Right About Now with Ryan Alford - The Power of Social Brand Experience & Collectibles: Superplastic Launches Dopeameme Institute
Episode Date: December 31, 2024Right About Now with Ryan AlfordJoin media personality and marketing expert Ryan Alford as he dives into dynamic conversations with top entrepreneurs, marketers, and influencers. "Right About Now" bri...ngs you actionable insights on business, marketing, and personal branding, helping you stay ahead in today's fast-paced digital world. Whether it's exploring how character and charisma can make millions or unveiling the strategies behind viral success, Ryan delivers a fresh perspective with every episode. Perfect for anyone looking to elevate their business game and unlock their full potential. Resources:Right About Now NewsletterFree Podcast Monetization CourseJoin The NetworkFollow Us On InstagramSubscribe To Our Youtube ChannelVibe Science MediaSUMMARYIn this episode of Right About Now, host Ryan Alford sits down with Jennifer Van Dijk and Zach Sugarman of Superplastic, the groundbreaking media company celebrated for its character-driven content and iconic collectibles. Together, they explore the art of storytelling, the evolution of animation, and the future of retail. Jennifer sheds light on Superplastic's distinctive approach to creating compelling characters and fostering meaningful audience connections, while Zach shares insights into strategic areas like product development and forging impactful partnerships. This episode offers an in-depth look at how Superplastic masterfully balances business growth with nurturing an engaged fan community, unveiling the innovative strategies they use to captivate and connect with their audience.TAKEAWAYSStorytelling in character-driven contentEvolution of animation techniques and technologyFuture trends in retail and consumer engagementStrategies for audience engagement and community buildingImportance of character development and relatabilityBalancing business growth with brand identityThe role of scarcity in the collectibles marketDiversification of revenue streams beyond traditional productsImpact of digital platforms on content creation and distributionIntegration of AI in character development and storytelling If you enjoyed this episode and want to learn more, join Ryan’s newsletter https://ryanalford.com/newsletter/ to get Ferrari level advice daily for FREE. Learn how to build a 7 figure business from your personal brand by signing up for a FREE introduction to personal branding https://ryanalford.com/personalbranding. Learn more by visiting our website at www.ryanisright.comSubscribe to our YouTube channel www.youtube.com/@RightAboutNowwithRyanAlford.
Transcript
Discussion (0)
Personally, I would love if Toys was our smallest revenue channel, because it would mean we've
succeeded as a brand to be able to make the core collector happy with the best stuff,
but also make a business out of the other revenue that we have in our platform.
This is Right About Now with Ryan Alford, a Radcast Network production.
We are the number one business show on the planet with
over 1 million downloads a month. Taking the BS out of business for over six
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Well it starts right about now. What's up guys welcome to right about now. We're
always getting right. We're always fucking now.
So what's happening?
We got Jennifer Van Dyke, Zach Sugarman.
We're from Super Plastic.
It's a badass media company, and we're going to talk about storytelling,
the future of retail and just hey, you're in for a surprise today.
What's up, guys?
Hey, welcome. Hey.
What's cooking guys? Hey, what's cooking? So much. So much is cooking. We are cooking with Chris Go right now. Just launched a new location in Vegas. Yeah, it's cooking. Yeah, man. You guys
got your hands in a lot and anybody named super plastic gets my attention. I got to start there. Where did the, where did the name come from?
I wish we had a better story for it. It was really quite a random combination that our founder,
Paul Budnitz created. He was the founder of Kidrobot. And when he was ready to start a new
company, more character and IP driven, he wanted it to be super and somehow he landed
on superplastic.
Yeah. And, uh, I guess the obscurity sometimes with which names come from, you just never
know. It's just, it just lands certain places. You guys get the name. Uh, what, what was
it called? The something of Disney, the demented Disney, demented Disney. There we go. Yeah. I love it because we talked
a little pre episode and we're going to talk about some names, different things like that.
My head gets exactly where the space is. Sometimes where, you know, words are powerful demented
Disney. Yes. What makes it demented Disney ultimately. The reality is that we were born of TikTok and we were born of the
internet. Our two main characters, Jenky and Gugiman are the ultimate schemers. Jenky is sort
of the lovable idiot. Gugiman is the semi lovable and always interested in the world.
semi lovable and always interested in horror.
And it's a combination for the ages that really just locked into the core
of what Gen Z on TikTok wanted to see and wanted to be.
And we have taken their storylines and their dynamics
and grown their character galaxy
in a way that has fuckery at the
court. That's just who we are.
You used the analogy earlier, the modern day Tom and Jerry. And if you go watch,
if you remember, I remember like watching Tom and Jerry, I mean,
constant fucking with one another. That's all it was.
And it's funny. And that's exactly what this is, you know, and no matter what the adventure is.
And then they became playable skins in Fortnite.
And the audience really just took to it because they could actually now help create the fuckery.
