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Leo AR, user-facing marketplace for 3D objects, raises $3 million seed round

Apple’s introduction of ARKit changed the game for entrepreneurs, not unlike the App Store did on a much, much larger scale back in 2008.

One entrepreneur, Dana Loberg, has capitalized on the launch of ARKit with her startup Leo AR.

Leo is the result of a few pivots. The company first started out as MojiLala, which launched out of betaworks. It was a hassle-free sticker marketplace that allowed artists to upload their stickers and sell them through the platform for end-users to use in a number of locations.

In 2017, MojiLala released a new app called Surreal, which allowed artists to sell virtual objects to end users and lay them over their camera to record fun content. Now as Leo AR, the company is focused on 3D augmented reality objects without losing focus on giving artists an easy-to-use outlet for their virtual wares.

Today, Leo is announcing the raise of a $3 million seed round led by Great Oaks Ventures, with participation from Dennis Phelps of IVP, betaworks, Deutsch Telekom, Quake Capital and other angel investors.

Image Credits: Leo AR

The app operates on a freemium basis, letting end users subscribe to certain artists they like on the platform. Leo takes a 30% cut on those purchases, but Loberg said her main priority beyond generating revenue is ensuring that artists get paid well and are incentivized to create and sell through her platform.

Loberg also shared that the app has exploded in popularity among children, who enjoy creating videos with dinosaurs or dragons in them.

In fact, Leo users have created more than 8 million videos on the platform, and active users add more than 85 3D objects to their scenes and average 10+ minutes in the app when they use it.

Leo not only lets users distribute their content to other platforms like Instagram, but it also has a feed of the best videos created in Leo for others to check out.

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Garry Kasparov launches a community-first chess platform

Four years ago, MasterClass, a platform that sells celebrity-taught classes, invited chess legend Garry Kasparov to teach a class. He said yes, but soon realized that creating a message that could satisfy a majority of players was a “struggle throughout the process.”

While the class did pretty well, Kasparov found it “a little bit annoying” that he had to downplay concepts and stick to a specific structure. So, now, Kasparov is launching a platform he says has been several years in the making: Kasparovchess.

Kasparovchess will be a platform in which legendary chess players will have free reign to share tips and tricks with players from various levels. Financed by private investors, and media conglomerate Vivendi, the company declined to disclose its total capital raised to date.

The platform, produced by Vivendi, includes documentaries, podcasts, articles and interviews between experts and known players in the chess community. Moe than 1,000 videos have been recorded to date, Kasparov said. Beyond content, Kasparovchess will have an exclusive Discord server attached to it and playing zones.

In many ways, it’s a vertical-specific version of the chess MasterClass he did years ago, with a big focus on community and variety. MasterClass, which is reportedly raising funding that would value it at $2.5 billion, has been a leader in the “edutainment” space, which monetizes off of documentary-style entertainment. One of the unicorn’s biggest characteristics, as Kasparov alluded to earlier, is that it has to appeal to a wide audience so subscribers can hop from one class to another. Within the same month, a user could go from a Kasparovchess class to general pontifications from RuPaul on self expression. The more classes that MasterClass can get you to take, the longer you’ll keep your subscription.

Image Credits: Kasparovchess

MasterClass might consider its broad view as a differentiator, but it’s clear that Kasparov views it as an opportunity.

Kasparovchess has a monthly or yearly subscription of $13.99 or $119.99, respectively. The majority of lessons from experts and retrospective analysis on games you’ve played sit behind the paywall. The premium product also grants users access to a database of 50,000 manually created puzzles that allows players to train certain skills. The product will be available to the public by the end of month.

A popular competitor already exists: Chess.com. It’s a chess server, forum and networking site that launched in 2005, with premium subscription that ranges between $5 a month or $29 a year. Kasparovchess is significantly more expensive.

Kasparov says his biggest differentiator will be a focus on community. The long-term goal of Kasparovchess is to connect global chess communities with each other, unearth prodigies that might not have access otherwise and give others access to his experiences. He thinks that remote education during the pandemic has shown the need to have more interactive solutions, beyond buzzy promises.

