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Interviews

Exclusive interview with Henri Mirande, CTO and Co-founder of Kinetix

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In a nutshell, Kinetix is an AI-driven platform that allows users to generate 3D content easily and quickly. But it is much more than what that quick summary suggests. Here we have with us its co-founder and CTO  Henri Mirande in a free-flowing chat about the platform, its features, its vision, its philosophy and its future. So, without any more ado, over to Henri!

Q. Let’s start on a personal note. Tell us briefly about your life and career.

A. I’m an avid gamer. I spent my teenage years playing strategy games, clocking up a total of four thousand hours on Civilization IV alone. As a passionate gamer, I decided to study Engineering in Computer Vision, a field that would allow me to be close to the games industry. After conducting research I joined multiple exciting tech companies bringing solutions to developers and publishers, such as Dynamixyz. My experiences helped me see that AI technologies will transform multiple industries, which is when I made up my mind to start my entrepreneurial journey in AI for gaming!

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Q.  Now we shall move to Kinetix. What’s the story behind Kinetix? Kinetix, as we understand it, is a product of the Covid-19 era. What were the founding objectives of Kinetix?

A. Kinetix started after I met my co-founder, Yassine Tahi, during the Entrepreneur First program in 2020. We share a common passion for gaming and belief in the potential of AI. We started by interviewing some experts and pros who were our potential users. What brought us together is that we were both convinced that, with recent breakthroughs in research, we didn’t have to limit the AI opportunity to the pros but think about it as a tool for casual users too. In many of our early stage discussions investors were pushing for a SaaS model to address the market of 3D animation professionals. We were convinced that AI was  going to give everyone new abilities and that a bigger market was going to be addressable in a short time frame. We made the choice to develop technologies for the mass market setting. The Kinetix vision is to Humanize Metaverse by allowing everyone to create their own stories through Emotes. This unique positioning gave us a strong first-mover advantage and we’re now seeing a lot of players starting to develop AI for broader audiences.

Q. Did you have a clear-cut idea at the beginning about the kind of platform you were going to develop for Kinetix and the kind of technological backbone required for it? Or did you innovate on the go towards the present platform and technological model?

A. We knew we wanted our tech to be very user friendly and as accessible as possible. We evaluate and make all our tech infrastructure choices with that objective in mind. It guides our development and we always leverage what we learn from our users to further simplify the creation or integration process. Our main metrics on our studio are the percentage of our users becoming creators and time it takes them to make their first creation. The metric we monitor on our SDK is the time it takes developers and publishers to integrate it, and we’re happy to say it now takes less than one day for junior game devs. By improving on these metrics, we ensure we’re creating tech that is able to onboard thousands of users and their User Generated Emotes into games and virtual worlds.

Q. You mentioned making the process of 3D content generation easier and more accessible. How far has Kinetix succeeded in doing that? Could you provide some stats, regarding the number of users and the amount of time needed to develop 3D content using Kinetix?

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A. On average, our users need 2 to 3 minutes to create and finalize an Emote. More than half of the created Emotes use more than two of our AI and editing features, demonstrating they easily navigate through and play with the multiple creative tools we offer to create awesome Emotes. You don’t have to take our word for it though – give it a try and see how easy 3D content creation can be! Our user base is constantly growing with more than 33% growth each quarter.

Our biggest recent success is for our SDK. We engaged hundreds developers in a beta program that helped us develop it. We are still accepting registrations and invite every developer interested in integrating Emotes in their projects to sign-up as a beta tester.

Q. You also talked about monetization for the users and fairer sharing of ad revenue with the creators. Could you provide some details – for example, stats about sharing of revenues with creators before Kinetix and after Kinetix?

A. The Kinetix Emote SDK has been developed to enable Emote distribution cross games and virtual worlds. AI not only heightens creativity it also guarantees to deliver assets in consistent formats. Our Emotes are 3D animation files that essentially contain information about the position of different points over a given period of time. As opposed to avatar or weapon, they don’t compete with the look-and-feel of the game or virtual world, they can be used agnostically whether the aesthetic is “blocky” (like Roblox), or realistic (like Fortnite). Kinetix Emotes are designed to be interoperable assets and this makes a huge difference for creators, allowing their creations to be used across multiple environments. Interoperability expands usage drastically, which leads to increased asset value, and like many other gaming companies we believe creators must benefit from that fundamental change. Kinetix gives 95% of the value of the first sale of any User-Generated Emote to its creator, as explained in our white paper. This is comparable to what big Web3 virtual worlds offer for their creators, while creator fees on Web2 gaming platforms often range between 20 and 40% of the generated revenue.