Yes, I love it. The, uh, I mean, animation,
when I think back to the days of animation and the days now, how's it changed?
I know that I'm leading the witness a little bit, but I just, I'm curious, you know,
it was like a kid growing up and then all the stages though, I know it's changed
but I think for our audience, it'd be interesting
to kind of hear just some of the evolution.
For sure.
I mean, you know, back in the original days,
the stuff we probably watched as kids,
a lot of it was hand painted and drawn, et cetera.
So fast forward through into kind of where we sit today,
we actually sit at a really interesting moment
where animation is undergoing an incredible evolution.
The sort of last couple of decades have been dominated by very high end
professional tools, Maya and those types of things.
And they create beautiful professional level, you know,
the theatrical level animation
that takes a lot of time and a lot of money.
And then the emergence of the dominance of video game worlds
and especially massive multiplayer worlds
has started to push a new kind of animation
from a different direction.
And that's really based in platforms
like Unreal Engine or Unity, things where you can actually world build,
not just sort of character sketch, right?
And these things are colliding in a really interesting way.
Frankly, we're sitting right at the middle of it
because we produce a lot of content in Maya
and equally have a whole pipeline built on Unreal Engine
where we can use our characters and those things.
It gives us a different level of flexibility and equally have a whole pipeline built on Unreal Engine where we can use our characters in those things.
It gives us a different level of flexibility
because the reality is you're publishing content now
across so many different types of platforms
that sometimes you need a little bit of both,
the high end and the sort of medium.
But then we're sitting on this precipice
of where it's going to go in AI.
That is, I think, really, really exciting as well. Yeah, I definitely want to get down that AI road.
But one thing to add on real quick, Ryan, on that one.
With the tech too, like into where Jennifer was going, like once you make a rig,
a 3D rig of an animated character, you can then apply it to all these different
places. So when we're thinking about our IP, while yes, it is predominantly TikTok, YouTube,
content, Instagram, we are making things, you know, in Unreal for a Fortnite game. We
can apply that in other areas as well. So when people want to consume in different ways
now with new animation technology, you got that core rig setup
that then allows you and especially with AI to then capitalize on creating a lot more outputs
more frequently and easier and nimbler without having to like hand draw everything that new.
So you really can kind of amortize an idea or spread out an idea or a piece of content
across all these channels kind of once you get that core rig set up.
out an idea or a piece of content across all these channels kind of once you get that core rig set up.
Yeah, it's interesting because I think about, you know, I was going down the road of like the reporting of the writing with animation and how smart the dialogue has gotten in, you know,
the more in the talking animation shows. And then I was just thinking like Tom and Jerry,
they didn't say a damn thing. It's storytelling, right?
What's their voice sound like?
Yeah.
And I'm like, because I'm like, damn,
the writing today is so clever on the best animations,
including yours, and the story arc.
And I mean, when I talk about writing,
I think of it being a creative guy,
like I think through what you're seeing in the script combined. And I mean, when I talk about writing, I think of it, you know, being a creative guy, like I think through the, you know, what you're seeing in the script, combined with the
dialogue and all those things. I mean, maybe talk about that from you guys' perspective for how you
bring stories to life. It's so true though, the layeredness of it all. I mean, our characters actually garnered 22 million social followers,
never saying a word. And so they were Tom and Jerry in that way, right? And it was really in
the development of our TV show with Amazon, and in the development of our experiential,
that we've started to figure out, well, what do these guys sound like? And by the way, what would they say?
And how does that add three more layers to it?
And there is something very precious too
about the voice of a character
that I think we have the flexibility to play with.
So for example, if you think Ren and Stimpy's voices,
if you hear something that doesn't sound just like them,
you feel, oh, that's authentic, come out.
For us, we have a little bit of the flexibility to play with what these
characters may sound like, you know, again, the sort of, are we, are we messing
with you or are we being serious?
So we've been experimenting with a lot of different types of voice
models and different things.
Um, and again, the ability to create these things
cheaply and scalably, AI is a natural solution for us
in a lot of that, but it just opens up six more levels
when you start adding voice, but you gotta be funny then.
You gotta be like extra funny.
Different threshold, isn't it?
And it's so interesting because I think about a comment you just said,
Jennifer, like with the way it feels like stuff has scripted the best stuff today,
like with the way it draws the audience in is it's kind of like that wink and the
nod, right? Like you're in on this, you know,
we all know that we're rusing you a little bit, but you're in on it or, you know, or you're in on this, you know, we all know that we're, we're rusing you a little bit, but you're in on it or you know, or you're not right. It's kind of that interplay of,
letting you in, but are you really in? Isn't it something like that?
We believe in that deeply in every platform, right? I mean, we just published a TikTok post
on that for Thanksgiving that was one of our better
performing posts of the whole year. And like, if you know who
our characters are, it's edgy, funny. But you get it. If you
have no idea who our characters are, you might be like, what did
I just watch? Right? Yeah. So it is like, if you know, you know.
