly copy it. Now I would say that we're probably dabbling into it in terms of using it for creativity and ideation, but a lot, if not the majority of our processes is still very manual, we are coming up with the ideas we are talking to our audience. We are co-creating with our audience right now. Amy, you have explained the world of Roblox fashion to me in such a succinct way so far. What is what don't I know as a middle-aged man that's going on with Roblox fashion that you know as someone who's working inside of this brand new industry, relatively brand new? Yeah, it's interesting when I talk to people, right? Almost even before I talk to them, I can guess what bucket they sit in. If you are above, let's just say, if you're above the age of 20, 2025, right? There's two buckets that you fall in. One is you've never heard of Roblox, you don't know about gaming, you think it's periphery, right? It's like a nice to have. Or the other is, okay, you have kids, you have nieces, you have nephews, you've interacted with kids and you know they really want Roblox and you know they spend a lot of time on this platform. So you know it's important, but you haven't really figured out why, right? That's like the older generation and like the millennials and onwards. And then you have the folks that are, you know, Gen Z, Gen Alpha, certainly, 2020, 25 below. They deeply understand, you mentioned Roblox, you mentioned SnapChat to them, they immediately know the importance of self-expression and the importance of digital clothing. And it's just obvious to them, right? These are worlds that they grow up in. And so I would say that for the general audience of like what don't, don't people know, I think is, is that these are worlds where the youth of our, of our, of today, the future generation, this is where they're living right now, this is a new town square for brands that are thinking about growing. And if you have a consumer that reaches Gen Z Gen Alpha, it's soon going to become a non-negotiable for you to have, like for you to not have a presence on here. It's not only going to be a form of marketing, right? Not only the most efficient form of marketing, if you look at, you know, like cost print impression cost, cost for a click, you're reaching more people at a higher engagement, at a cheaper rate, but also it's going to become a real form of revenue generation. It already is, right? Blueberry, we have blueberry. We make, I mean, we make a lot of money in revenue. It's a real, it's a real form of product. And a lot of people I talk to, they think it's a, it's a nice to have, but it's not going to be a nice to have. It's going to be a real revenue stream that is expansive and value additive to your current physical value street and product offering. And so treating these digital worlds as something real, I think is going to be a non-negotiable for any brands that want to reach this audience in the future. So would you say that this is currently the metaverse that was promised the beginnings of it? Because a lot of people think that the metaverse thing was given up. And I never said that. I said, it's already here. We're just kind of, it's now quiet. Exactly, exactly. And you get it given, you've been in gaming, right? You're so deep in this world. I personally, I have 10, 10 years of digital asset experience, right? I grew up in crypto. I spent 10 years in it as an attorney, as an investor, as an entrepreneur. And I was right in the middle of that metaverse bubble. I think metaverse really, metaverse did itself a disservice, marketing when a skew, right? It got a bad connotation to it. But the promise of the metaverse, just like this digital world, this persistent presence and identity and engagement, the new town square being digital versus physical, it's already here, right? The NFT, all of the promises of the edempty metaverse boom, doesn't have to be on the blockchain. The blockchain didn't make a materialize, but it's already here in the gaming world, right? Gaming as an industry, just look at the numbers. It's the largest entertainment category bigger than movies, music, television, combined, the dollars, the attention, the players, all of that is here already growing a double digits every single year. So we're talking about metaverse in the digital version of like existence, of identity, of play, of social interactivity. It's already here, as you said. Brands are already waking up to it. If you look at business of fashion, if you look at both business, you're starting to see more and more articles come out. I think there was a hype cycle. Everyone pulled in their money, their attention, everyone started hiring innovation officers. And then they were burned really hard because the blockchain metaverse didn't materialize in the way they had, but the gaming metaverse has already always been here and it's continuing to grow. And do you think that the promise of an NFT since you brought it up still hasn't been realized yet? For gaming in particular, one of the big promises that I glombed onto was that I create an outfit in as an NFT and then I'd be able to bring it to any game I play. Do you think that's still a possibility or is that, you know, still pie in the sky? I definitely think it's a possibility. I think we're a far way out. I think it's every consumer including myself, right? You want to be able to buy one item and snap, try and be able to take it across digital worlds. Not only as the creator of it, so we don't have to create individual versions for every gaming platform and every game, right? Every closed ecosystem. But especially for the consumer where you're only buying one item, right? You're not having to buy 10 versions of it because you're playing 10 different games. You want to show up in your same outfit. I think there's a lot of value to it. There's a lot of benefits. Whether or not, you know, the big players, the owners of these ecosystems will open up their ecosystems for experimentation and that unified, you know, like common language of that asset is TBD. I'll let you know when I know and you let me know when you know, we'll definitely be creating on that standard. Maybe Blueberry will be a participant in creating that standard. We'd love to be part of that conversation. Amy, thank you for taking time to talk to me today about fashion and roadblocks, something that I have zero knowledge about. So you've you've illuminated me quite a bit. So thank you, Amy, so much. Amazing. I'm Brian Holgren. Every week we make sure you're getting the most out of your subscriptions. Here are the games you get for free this month. Xbox Game Pass Ultimate for PC, Cloud and Console. There's EA's popular sports title, College Football 26. The most important sports that remind our rivals. Take the field as your favorite team and begin your journey to become the national champion. The game includes both a single player dynasty mode and a versus mode, allowing players to go up against their friends. Next is the real-time RPG, The Witcher 3 Wild Hunt. I accepted a job once. Did it? Asked to choose my reward. I invoked the law of surprise.