“It’s time to actually switch from what we’re teaching to how students can apply it,” he said. “And that helps us indirectly because chess has been recognized for centuries as a nexus for intelligence and creativity.”

Kasparov became the youngest world chess champion in 1985. He retired from public chess in 2005, and has since launched a foundation to help children have access to chess worldwide. Most recently, he helped advise for “Queen’s Gambit,” a show about a chess prodigy that became Netflix’s most-watched scripted limited series to date on the platform. The show was so ubiquitously popular that sales for chess boards soon skyrocketed.

“I was so happy because it was the first time where we could see chess as a positive factor,” he said. “We had so many years with chess being seen as potential destruction and something that could push kids to the dark area of psychological instability.”

The freshness of this message mixed with an uptick in remote education has given Kasparov confidence that his years-long project is finally ready to launch.

“It’s not just about teaching the game, or playing the game, or debating the game,” he said. Instead, he hopes people who come to the platform focus on the culture of chess, its survival and its seemingly timeless power.

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Wonder Dynamics raises $2.5M seed to equip indie filmmakers with AI-powered VFX

Practically every film production these days needs some kind of visual effects work, but independent creators often lack the cash or expertise to get that top-shelf CG. Wonder Dynamics, founded by VFX engineer Nikola Todorovic and actor Tye Sheridan, aims to use AI to make some of these processes more accessible for filmmakers with budgets on the tight side, and they’ve just raised $2.5 million to make it happen.

The company has its origins in 2017, after Sheridan and Todorovic met on the set of Rodrigo Garcia’s film Last Days in the Desert. They seem to have both felt that the opportunity was there to democratize the tools that they had access to in big studio films.

Wonder Dynamics is very secretive about what exactly its tools do. Deadline’s Mike Fleming Jr saw a limited demo and said he “could see where it will be of value in the area of world creation at modest budgets. The process can be done quickly and at a fraction of a traditional cost structure,” though that leaves us little closer than we started.

Sheridan and Todorovic (who jointly answered questions I sent over) described the system, called Wallace Pro, as taking over some of the grunt work of certain classes of VFX rather than a finishing touch or specific effect.

“We are building an AI platform that will significantly speed up both the production and post-production process for content involving CG characters and digital worlds. The goal of the platform is to reduce the costs associated with these productions by automating the ‘objective’ part of the process, leaving the artists with the creative, ‘subjective’ work,” they said. “By doing this, we hope to create more opportunities and empower filmmakers with visions exceeding their budget. Without saying too much, it can be applied to all three stages of filmmaking (pre-production, production and post-production), depending on the specific need of the artist.”

From this we can take that it’s an improvement to the workflow, reducing the time it takes to achieve some widely used effects, and therefore the money that needs to be set aside for them. To be clear this is distinct from another, more specific product being developed by Wonder Dynamics to create virtual interactive characters as part of the film production process — an early application of the company’s tools, no doubt.

The tech has been in some small scale tests, but the plan is to put it to work in a feature entering production later this year. “Before we release the tech to the public, we want to be very selective with the first filmmakers who use the technology to make sure the films are being produced at a high level,” they said. First impressions do matter.

The $2.5M seed round was led by Founders Fund, Cyan Banister, the Realize Tech Fund, Capital Factory, MaC Venture Capital, and Robert Schwab. “Because we are at the intersection of technology and film, we really wanted to surround ourselves with investment partners who understand how much the two industries will depend on each other in the future,” Sheridan and Todorovic said. “We were extremely fortunate to get MaC Venture Capital and Realize Tech Fund alongside FF. Both funds have a unique combination of Silicon Valley and Hollywood veterans.”

Wonder Dynamics will use the money to, as you might expect, scale its engineering and VFX teams to further develop and expand the product… whatever it is.