Right. Yeah. So it is like, if you know, you know.
Yeah, exactly. Zach, being on the strategy end with the company,
you know, what's what's what's your role?
Yeah, yeah.
So really, my role kind of, you know, on the strategy side of things
is looking at all of the ways, you know, our fans and consumers kind of interact with the brand
and then strategically thinking like,
how can we serve them better?
How can we do more of what's working?
How can we bring in other partners
that are missing to add a new element?
How can we tweak things, you know,
based on what we're seeing with our own fans,
but also what's in the marketplace?
And that kind of stands across the demented Disney
analogy. So that's everything from our content and the channels to like product itself. So we're
known for our vinyl art toy figures behind me. You know, what are other ones that are going to
resonate? Are there different ways of selling them? You know, live selling on the floor,
like a sports card collectible? Are there different partners from an individual artist or brand that
are really going to excite our fans that we want to bring to the table? Are there different things that we
haven't done before such as like creating our own Fortnite map game, which we did back in the summer
based on the popularity of our character skins? Is some new way we can engage our fans with our IP?
And then from an in real life, like with our experiential at Dopamine in Vegas,
you know, again, what is going to keep fans
happy?
What's going to keep them coming back, talking about it with their friends?
How can we take advantage of a physical space strategically, not just for people to interact,
have fun with the experience by product, but it's a third space venue in Vegas where there
are major events going on all the time.
For example, when F1 was there last weekend,
you know, we did a deal with a brand partner
that's a big sponsor of one of the F1 racing teams
to just host, you know, 100 of their kind of VIPs
at Area 15 in dopamine and have shut down the space,
have them go through it themselves,
get them a little swag bag and kind of entertain them there
and give them that full white glove treatment.
So it is across all of those.
It's staying on the leading edge of kind of those trends.
So I'm also the chief collector and the core nerd here who grew up collecting kid robot
toys, sports cards, comics, everything since the nineties.
So I'll participate a lot directly in our fans and discord.
We got a live unboxing video with one of our influencers later in the week that I'll be
doing too.
So I'm trying to just be the voice of the customer or listen to them, but also look
at all the data and the tea leaves and kind of see what makes sense.
And the beauty about our company, and with Jennifer and with Paul and kind of how we've
set it up is, you know, I mean, we literally talk about ourselves as a DeVenta Disney,
we say our style is fuckery.
So we want to have fun.
It's okay if it's not for everyone. We want to do strategically what makes the most sense
for us as a company and for those who get it and those being kind of our fans and those
consumers who, uh, yeah. I mean, cater to your fans. Like it can't be all things to
all people, you know, and it gets, it gets tricky. I'm sure
Jennifer is CEO. Like you're looking at numbers, like there's probably temptations
to get outside the box sometimes, you know, but it's like keeping that narrow path, right?
It is. There's temptations all around that could really mess the business model, right? And at the same time, investors and everybody else demand growth and we want the IP to touch
as many people as possible.
So balancing those things is a really interesting opportunity.
But like any audience today, no matter how big it is, it's really composed of segments
of smaller audiences. And ours is a perfect plate in that sense,
in that our big audience is actually composed
of subgroups of people that are really into gaming,
into art, into fashion and music,
different parts of pop culture,
not every part of pop culture,
but certain segments, adult comedy and anime fans even.
When you look at it as a grouping of smaller segmented audiences that have this beautiful
Venn diagram of overlap, then you start to add in geography, gender, age. At the core of it is a Gen Z or young millennial consumer that if you watch
our content is equally split gender, male, female. If you buy our toys, you're probably
more likely male slightly, you know, slightly on the older side of Gen Z. But really what
we try to do and what Zach does so brilliantly is help identify who we're speaking to with
what angle because our company can also,
at the same time, be so many things. Smart. First word came to mind.
I get it. I'm eating it. I'm eating it for lunch, dinner, everything. As a marketer, as a brand guy,
it's really smart. Talk to me about bringing personifying animated characters
in a way. You know, like you've got social media, you've got all these things. I hope that makes
sense. But like you have to sort of make them real and they are real in their own way. But
is that a challenge? Is it fun? Is it all the above? Yes. Yes.
You know, what's so interesting is if you think about what's happening in the world
today, you know, there are avatars that all of us play in games or on social media or
things like that.
There's characters that we all love from different parts of our lives.
We've talked about a few today. This idea of a character is really strong in our culture
and in our world today, but in so many ways,
a lot of them are thin as a cracker in that, you know,
like sure, there's a ton of characters,
but what do you really feel?
What are you really a fan of?
And what makes that difference?
And that's something we spend a lot of time thinking about,
which is like, okay, janky and googey mon and their galaxy of characters, Daisy and the little
helpers and everything else. People know them, we've achieved that mission, but now the mission is
to get people to really know and love them. And that tracks in a couple ways for us. Like kind of
any good plot, right? You're either ever always developing character or advancing narrative.