Q. The other objectives you had while starting out were better self expression while creating 3D content and interoperability of the content across platforms. After nearly three years of operating, what are your thoughts on these objectives with reference to the performance of Kinetix?

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A. With multiple integrations with games & virtual worlds currently being deployed we are beginning to deliver on our ambition of interoperability. One of the most exciting parts in our adventure is how we are progressively changing our focus towards Emotes. We define Emotes as animations that express avatars’ emotions like dances, gestures & celebrations. Working on Emotes and not 3D animations might seem a niche thing, but it is not! It’s a big challenge as we are now dealing with emotions that motions convey. We are creating new categories that are no longer just describing the movements but also the message they share. This is changing how we produce our own content, how we funnel the creative process for users, how we prioritize our R&D projects. We are convinced that this new approach allows us to build tech that is not only capturing movement but what it expresses. We feel that we are heading in the right direction to develop a new standard of self-expression technology.

Q. Now, tell us about the most eye-catching features of Kinetix?

A. The feature I am the most proud of is our Video-To-Emote technology. It is the first one we released but we are now at v1.5 and we can say that our AI has been polished and is getting better and better. Our challenge of delivering high-quality 3D animations with a single camera is very complex. We see many players delivering great tech but their setups are often time-consuming and expensive. We made the decision to give everyone, or at least every smartphone owner, the possibility to become a 3D creator for free and we believe this is the right decision. The level of expertise we reached on our Video-To-Emote technology is awesome and I am proud to see that in addition to the studio we are now offering it as a standalone solution with the recent launch of our “Motion Portal” tool. This solution allows brands to set up a Portal where their fans just upload their 10s videos to animate their favorite brand avatar and universe. It fully relies on our Video-To-Emote and we generate thousands of high-quality videos without any need for animation cleaning. This level of performance is what we were aiming for with my team of 10+ R&D engineers and I am happy to see that the results are engaging our partner communities!

Q. What are the new features to be launched in the near future?

A. We have really exciting features coming soon. One that really excites me is the release of our facial animation feature coming in 2023. My team worked hard to deliver a facial recognition technology embedded within our suite of AI models for 3D animation. Results are outstanding. I am excited to see our community of creators testing it by the summer. We know it will increase the level of fidelity of users’ creations. Mixing body motion capture with facial, style transfer as blend models allows us to provide the most comprehensive suite of AI technologies applied to 3D animations on the market.

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Q. Our readers would also love to hear about some of the impressive 3D content generated via your platform. If you don’t mind, provide some great examples.

A. One story I really like is the Next Dancer one. We constantly chat with our community on Discord and also arrange interviews with them. This is how we met with Damien Daube. He is a former professional breakdancer that was using our tech to record his dances and save them as 3D files. When we spoke for the first time he explained to us that he would love to see a game leveraging our tech to allow dancers to bring their dances into a virtual world. It was at the exact moment we were starting to build our SDK. Our paths were perfectly aligned so we went on a common journey and we are really happy that Damien has successfully launched the first version of Next Dancer:  the first AI based dance game. This new gameplay is seducing players such as famous IPs, with the French version of “Dancing with the Stars” having already made a collection of dances for the game. Embedding our tech at the core level of such a great game empowers creativity and UGC.

Q. Machine learning and artificial intelligence are witnessing phenomenal changes at a rapid pace. There have been reports that some of the big players in the field are eying 3D content generation using AI, after similar products in text and 2D graphics like ChatGPT and DallE? Do you see a threat or opportunity here?

A. All those new AI releases are a tremendous opportunity. One simple fact that proves it, is that over the last weeks almost every tech enthusiast has learned how to prompt. It is now clear for a lot of people that they will benefit from AI to improve their work and creative process. We believe those general models are putting the spotlight on how AI can impact multiple industries and gaming is a target of choice. Those models are trained on a very large dataset and this is a big difference comparing how 3D animations models are currently being developed. They mainly rely on academic datasets which are way smaller. Being able to collect large sets of animations is one of the main challenges for our technology. As Kinetix not only addresses professionals but creators at large, we built a top proprietary library of animations coming from casual users. This gives us a unique competitive advantage. It sets the foundation for training larger models in animation to excel in our industry. Our R&D tests prove that we are gaining a strong and long lasting competitive advantage.

Q. Finally, do you have any advice or suggestions to new entrepreneurs, especially as someone who started out and succeeded during the Covid pandemic?