With their advisory board, it would be hard to make a mistake without someone calling them on it. “We’re extremely lucky to have some of the most brilliant minds from both the AI and film space,” they said, and that’s no exaggeration. Right now the lineup includes Steven Spielberg and Joe Russo (“obviously geniuses when it comes to film production and innovation”), UC Berkeley and Google’s Angjoo Kanazawa and MIT’s Antonio Torralba (longtime AI researchers in robotics and autonomy), and numerous others in film and finance who “offer us a wealth of knowledge when we’re trying to figure out how to move the company forward.”

AI is deeply integrated into many tech companies and enterprise stacks, making it a solid moneymaker in that industry, but it is still something of a fringe concept in the more creator-driven film and TV world. Yet hybrid production techniques like ILM’s StageCraft, used to film The Mandalorian, are showing how techniques traditionally used for 3D modeling and game creation can be applied safely to film production — sometimes even live on camera. AI is increasingly that part of the world, as pioneers like Nvidia and Adobe have shown, and it seems inevitable that it should come to film — though in exactly what form it’s hard to say.

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Bilibili ups the ante in games with $123 million investment in TapTap

Competition in China’s gaming industry is getting stiffer in recent times as tech giants sniff out potential buyouts and investments to beef up their gaming alliance, whether it pertains to content or distribution.

Bilibili, the go-to video streaming platform for young Chinese, is the latest to make a major gaming deal. It has agreed to invest HK$960 million (about $123 million) into X.D. Network, which runs the popular game distribution platform TapTap in China, the company announced on Thursday.

Dual-listed in Hong Kong and New York, Bilibili will purchase 22,660,000 shares of X.D.’s common stock at HK$42.38 apiece, which will grant it a 4.72% stake.

The partners will initiate a series of “deep collaborations” around X.D.’s own games and TapTap, without offering more detail.

Though known for its trove of video content produced by amateur and professional creators, Bilibili derives a big chunk of its income from mobile games, which accounted for 40% of its revenues in 2020. The ratio had declined from 71% and 53% in 2018 and 2019, a sign that it’s trying to diversify revenue streams beyond distributing games.

Tencent has similarly leaned on games to drive revenues for years. The WeChat operator dominates China’s gaming market through original titles and a sprawling investment portfolio whose content it helps operate and promote.

X.D. makes games, too, but in recent years it has also emerged as a rebel against traditional game distributors, which are Android app stores operated by smartphone makers. The vision is to skip the high commission fees charged by the likes of Huawei and Xiaomi and monetize through ads. X.D.’s proposition has helped it attract a swathe of gaming companies to be its investors, including fast-growing studios Lilith Games and miHoYo, Alibaba, as well as ByteDance, which built up a 3,000-people strong gaming team within six years.

Bilibili’s investment further strengthens X.D.’s matrix of top-tier gaming investors. Tencent is conspicuously absent, but it’s no secret that ByteDance is its new nemesis after Alibaba. The TikTok parent recently outbid Tencent to acquire Moonton, a gaming studio that has gained ground in Southeast Asia, according to Reuters. Douyin, the Chinese version of TikTok, is also vying for user attention away from content published on WeChat.

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Snowflake gave up its dual-class shares. Should you?

Snowflake announced earlier this month that it would give up its dual-class shareholder structure, a corporate governance setup that often gives founders and executives superior voting rights, typically involving 10 times as many votes for their own shares as others receive. The mechanism can enable founders to maintain control despite later dilution and may sometimes even grant ironclad control to an individual in perpetuity.

For many companies, these supervoting shares represent a highly powerful tool, allowing founders to have their cake and eat it, too — to go public and receive the advantages of being a public company while limiting the power of external shareholders to influence how they run the company once it floats.

Some founders and their investors argue that these preferred shares protect them from the short-term whims of the market, but the perspective isn’t universally accepted.

Some founders and their investors argue that these preferred shares protect them from the short-term whims of the market, but the perspective isn’t universally accepted. Dual-class shares are a controversial governance structure, and some wonder if they are setting up an unfair playing field by allowing a cabal to wield outsized power.

Why would Snowflake give up such a powerful tool a mere six months after it went public? We decided to look at the notion of dual-class shares and why Snowflake may have been willing to let them go.