We've developed character with this group, and now we're going to advance narrative. And that's why things like Dopamine Institute for Pleasure Research are so fun, because you're physically part of a scheme. You're part of an adventure to develop narrative with our characters. Meanwhile, we're back in the factory developing new characters too.
You know, that will eventually be ready with audiences to go out for
more adventures. But we kind of think of it that way. Yeah. How do you really
become a fan of something? I mean, Zach and I both spent so much time in the
sports business. We love fandom and we just apply it here.
Yeah. And you're doing a good job with it. Like just reading what struck me in, I mean,
this was my natural space, like, but researching you guys for this and looking at it, what
struck me is the loyalty of the audience. You know, like the, the, the core audience and how loyal they are and how
vested, you know, people are in this world and in these characters and in
the art and all that stuff, because the collectible, the interplay of the
animation with the physical art, with collectibles and all that,
there's a ton of like synergy with those two things
and that mindset is really brilliant.
Talk to me about like what those art releases are like
and what that world entails.
Yeah, so art releases, so, you know they can vary of course with everything that we got
going on, but in general, right, like we want to create this hype moment, we want to create
a sense of urgency where people are excited and know what's coming and then ideally we're
selling out pretty quickly after the drop, right?
So it starts with kind of teasing what's coming up,
you know, can we play off of some previous references,
you know, that the artist is known for,
maybe we've already collaborated with them.
We do have our own kind of super fam,
kind of our own loyalty group.
And so we do give them early access
to what that drop is gonna be, you know,
it's part of them being so ingrained kind of
with our brand of being loyal to it.
And then how can we show off the story and the lore
like behind the drop itself, like what went into it
and how can we create a larger conversation around it
with maybe kind of partners or fans of that artist itself.
And they do range.
So like we had an amazing drop over the summer
with an artist who's not known as like a big time art artist
but he's huge in the tattoo space for professional athletes
by a name of Ganga, based out of Los Angeles.
And he literally does all the tattoos for LeBron,
James, Anthony, Davis, Carlos Alcares,
the entire Brazilian soccer national team.
And so we did this awesome toy drop in those three versions based off of one of his iconic
characters.
And we had a super, super limited run, then we had a mid-tier, and then we had a larger
one.
We kind of staged the drops to create excitement, right?
People that missed out on the first super limited one had a chance for the other ones.
But what we did with Gangan, what he did a great job of,
was we seeded these to LeBron, to Anthony Davis,
to Carlos Alcaraz, to Vinny Jr. and Rodrigo.
And we have all these amazing photos of the toy.
So we used that to help amplify.
And so that would be one of bringing us into new audiences.
We have another one coming up with an Atlanta-based mural
artist called Greg Mike.
It's actually dropping late this week, where he's very much
into the core artsy.
He has an amazing space in Atlanta.
He's doing stuff at Art Basel this week in Miami.
And so with those, it is deeper into that art space.
Can we do a very cool curated wall mural?
Can we have potentially a live art experience
with the drop at Art Basel because we know
that community is already going to be there doing things.
We do try and customize these artist product drops to align with what we feel the fans
are going to be into and what the artist is known for.
When someone like a Greg Mike's can be at Art Basel, that makes sense.
When someone like Genghis is going to be in LA and you have the Brazilian soccer team in for a soccer game or LeBron James let's see them product
and capture a lot of content around it and then their stuff in between but we do want to bring
our artists very close to our fans and then really have it be more of a partnership where
they're involved with the drop and pushing it versus just licensing something and selling it
and then we're a manufacturing that is not what we do it super plastic at all. It really is that kind of blend of the
IP. And so that comes with how we bring it to market and how we sell it and really talk
to and engage with our fans.
So a shameless plug for the YouTube channel because our YouTube channel is blowing up.
So we got to, you got to be watching this to get the full experience. If you're listening
right now, we love you. We know we love you. We love you for making us number one, but look,
you have to watch us on YouTube because Jennifer was just holding up one of these characters.
Jennifer, I want you to hold them up again and tell me who that is. Who is, okay. Who is this?
Exactly. This is one of the three that we did with Ganga, the artist that Zach just mentioned.
And what's interesting is this is actually a perfect illustration of a combination between
a series of toy that we do called a choppy.
That's like the sort of eye and mask thing, but also with an astronaut, which was the
integration with Ganga's character that he has drawn, which is more of a sort of astronaut
type character. So it was a perfect combination. And as Zach said, we did three different versions
of it. One that we did in extremely limited quantities that sold out immediately. The other
two in slightly less limited quantities, but still small. Those also sold out pretty fast.
Yeah. Yeah. That was going to be where I was getting like, how rare are we talking about now? How, uh, what,
how's evaluation on these pieces, these going.
So, you know, and that's a, that is the ultimate, I think, um,
spreadsheet project is, you know,
how rare is rare enough. And to be honest, it is some, you know,
magical equation between the size of your audience
and quantities that you should make.