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A. My advice is to do what you love and love what you do! Founding and managing a company is an exciting adventure when shared with passionate people. What I care about the most is to work with enthusiastic people who have very strong convictions on the future of AI and gaming. We are very cautious in our recruitment process to make sure that every newcomer brings a little more passion to the team.

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Interviews

Riding the winds of change

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With the iGaming industry currently experiencing a perfect storm of evolving technology, progressive regulation and increased internet penetration, we sat down with BETBAZAR’s Chief Operating Officer, Max Sevostianov, to get his take on the latest emerging trends for operators to keep an eye on and how they could potentially alter the gambling landscape in the next few years.

 

You’ve previously spoken about the increased adoption of AI being one of the most notable recent developments in iGaming, but outside of this technology are there any other notable emerging trends that you think will play a major role in shaping the future of the industry?

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From my perspective the growing prevalence of mobile gaming continues to have a major impact on how the iGaming industry is evolving. Driven by the increased availability of smartphones/tablets and greater internet penetration, mobile gaming offers unparalleled accessibility and convenience, which in turn enables users to enjoy their favourite games anytime, anywhere. Somewhat related to that, I think we’re also seeing live streaming platforms become much more popular and channels like Twitch – which is now the go-to medium for esports coverage – are becoming an essential part of operators’ toolkits. Finally on a more personal note, I’m a big believer in the potential of VR and AR technology. With recent games like No Man’s Sky providing immersive VR experiences where players can really feel the emotion of what it might be like to command their own spaceship, I really think the entertainment they provide will be key to the future of iGaming.

 

Looking specifically at the changing gaming preferences of customers, it seems that player interaction and community involvement are becoming increasingly important to operators looking to generate sustained user engagement. Do you expect products like crash games and bet-behind slots that offer these social aspects to become even more popular in future?

Definitely. Whether it’s having multi-player compatibility or providing social aspects that allow users to engage with each other and share the betting experience, any product feature that promotes unity will play an important role in increasing audience engagement. You only need to look at recent high-quality titles like Helldivers 2 to see how effective these gameplay elements can be. Here, the developers have created a co-operative third-person shooter where players compete in teams, invite their friends and socialise with one another to create a more immersive experience. I think when analysing this type of game, you have to make a distinction between the gambling side of things and the entertainment aspect – and I’m a big believer in the value of the latter, as this is what will ultimately provide the user experience that keeps players coming back.

 

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Likewise, when it comes to sportsbooks, live streaming and in-play betting – especially micro-betting – seem to be major focus areas for operators these days. Does the availability of better technology for higher-quality streams, more accurate live data and real time interaction now make it even easier for operators to provide a more immersive experience?

I believe at this moment in time, having the capability to supply fast gaming and fast betting is one of the biggest priorities for sportsbook operators. Advances in technology have made it possible to provide better quality live streams and more accurate live data feeds, which in turn enable bettors to make more informed decisions in real time. This of course goes hand-in-hand with live betting and micro betting, as having this up-to-the-second information available gives bettors more confidence in what they’re doing and empowers them to make quick bets on the fly. I think from the operators’ side of things, having access to official data providers has also made a big difference, as they are now able to work with reliable data that not only helps them provide a fairer and more enjoyable experience to users, but also assists them in analysing their business as well.

 

Finally, in terms of how new iGaming trends are formed, what is it that you think drives change in the industry? Is it shifting regulations, the emergence of new technologies or evolving player preferences/demographics that mainly informs how operators will respond?

The formation of new iGaming trends is driven by a combination of factors – and while in the long term I think the three you’ve mentioned are pretty much parallel, at this precise moment in time I’d put regulation in first place. All countries are trying to provide a healthy environment in which iGaming businesses can grow while also ensuring that player safety remains a key consideration. This is great, because it means that in regulated markets there are clear and understandable rules about what businesses can and can’t do, so they’re all starting from a level playing field. This obviously has a knock-on effect on how technology develops, as once these parameters have been set, your aim is to provide the best product you can within the constraints of that framework. Of course, player preferences also play an big part and regulators are often slow to cotton on to things like the popularity of esports, but over time they’re usually able to adapt to public demand.

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The post Riding the winds of change appeared first on European Gaming Industry News.

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Holly Fairweather Head of Account Management at House of Brands provider White Hat Studios

Women in iGaming Interview: White Hat Studios’ Holly Fairweather

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Holly Fairweather, Head of Account Management at House of Brands provider White Hat Studios, sits down with Gaming Americas to discuss the growing influence of women in the iGaming industry, and highlights how more can be done to improve the overall gender imbalance

 

Gaming Americas: Since joining the industry in 2018, have you noticed a change in how women are represented within iGaming companies, as well as general attitudes?