Snowflake’s decision

If one of the primary purposes of dual-class shares is to consolidate CEO power, then perhaps Snowflake felt they weren’t necessary, given the history of CEO-shuffling at the company. While Snowflake’s founders are still part of the organization, they hired Sutter Hill investor Mike Speiser to be their first CEO, followed by former Microsoft exec Bob Muglia before finally bringing in veteran CEO Frank Slootman to take their company public.

Without an all-powerful CEO founder in place, perhaps the company felt that supervoting shares weren’t necessary. Regardless, Snowflake CFO Mike Scarpelli framed the move as a decision that works for all parties when he announced that his company would abandon the special shares during its earnings call earlier this month.

“Today, we announced that on March 1st, 2021, our Class B shareholders in accordance with our governing documents converted all of our Class B common stock to Class A common stock, eliminating the dual-class structure of our common stock and ensuring that each share has an equal vote. We view this as operationally beneficial to the company and our shareholders,” Scarpelli said during the call.

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Epic is buying ‘Fall Guys’ developer, Mediatonic

Fortnite maker Epic today announced plans to acquire Tonic Games Group, most notably the publisher behind the fellow massive battle royale hit title, Fall Guys: Ultimate Knockout. Tonic Games Group is the parent company for the Irregular Corporation, Fortitude Games and Fall Guys developer, Mediatonic. Other titles developed under the umbrella include Murder by Numbers, Gears of War/Funko spinoff Gears Pop and Yahtzee with Buddies.

“It’s no secret that Epic is invested in building the metaverse and Tonic Games shares this goal,” Epic founder and CEO Tim Sweeney said in a release tied to the news. “As Epic works to build this virtual future, we need great creative talent who know how to build powerful games, content and experiences.”

Epic notes in its announcement post that gameplay for the popular title won’t change under the new ownership. As with Fornite, the company says it’s investing in cross platform play for the title, which is currently available on the PlayStation and PC with Nintendo Switch and Xbox arriving later this year.

Mediatonic was founded in the U.K. in 2005. Tonic Games Group was developed as a parent company last year. Based in London, the group now employs roughly 300 people, globally. Released last August, Fall Guys has proven a major hit for audiences and critics, alike. The brightly-colored title allows for up to 60 players to compete in battle royale-style matches.

“With Epic, we feel like we have found a home that was made for us,” Tonic cofounder and CEO Dave Bailey said in the release. “They share our mission to build and support games that have a positive impact, empower others and stand the test of time and we couldn’t be more excited to be joining forces with their team.”

Epic, of course, has money to burn. In addition to massive revenue generated from Fortnite, the company has raised $3.4 billion to date, including a $1.78 billion round in August of last year.


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Chinese mobile games are gaining ground in the US

Over the past year, the coronavirus crisis has spurred app usage in the United States as people stay indoors to limit contact with others. Mobile games particularly have enjoyed a boom, and among them, games from Chinese studios are gaining popularity.

Games released on the U.S. App Store and Google Play Store raked in a total of $5.8 billion in revenue during the fourth quarter, jumping 34.3% from a year before and accounting for over a quarter of the world’s mobile gaming revenues, according to a new report from market research firm Sensor Tower.

In the quarter, Chinese titles contributed as much as 20% of the mobile gaming revenues in the U.S. That effectively made China the largest importer of mobile games in the U.S., thanks to a few blockbuster titles. Chinese publishers claimed 21 spots among the 100 top-grossing games in the period and collectively generated $780 million in revenues in the U.S., the world’s largest mobile gaming market, more than triple the amount from two years before.

Occupying the top rank are familiar Chinese titles such as the first-person shooter game Call of Duty, a collaboration between Tencent and Activision, as well as Tencent’s PlayerUnknown’s Battlegrounds. But smaller Chinese studios are also quickly infiltrating the U.S. market.

Mihoyo, a little-known studio outside China, has been turning heads in the domestic gaming industry with its hit game Genshin Impact, a role-playing action game featuring anime-style characters. It was the sixth-most highest-grossing mobile game in the U.S. during Q4, racking up over $100 million in revenues in the period.