We have in our history done a lot of different experiments
with scarcity.
Zach and I have in the past year really started
to change the approach to be though to go
more and more rare for these types of toys because they are so valuable when they're
in the smaller quantities, both for us in our business, but as well as for buyers and
the secondary market, which is a really interesting and thriving opportunity for everybody.
Yeah.
And it's a really interesting point, Jennifer, because I think about it like as the CEO,
is this a brand player or revenue play?
Right.
Because it's like, hey, I can sell, am I going to sell a million of these or am I going to
do a hundred of them or a thousand?
And that's because the hundred or thousand is probably brand
because probably not a ton of revenue,
but it elevates the brand value and the character value.
That's an interesting interplay, I'm sure,
in the decision process.
It's a fantastic question because it is the core
of why we call ourselves an IP or a media company,
because that is our asset, that is our value,
and that is our goal, is to be larger than kind of any one
tool to bring that to fans.
And toys and our high-end collectibles are unequivocally
a fantastic brand opportunity to connect deeply
with a community.
We would argue the same is true for our experiential space in Vegas, for our game on Fortnite,
for our social media content and our longer format stuff.
All of those things become very important tools for how we grow and expand the IP that we build and want fans to love.
It's unequivocally brand. Yes. Yeah, I'm sure. But I want our audience,
we have a very fluid marketing and business and executives to the startup, got the crowd,
but they need to understand this interplay because we've gotten conditioned in this world
of very cheap performance marketing stuff,
sell, sell, sell, sell.
And that's great.
I mean, we all gotta make the cash register ring
at a certain point, Jennifer.
I know you probably held some level of your evaluation,
I'm sure, is monetarily driven.
However, you can't, the high tide raises all ships. And when you elevate the
brand, you are elevating the IP to a level of evaluation that it would not have without that
investment. And that investment pays over time. Unequivocally. And there's really kind of two components that we balance in our business.
The first is really this, how do collectors work, right?
What is the way that a core collector base grows a brand?
And I learned this when I was in the NFT space
at Dapper Labs, the biggest collectors,
your most avid collectors are actually the ones
that attract the most,
you know, attention and others to your brand. So it doesn't work where it's like a concentric
circle outward. It works where the whales, or your biggest collectors, you know, bring in kind of the
fringe. So it's almost like from the furthest out is attracted in by your core collector group.
And so it is incredibly important for us, and Zach articulated this too, to keep that
core collector satisfied and happy and intrigued.
That's one dynamic in our brand.
And that also has the scarcity and the revenue limitation to it. At the same time, our mass reach and our collection of
targeted segments that make a mass on social media platforms and other larger format vehicles is
equally important to us because that also brings new people into the funnel and gives us, if you
will, the currency to be able to spread that IP through other
channels that will make us revenue, right?
Like personally, I would love it if toys was our smallest revenue channel,
because it would mean we've succeeded as a brand to be able to, you know, make
the core collector happy with the best stuff, but also make a business out of
the other revenue that we have in our,
you know, in, in our platform.
Smart, really fucking smart.
I got two smarts out of you Ryan.
Yes.
Cause you play it. This is the Ryan Alford brand brand playbook.
I grew up on the, I've been in this for 20 something years and watched, you know,
some of the brand, the
innovative brand approaches erode.
And this is a game of chess when a lot of players are playing checkers.
And I see that and I value it.
So I want to give you props for that.
I appreciate that.
Zach, talk to me, you know, as a collector and as someone that you're a consumer and working on the brand.
Do me and my kids need to get in on this?
Will happily send you some so the kids can have some fun.
I mean, the answer is yes.
I have a near 13 year old and my wife definitely enables us and support in a big way. But yeah,
I mean, he got back into collecting toys, also sports cards, comic cards. When there are local
card shows in town, I'll buy a table for him and his friends to put up their collections and sell.
And then it's a little business for him. So depending on who kids are, you could turn them
into what's the value of the secondary market. You know, how do you buy low, sell high, what to track, what not to, how to frame things
up.
I mean, isn't the number one thing kids want to do when they're later be an influencer.
So at least put some business mind behind them so there's not just an influencer.
It's like, hey, I'm an influencer, but I have a $30,000 a year side business on eBay and
I'm 14.
Like I'd rather see that on the resume.
So that's how I've got my kid into it. Tanner Iskra We have four boys, 15, 13, 12, and eight. And what I do with the boys, I coach their
sports teams and then we have these little collectibles that we do together. So this might
fit in there a little bit. David Kroeper
I feel like we're brothers from another mother on a different coast. Yeah, I am our coach of soccer
and flag football and then do the same and we'll have all
those things. They're great. Your older boys will love our content. Your eight year old should not
watch it. Yeah. Well, he can grow into it over time, but I do. But it's fun being a core collector
because I mean, the passion comes through the work I'm engaged. Like it's very authentic and natural
for me because I literally did grow up in San Diego
bringing my box of comics down to the San Diego Comic Con
back when you could sell and buy comics.