"Never thought I'd actually meet the child promised to me at that time." Reassume control of the mercenary monster slayer, Geralt of Rivia, and embark on a quest to find his missing daughter, who has the power to alter the world, explore different locations in a vast fantasy realm, use powerful weapons and magic to slay enemies, and make a series of choices that will ultimately determine which ending you get. TCG Card Shop Simulator, run your own trading card shop, and sell packs to customers to make money and build your own business. And in Dyson Million, try to roll several kinds of dice to score up to 1 million points and escape from a massive facility. Each type of dice includes a specific power-up, allowing players to use new combinations to complete challenges and earn rewards. Also, the following games are scheduled to be leaving Game Pass on February 28th, Expeditions a Midrunner Game, Injustice 2, Mid-Alert, Shadow of War, and Monster Train. For Nintendo Switch Online's Virtual Boy Channel, there are 7 games now available for players to enjoy from the Classic 90s console. Players will need the Virtual Boy accessory and an online account to enjoy the following titles. Virtual Boy Wario Land, make your way through a treasure-filled cave as the yellow-hatted anti-hero, discover vast riches, and fight powerful bosses. Collecting Pinball, enjoy a virtual version of the classic arcade game and a setting out among the stars. Red Alarm is a shooter inspired by titles such as the Star Fox franchise, as players become the pilot of a space fighter and blast enemy ships in epic space battles. 3D Tetris is a twist on the classic game, as players will have to match three dimensional shapes by rotating them to clear out rows. In Smarthno Yagata is a first-person horror game, where players take control of a private detective and must make their way through a massive monster-filled mansion. Coloroboxer, this boxing title allows players to take control of a robotic fighter and go up against different opponents. And golf is exactly what you think it is. Grab your clubs and take to the golf course to play a couple holes in a virtual landscape. Steve, the 2D platformer is "Scape Up", try to escape a massive tower by climbing your way up and out, all while defeating different enemies trying to get in your way. There's also the local multiplayer shooter, Royal Vermen. This game allows up to four players to take control of their own creature from rats to seagulls and go up against each other across different maps. The game includes several different game modes, giving players different ways to play. Epic Game Store There's the puzzle game, boxes lost fragments. Play as a thief inside a massive mansion who discovers a series of boxes designed for an unknown purpose. Use your skills and cleverness to solve each puzzle and complete your journey. The game will be available from Thursday, February 26th through March 5th. Hey you! You looking for a job? Also available for one week starting on the 26th is the horror platformer My Night Job. Use a variety of weapons and abilities to help lead a group of survivors inside an abandoned mansion to safety and fight off hordes of monsters looking to take you down. The game includes up to 60 different weapons and a variety of scary surprises around each corn. And that's our show for this week. Thank you so much for listening. If you have a game you think I should cover, let me know, send me a DM or leave a comment on our social media platforms at Fox on Games on most of them. I'm always looking for new suggestions. Make sure you follow, subscribe, share with your friends and leave a 5 star review. It's the best way to help the show grow. You can also get two minute long updates every weekend here and on my other podcast, Fox on Tech. We'll see you right back here Saturday, Sunday and Friday.
Podcast Summary
Key Points:
The podcast "Fox on Games" features an interview with Amy Madison-Luo, CEO of Blueberry, a digital fashion house for Gen Z and Gen Alpha.
Blueberry distributes primarily on Roblox and Snapchat, with a history in Second Life, and focuses on high-fidelity virtual clothing.
The company maintains brand recognition through distinctive elements like a purple color palette and a blueberry flower logo, rather than direct branding.
Digital counterfeiting is a challenge, with limited protection via DMCA takedowns, but Blueberry hopes for stronger IP laws as the space grows.
Blueberry collaborates with influencers and K-pop groups like Espa, and explores future expansions into physical clothing and other gaming platforms.
The episode also covers gaming news
Upcoming game releases and esports events are listed, including Valorant Masters Santiago and LCS Lock-in Finals.
Summary:
This episode of "Fox on Games" opens with host Aiman Dignum introducing a focus on digital fashion in the metaverse, highlighting an interview with Amy Madison-Luo, CEO of Blueberry. Blueberry is a global fashion house for the digital generation, primarily operating on Roblox and Snapchat, with a legacy in Second Life. Amy discusses challenges like maintaining brand recognition in pixel-limited environments, using a signature purple color and blueberry flower logo instead of overt text.
She addresses digital counterfeiting, noting that while platforms like Roblox support DMCA takedowns, IP protection is still evolving. Blueberry collaborates with influencers and K-pop stars like Espa, and plans to launch physical capsule collections, blurring the line between virtual and real-world fashion. The episode also covers major gaming news: Capcom's Resident Evil Requiem launches to strong reviews, Bungie's Marathon holds a server slam beta ahead of its March 5 release, and mobile gaming trends from Sensor Tower show a shift from download quantity to player retention, with strategy games leading growth.
Additionally, a segment lists upcoming game releases and esports events, including Valorant Masters Santiago and the LCS Lock-in Finals. The interview underscores how digital fashion is becoming a non-negotiable presence for brands targeting younger consumers.
FAQs
Blueberry is a global fashion house for the digital generation, primarily distributing on Roblox and Snapchat, and focusing on Gen Z and Gen Alpha.
They use high-fidelity details like texture, wrinkles, and shadowing, along with brand colors like purple and an iconic blueberry flower to maintain recognition without always using the logo.
Currently, they rely on DMCA takedowns on platforms like Roblox, but they hope for stronger IP protection laws as the digital space grows.
Blueberry is primarily on Roblox and Snapchat, with a historical presence on Second Life and Zepeto, focusing on platforms where their audience is most active.
They are open to opportunities but currently focus on building their own brand and collaborating with influencers and musicians like K-pop group Espa.
They have created one-off items like ice queen dresses and fairy wings for fantasy worlds, and are exploring full themed collections for anime or other themes.
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