Holly Fairweather (HF): When I reflect on the past six years, it feels great to say I have seen a lot of positive changes in our industry and more importantly, an ever-increasing drive to address gender diversity. There is still work to do, and I am reminded of this attending our industry events, where it’s very evident we still lack female presence in C-level roles and on expert panels. It’s also not hard to see walking around conferences the overall gender imbalance that exists. With that being said, I do feel it’s moving in the right direction and I am regularly inspired by women around me being promoted to senior management roles, providing great mentors and role models. Awareness of gender diversity and celebrating success is continually being pushed via various channels, and for me plays a big part in why we are seeing more women have the confidence to progress in their careers and more women enter the industry. It’s also important to say, and why I think change is happening more, that the want of women to succeed and to increase female presence in our industry, is indeed backed by a strong support network of women supporting women, but also of the men in our industry.

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Gaming Americas: How important are groups like Global Gaming Women? What kind of initiatives have they offered to help your own career development?

HF: I’ll be honest, I’m still learning about all that Global Gaming Women offers. Working in the US market I see GGW as a substantial network which offers reams of support from training courses, lean in circles and mentorship and networking events just to name a few. I have taken part in a few of the industry wide networking events, and really enjoyed them, connecting with some amazing people, learning more about the industry. One of my objectives this year is to participate in more events, adding value where I can whether that’s within the GGW network or through other avenues.

 

Gaming Americas: What more can the industry do to make it more appealing to women and ensure they are better represented within organizations?

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HF: It’s got to start within each individual company taking responsibility for equal representation. This is not a tick box exercise to achieve a target on a gender split % by x date but must be about promotions and roles being rewarded to the best candidate for the role, regardless of gender, ethnic background, or sexual orientation. We need to shout about the success stories of DEI within the industry, creating an inclusive work environment will attract not just more women but more candidates overall, increasing the talent pool.

There is also a piece around exposure and shining the light on the fantastic women we have leading the way. Sharing their career paths, the good, and the challenges, to provide relatable examples of success. To make women in gaming not about the stats or portray the headline as a negative but more around showcasing the women that are successful and why, helping more women relate and pursue a similar path if this is what they wish to do.

 

Gaming Americas: What advice would you give to the next generation of women that are looking to make a breakthrough in the industry?

HF: This is a good one! First and foremost, you lead your own progression. Be proactive in building your network, push yourself out of your comfort zone to attend networking events. Reach out to other women in the industry for support and mentorship. That is on you to drive.

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Immerse yourself in a team with values that align with yours, a team that welcomes and promotes diversity of all types and supports and rewards on merit are key.

Build your knowledge, for me knowledge is confidence. Quickly realise it is ok not to know everything, ask the questions and find out. Be solution-oriented, supporting your superiors will get you noticed for going over and above and adding value to your team and company.

I was told ‘people do business with people,’ which I stand by and could not be truer in the igaming industry. Always treat everyone with respect, be kind, be yourself, but don’t forget to back yourself! Relationship building is so key in this industry and has helped me progress to where I am today.

Lastly, take risks. And by this, I mean sometimes you must step out your comfort zone and push yourself to try something different to progress to the next stage. So far, the most pivotable moment in my career and biggest risk I have taken, and I’m sure Andy Whitworth (CEO) and the White Hat Studios (WHS) team won’t mind me saying, was accepting the job at WHS. A brand-new supplier to the US, no content live alongside the fact I had never worked in the US market, so of course there was an element of risk. It was, however, a calculated risk as I was joining a team of experts, senior level management I had worked for previously, in an ever-growing US market. A no brainer now when I look back.

 

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Gaming Americas: From a White Hat Studios perspective, what DEI initiatives does the company put in place?

HF: DEI of all types is something I believe increases the performance of a team, and is something we are extremely passionate about at WHS. As we grow and expand, maintaining a strong culture has never been more important. We recently held a WHS workshop in Prague, with one section of our day spent holistically agreeing and locking down our values as a team, ‘Who we are, what we stand for ‘and ‘treating everyone equally’ is now embedded in our company culture as one of our five core values.

I have been lucky in the fact I have never felt that my gender has held me back in my current role and previous igaming companies. Although I understand this has not been everyone’s experience, I truly believe the more we celebrate success, drive awareness, embed inclusion within our companies, and work together across DEI as a whole, we will continue to see women progress and take on careers in igaming.