This is in the late 80s, early 90s.
And now it's the most amazing entertainment vehicle
extravaganza ever, but no one buys or sells comics there.
Yet it's called Comic Con.
It's really just a pop culture of us.
But then to now,
and so when we're engaging these people, like I understand the nostalgia feel, I understand
the, you know, how you want to display, like I'm not in my family cave, which has all the
toys and the cards that's over in the garage, but like it's fun to have out. We have things
around the house, people love asking questions about it, and then you can explain. So I'm
more of an extroverted collector. We have some that are introverted that may not want to talk about it, but you
know, behind that door, that's where they get validation because they have all their
toys set up. But that's more of an introverted collector. And maybe they just want, you know,
you to send them stuff that they don't want it to be loud and broadcast. Whereas others
like, yeah, here are photos of my collection. We're running something right now called deck
the halls over the holiday campaign where we're asking everyone to show off their super like, yeah, here are photos of my collection. We're running something right now called Deck the Halls
over the holiday campaign where we're asking everyone
to show off their super plastic collection.
And we're having submissions come in online
and then we're sharing them on social
and then rewarding our favorites and other toys.
And like people have the most amazing setups ever
with how they display our figures in the house.
And so it's very cool.
But then because of that, it's like,
well, this doesn't just have to be collectibles.
Like these kind of look just amazing in a lobby.
Like why don't hotels have this or law firms or consulting agencies?
Like these are great gifts and study or boring corporate holiday gift.
Why don't we do some custom paint and art figures?
And even if they're not a collector, just give them something cool and different.
So it's fun to play on the collector angle, but then, you know, understand that everyone doesn't have to collect it. At the end of the day, it just looks cool
to them. And that's okay. If they just want to stay, it looks cool and have no other connection
there. That's fine with us. Like we'll play with that.
I want to talk about Vegas and the future retail, but before we go, before we make that turn, talk to me about how your sports background has influenced
like what you've done here. You know, what's the influences for both of you really? Like I think
it's pretty obvious for me, but I think for the audience, you know, what you've done in the past
and how that's sort of influencing what you're doing at Super Plastics.
and how that's sort of influencing what you're doing at Super Plastics.
Yeah, I'll start and then.
Go ahead.
Yeah, you can lay on top.
So my background in sports was kind of always
around monetizing communities,
mostly more on the rights holder side.
So I worked a lot with teams, leagues,
rights holders, sponsorship strategy,
merchandise sales, ticket sales, media rights.
But the core of it was really like,
okay, what are these fans into?
How do we give them more of that?
How do we monetize them channel in an authentic way?
So that applies to NBA, that applies to global soccer, that could apply to a premier league
lacrosse team, that could apply to a e-sports team.
So from big to niche, it was still always around monetizing communities and understanding
that people consume differently. They want to be met on different channels. They want to be told different
messages and how can we personalize that to them? So applying that mentality, just bringing
it over into the collectible world, it really is about monetizing our community. We have
our core base of things. They are really into the vinyl art toys. We can grow more fans by engaging
them with our content, with experience. We can monetize across all those channels individually,
but also collectively. And how do we do that while staying authentic to our brand, which we're not
trying to be everyone, everything to everyone. And so we're making choices. So like, for me,
it's a very economic mindset of, what resources do we have?
What's the best use of them for our end game?
And would always do that
in applying into the sports world teams.
And so applying it in here.
And then there's just the parallel of just fandom.
Like fandom is very similar.
People love our characters and brand
kind of like they would do a sports team.
There are live things they can go to now with Vegas.
There are products that
they have and display and collect, and then there's content that they're consuming. So I kind of look
at it in that lens. But I know, Jen, you got some other ones too. I want to ask one thing there,
Zach. So when you guys monetize, I mean, thinking through the lens that you just said,
I mean, thinking through the lens that you just said,
and are you guys working with brands that then are paying to come to life
within your worlds with these characters?
Like are y'all selling?
That's one way.
Yeah, we're not a white label, like animation factory,
but absolutely.
Like we, I mean, we pursue all brand partnerships
to hit across all three of our tent poles
being kind of content IP being the first,
product being the second, and in real life experience being the third. So yeah, so like, absolutely there,
there are things we deliver that are viewed as sponsorship that they're paying us. They're also
things we're making together, whether that's product or new IP, where there's a path to revenue
for both sides and everything in between. So we do look at partnerships in a truly partnership way.
But yeah, absolutely. We're bringing a lot of eyeballs, a lot of fans, consumers to the table.
There's value in that. If we're putting additional animation resources and making a new IP,
and then taking it to market, there's a value in that. And that's very different than,
hey, we made a toy together. Here's how many we sold. Here's your royalty.
But that also is included in what we do.