Most notable is that Mihoyo has been an independent studio since its inception in 2011. Unlike many gaming startups that covet fundings from industry titans like Tencent, Mihoyo has so far raised only a modest amount from its early days. It also stirred up controversy for skipping major distributors like Tencent and phone vendors Huawei and Xiaomi, releasing Genshin Impact on Bilibili, a popular video site amongst Chinese youngsters, and games downloading platform Taptap.

Magic Tavern, the developer behind the puzzle game Project Makeover, one of the most installed mobile games in the U.S. since late last year, is another lesser-known studio. Founded by a team of Tsinghua graduates with offices around the world, Magic Tavern is celebrated as one of the first studios with roots in China to have gained ground in the American casual gaming market. KKR-backed gaming company AppLovin is a strategic investor in Magic Tavern.

Other popular games in the U.S. also have links to China, if not directly owned by a Chinese company. Shortcut Run and Roof Nails are works from the French casual game maker Voodoo, which received a minority investment from Tencent last year. Tencent is also a strategic investor in Roblox, the gaming platform oriented to young gamers and slated for an IPO in the coming weeks.

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Splice gets $55 million for its software bringing beats from bedrooms to bandstands

Splice, the New York-based, AI-infused, beat-making software service for music producers created by the founder of GroupMe, has managed to sample another $55 million in financing from investors for its wildly popular service.

The GitHub for music producers ranging from Hook N SlingMr Hudson SLY, and Steve Solomon to TechCrunch’s own Megan Rose Dickey, Splice gained a following for its ability to help electronic dance music creators save, share, collaborate and remix music.

The company’s popularity has made it from bedroom DJs to the Goldman Sachs boardroom as the financial services giant joined MUSIC, a joint venture between the music executive Matt Pincus and boutique financial services firm Liontree  in leading the company’s latest $55 million round.  The company’s previous investors include USV, True Ventures, DFJ Growth and Flybridge.

“The music creation process is going through a digital transformation. Artists are flocking to solutions that offer a user-friendly, collaborative, and affordable platform for music creation,” said Stephen Kerns, a VP with Goldman Sachs’ GS Growth, in a statement. “With 4 million users, Splice is at the forefront of this transformation and is beloved by the creator community. We’re thrilled to be partnering with Steve Martocci and his team at Splice.”

Splice’s financing follows an incredibly acquisitive 2020 for the company, which saw it acquiring music technology companies Audiaire and Superpowered.

In addition to the financing, Splice also nabbed Kakul Srivastava, the vice president of Adobe Creative Cloud Experience and Engagement as a director for its board.

The funding news comes on the heels of Splice’s recent acquisitions of music-tech companies Audiaire and Superpowered, creating more ways to improve and inspire the audio and music-making process. Splice is also pleased to announce that Kakul Srivastava has joined the company’s board.

Steve Martocci at TechCrunch Disrupt in 2016. Image Credits: Getty Images

Splice’s beefed up balance sheet comes as new entrants have started vying for a slice of Splice’s music-making market. These are companies like hardware maker Native Instruments, which launched the Sounds.com marketplace last year, and there’s also Arcade by Output that’s pitching a similar service. 

Meanwhile, Splice continues to invest in new technology to make producers’ lives easier. In November 2019 it unveiled its artificial intelligence product that lets producers match samples from different genres using machine learning techniques to find the matches.

“My job is to keep as many people inspired to create as possible,” Splice founder and chief executive Steve Martocci told TechCrunch.

It’s another win for the serial entrepreneur who famously sold his TechCrunch Disrupt Hackathon chat app GroupMe to Skype for $85 million just a year after launching.

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End-to-end operators are the next generation of consumer business

At Battery, a central part of our consumer investing practice involves tracking the evolution of where and how consumers find and purchase goods and services. From our annual Battery Marketplace Index, we’ve seen seismic shifts in how consumer purchasing behavior has changed over the years, starting with the move to the web and, more recently, to mobile and on-demand via smartphones.