 

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Compliable

Reputation matters – the importance of supplier licensing

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More and more jurisdictions are introducing licensing for B2B providers in an attempt to boost regulatory oversight and restrict black market activity with Sweden and Denmark recent examples. In this piece, we talk to Greg Ponesse, Chief Revenue Officer at Compliable, about how the increased compliance burden can favour suppliers’ standing in the iGaming ecosystem.

 

Have you seen a shift in attitudes from suppliers to only provide products in regulated markets?

We have seen that suppliers that have traditionally taken a .com approach are starting to move towards being licensed to secure additional revenue and more customers but also to improve their overall reputation and standing. The perception of brand integrity plays a big part of the decision-making process because some operator partners might be reluctant to work with suppliers if they have a mainly grey-market approach.

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In the US, supplier licensing has always been the norm, so where we are seeing attitudes changing is primarily with European suppliers. Although most suppliers might have a few licenses that they need to manage in key markets, they are now better understanding the importance of being seen as fully compliant across the board as regulation changes and operators are looking for trusted partners.

Some of these brands are massive enterprises who are now trying to get a handle on how to manage all their licenses across multiple regions, and we have seen an increased interest in our software to support that.

 

What has been the driving force for this – regulator pressure or business strategy?

It’s a little bit of both. Regulator pressure is definitely a big one as gambling becomes more ubiquitous and mainstream. It’s the responsibility of the government to provide structure and regulation to ensure safety for consumers and many are starting to realize that suppliers play an equally important role in that as operators. We have recently seen examples of locally licensed suppliers being fined by regulators for offering their products to unlicensed operators, so providers need to be on the ball to ensure their reputation stays intact.

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That said, the grey market suppliers up to this point have stayed in grey markets because that’s what was available to them. Now you’re seeing new markets opening up like North America, which has been huge, where all states require suppliers to be licensed. These grey market players that have previously focused on Europe now see that there’s revenue over there to be gained, so they need to pull up their socks and play the game.

As a business strategy, suppliers can only remain in black markets for so long, avoiding paying taxes and declaring revenue. In a competitive marketplace, suppliers can definitely benefit from being more established and having numerous licenses. Operators might be wary to work with companies that don’t take compliance seriously so being able to show that you have X number of licenses and that you have infrastructure in place shows that you’re serious, and that you know what you’re doing. It kind of sets the table for you to have a soft landing and to be able to begin those discussions with potential partners.

 

A sole focus on regulated markets would suggest a negative impact on profits so what benefits do suppliers see from being licensed?

If the train is only going in one direction, you eventually have to hop on it. Moving away from grey markets will inevitably have a negative impact on profits but you then have to look at where you can find additional revenue. If you are a licensed supplier, it does allow you to work with the big local operators. You have to decide on whether you can make more money as a grey-market supplier or by going into markets being licensed and making the most of what that offers.

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Do you expect more jurisdictions will introduce B2B licensing going forward?

Yes, for sure. Gambling is ubiquitous now and governments recognise that it’s a great revenue generator for them and it also helps with ensuring responsible gambling. With licensing, you provide a framework, infrastructure, and environment that is safe, and it ensures that everyone is on a level playing field. That needs to include all different sides of the industry such as operators, suppliers, affiliates etc. If everyone in the ecosystem follows the rules, it will be a better place for all.

 

What are the big challenges that suppliers face when it comes to licensing in 2024 and beyond?

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Your licensing strategy, so basically, where you are going to go get licensed. This process takes time and resources, and you want to make sure you are prepared before you start talking with operators. They will want to know, just like as with any other vendor, if you are licensed as a supplier.

If we use the US as an example, there is no shortage of suppliers that want to partner with the available operators, so you need to know who you want to work with and where, and then you have to make sure you sort those applications properly. That is all about getting the right advice or using software because if you fail the process, you will end up at the back of the queue and your go-to market strategy will be delayed.

 

What, if any, are the key differences between licensing in the US and regulated markets in Europe and other regions around the world?

For starters, every state in the US acts as if it is its own country and the licensing process is very complex and rigorous. In Europe, it was initially somewhat more relaxed. You got your Malta licence, and that was then good for all countries in Europe. We’re now seeing a bit of backtracking, with more and more countries getting tougher on rules and regulation.

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Increased supervision, with regulators having more oversight, means there is no hiding and I think that is what we’re moving towards on a global scale.

I do believe that most suppliers and operators prefer a regulated market because it separates proper companies from the bad ones. If I was a large operator or supplier that invested time and money into licensing and establishing a compliance team, I would feel good about that because there are so many companies that can’t do it. There’s this element of pay to play, so to speak, in order to really maximize your profits in a region.

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