So Jenky might be drinking a Red Bull and product placement. Like, how do we go that far?
You know, we would want to have a little more fun.
Is that hurting the brand?
Right. We've done, here's an example. We did something with Mercedes, where, you know,
they had an amazing new car release coming out and they wanted to collab
around a new character and new products.
We actually came together and created a new character called a Super Gackle, which is
kind of like an animated dog.
But then we made this awesome limited edition wood figure.
We had some apparel that was part of a capsule collection.
It was available when they released the car.
And then we did a big in real life event in New York, also as tied to
it. We then made a lot of content with Superbacl and kind of pushed that out there and that was
all integrated in one overall partnership. So it's more around that than just like
the, hey, here's a Red Bull, drink it. We would like to have more fun. We would want to get a bowl that maybe is red involved.
You know, does it lead to F1 in Vegas, or maybe they have to drink to kind of stay up
awake for 48 hours and go to all the events?
Does it culminate with Red Bull VIPs at dopamine?
Like I'm riffing here off the spot, but that's how I would kind of think of that partnership.
Oh yeah.
And I guess I'm always thinking through the lens of like Roblox, like, you know, within their janky and yeah, good, you bond world.
These experiences coming to life, the brand experiences in their world, you know?
Yeah. So in our Fortnite map game, like we're doing that, we have two partnerships that
just closed where we're integrating virtual goods. So like there will be one is a beverage company where if you find it and get it, it makes
you graffiti faster.
You have power-ups in the game.
There may be a billboard or a branded vending machine that's in there that you can just
interact with.
And so yeah, we're putting the brands literally in our worlds in those ways.
Absolutely.
Cool.
Ryan, you asked if it hurts the brand.
I think the question is
whose brand?
Because true.
We're only going to do it
in our fun style.
Yeah.
And you know, and if it works, I
mean, the Mercedes example,
if you look at the content, the
content is actually a story of
turning a standard sort of
dashboard bobbing dog into
a cool kid.
And that's because Jankeed Guggeman take him to the stars,
and kind of make him cool.
So it's really a transitional story as well.
By the way, that was Mercedes's best performing campaign
for people under 35 that year.
So, it's balancing the edge with the audio.
They did a glam up of the dog, people loved it.
Yeah. Got to have the story there. balancing the edge with the audience. They did a glam up of the dog. People loved it. Yep.
Got to have the story there.
Jennifer talked to me about Vegas. You know, we've talked, you know,
for the episode, you know, retail's struggled, you know,
with what they need to do to bring people back into the stores and keep people,
you know, interested in shopping again. Uh,
talk to me about the vision and what you're doing in Vegas.
Yeah, the so Vegas is really the start of a whole new level or chapter for super plastic
with this idea was incubated about a year ago when we discovered a partner called Area 15
in Las Vegas and Area 15 is I think they have 100 acres of property, about 25
acres are developed into sort of a burning man meets mall experiential location. And it's great
because it's just off the strip and it is literally an oasis of all these types of different experiential venues that you can go spend time in
and engage with. And what it became for us was the perfect way for us literally to take our
characters in our worlds that were born of social media and bring them to audiences and fans in real
life to continue those narratives. So we've opened what we call the Dopamine Institute
for Pleasure Research at Area 15 in Las Vegas,
opened a week ago.
It is part incredible retail store with our toys,
as well as with our Vegas specific dopamine specific product.
But what it is, is also a ticketed experience
that where you become
part of the action, you become part of janky and googeyman's latest scheme, which is to
suck your dopamine out and sell it back to you. That is their next get rich quick scheme.
So when you step inside, you are immediately transported to sort of a back alley in Queens, just where we all want to be. Right. And the, you know, the location is authentic graffiti.
It looks like an off-track bedding location.
If you remember what those look like, that's sort of where you start.
You go into a room that looks, then you go into a room that looks like the DMV,
even worse.
And you're like, wait, where
am I?
And all of it is to get you into this scheme of theirs where you are a test subject, that
they are putting you through different trials for how you elicit dopamine so that they can
quote capture it and sell it back to you.
How do you elicit dopamine?
Exercise, dancing, telling the truth or lying, being
creative. So we have different rooms. And by the way, you go through this experience with a group
of friends from start to finish, it's kind of all pulsed through. And you end up in this really funny
story where you have to do certain physical things to engage with it, but then the scam is in the last room
and you end up in the control room
where they've been monitoring you the whole time.
And in that room, we've integrated a whole bunch
of cool stuff where you can actually mess
with the groups behind you, and you realize
that the groups in front of you were messing with you.
It's truly interactive and story driven.
And we've even integrated some AI characters that where you can talk to our characters for
as long as you want all kinds of different stuff to really bring people into the world.
Yeah, I mean, it's, it's, it sounds fun. Number one, I'm like, you know, it sounds like amusement,
amusement ride meets storytelling meets, I don't know, animated sounds like a amusement amusement ride meets a storytelling meets,
uh, I don't know, animated characters that you love.
So it's like, it's a demented escape room, except we let you out.
Even if you get the puzzle.
Yeah.
And when we let you out, it's even better when we let you out or when you come in, it
goes right into our flagship retail store, which is available to anybody that goes to
area 15.
They don't have to get a ticket to dopamine.
So we have kind of all of our amazing vinyl art figures from all of our artist collections.
There we have some dopamine exclusive kind of merchandise, apparel, fun Vegas items, some things that tie into a pleasure research
Institute that have nothing to do with vinyl art toys.
So it's a vibe and a whole experience that'll be there. And it's great. And we're getting great feedback from,
you know, randoms that have no nothing about our brands to those that have been waiting
for it to open that have gone out since it's been open to those that have been in town
for other events in Vegas, both on the experience and on the retail side.
Any Easter eggs there where surprises? Lots.
Absolutely.
You navigate the experience with an RFID wristband in every room and you end up finding a whole
basket of goodies at the end when you download your wristband.
Pretty short.
That's cool.
Look at that.
The fun part too for us is that Area 15 sees
about three million people a year walk through their doors.
So the overwhelming majority of the people
that are going to come go through our experience
or be in our interactive retail shop are new to us.
They may have heard of us, but they don't know us.
So I think we've achieved that mission again of satisfying the core fans
with something really cool and a new adventure, but also really indoctrinating
those who who haven't heard of us yet.
Really fun stuff, guys.
Where are we headed?
Well, you know, sounds like we're living the, you know, the plan right now
with the with the new Vegas experience and all that.
But you know, any future plans we can share.
Absolutely.
So look, variety magazine called us the next Marvel, Supreme and Disney combined.
And that's the mission billion dollar platform for the new generation.
We've got the characters in the universe.
We continue to develop more of them.
We have the cool factor of the supreme brand nature.
And now, frankly, with the opening of Dopamine and the experiential, it's our first step
towards Disney.
And those are $ you know, a hundred billion dollar companies. Um, so we see no limit to the IP potential and the ability to continue to engage fans
and immerse them, you know, into the worlds along the way.
I mean, you know, this is a little syrupy for me.
So I like to minted Disney much better.
Right.
I'm just twisted enough, you know, that this film's in one of my
strategy decks. We got it. We're embracing it. Although someone say Disney's already pretty
demented, we bring it to a whole new level. Maybe. But that's exactly it, right? Like this is not
your father's, you know, amusement park. And this is not your father's IP brand. I mean,
and that's the fun of it. We get to create it. You know, my experience from the sports business was always working with the best IP on the planet
and the best IP on the planet comes with guidelines and guidebooks this thick.
Superplastic doesn't. Superplastic is a world that we get to create, you know, what fans want
and what we think is, is next on the horizon. And that's the fun of it.
Tanner Iskra Yep, it is. And, you know, own your different and you're doing just that.
Dr. Jonne McLean Yeah, for sure.
Tanner Iskra Hey guys, we're here to learn more about dopamine,
what you guys are doing, different ways to get in touch with you and the brand.
Dr. Jonne McLean So the best way is to go to superplastic.co, C-O,
products, dopamine.
The other aspects are follow our characters.
Follow us on social.
We are at jankyandgoogiemon on TikTok.
We are at superplastic on YouTube.
And we do have the character channels at janky and at Googymon on Instagram,
but at superplastic on Instagram will get you there too.
Love it.
And then for dopamine specific, we just launched at dopamine 702 on Instagram for all things
from that experience. We'll be pushing a lot of content, but out there, but you'll see
it on all channels. A lot of fun ways to engage.
It's been fun guys.
Appreciate you coming on.
We got to get you guys, because I want to hear what the boys are into and the
fam and get this collective story.
Yeah.
I'd like to get it.
We'll, we'll put it up.
You know, I got a, could have pretty good following.
We'll put some, cause you've got some love on there too.
So for those who are watching us, you can tell they're great zoom backgrounds.
You know, podcast or otherwise.
Look, I got my props in here.
I need some sitting right here.
You know, I think so.
What's your finishing move on the wrestling belt?
Oh, are you kidding me?
That's the, it's the stinger splash.
That's the, it's the stinger splash. Stinger. Oh, that's old school. You know, uh,
that's back in the days of wrestling back in the day, but you got to paint your face,
the black and white to do that. Yeah, exactly. Yes. That, uh, the scorpion death lock,
you know, if they really want it, but, uh, you know, we'll see. That was my favorite
wrestler growing up. So when we do our WWE blind box series, I know where to send you some toys.
Yes, for sure.
Hey guys, you know where to find us.
Ryan is right.com.
We'll have all the highlight links to super plastic dopamine.
My favorite word of the year, maybe here's we close out.
We appreciate you for making us number one.
Go check out the YouTube channel
and give these guys some love.
We'll see you next time.
Right about now.
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