The evolution looks like this in a nutshell: In the early days, listing sites like Craigslist, Angie’s List* and Yelp effectively put the Yellow Pages online — you could find a new restaurant or plumber on the web, but the process of contacting them was largely still offline. As consumers grew more comfortable with the web, marketplaces like eBay, Etsy, Expedia and Wayfair* emerged, enabling historically offline transactions to occur online.

More recently, and spurred in large part by mobile, on-demand use cases, managed marketplaces like Uber, DoorDash, Instacart and StockX* have taken online consumer purchasing a step further. They play a greater role in the operations of the marketplace, from automatically matching demand with supply, to verifying the supply side for quality, to dynamic pricing.

The key purpose of being end-to-end is to deliver an even better value proposition to consumers relative to incumbent alternatives.

Each stage of this evolution unlocked billions of dollars in value, and many of the names listed above remain the largest consumer internet companies today.

At their core, these companies are facilitators, matching consumer demand with existing supply of a product or service. While there is no doubt these companies play a hugely valuable role in our lives, we increasingly believe that simply facilitating a transaction or service isn’t enough. Particularly in industries where supply is scarce, or in old-guard industries where innovation in the underlying product or service is slow, a digitized marketplace — even when managed — can produce underwhelming experiences for consumers.

In these instances, starting from the ground up is what is really required to deliver an optimal consumer experience. Back in 2014, Chris Dixon wrote a bit about this phenomenon in his post on “Full stack startups.” Fast forward several years, and more startups than ever are “full stack” or as we call it, “end-to-end operators.”

These businesses are fundamentally reimagining their product experience by owning the entire value chain, from end to end, thereby creating a step-functionally better experience for consumers. Owning more in the stack of operations gives these companies better control over quality, customer service, delivery, pricing and more — which gives consumers a better, faster and cheaper experience.

It’s worth noting that these end-to-end models typically require more capital to reach scale, as greater upfront investment is necessary to get them off the ground than other, more narrowly focused marketplacesBut in our experience, the additional capital required is often outweighed by the value captured from owning the entire experience.

End-to-end operators span many verticals

Many of these businesses have reached meaningful scale across industries:

All of these companies have recognized they can deliver more value to consumers by “owning” every aspect of the underlying product or service — from the bike to the workout content in Peloton’s case, or the bank account to the credit card in Chime’s case. They have reinvented and reimagined the entire consumer experience, from end to end.

What does success for end-to-end operator businesses look like?

As investors, we’ve had the privilege of meeting with many of these next-generation end-to-end operators over the years and found that those with the greatest success tend to exhibit the five key elements below:

1. Going after very large markets

The end-to-end approach makes the most sense when disrupting very large markets. In the graphic above, notice that most of these companies play in the largest, but notoriously archaic industries like banking, insurance, real estate, healthcare, etc. Incumbents in these industries are very large and entrenched, but they are legacy players, making them slow to adopt new technology. For the most part, they have failed to meet the needs of our digital-native, mobile-savvy generation and their experiences lag behind consumer expectations of today (evidenced by low, or sometimes even negative, NPS scores). Rebuilding the experience from the ground up is sometimes the only way to satisfy today’s consumers in these massive markets.

2. Step-functionally better consumer experience versus the status quo

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Roku acquires Quibi’s content

Quibi is dead, but its shows will live on.

The Wall Street Journal reported last week that Roku was in talks to acquire the short-form video service’s content. And this morning, Roku announced that it has indeed reached a deal for the exclusive distribution rights to all of Quibi’s programs.

Financial terms of the acquisition were not disclosed.

Roku said it will make this content available for free with ads on The Roku Channel. That doesn’t just include the shows that were previously available on Quibi, but also “more than a dozen” programs making “their exclusive debut on The Roku Channel” — in other words, they were created for the service but unreleased due to the app’s shutdown.

“Today’s announcement marks a rare opportunity to acquire compelling original content that features some of the biggest names in entertainment,” said Roku’s vice president of programming Rob Holmes in a statement. “We’re excited to make this content available to our users in The Roku Channel through an ad-supported model. We are also thrilled to welcome the incredible studios and talented individuals who brought these stories to life and showcase them to our tens of millions of users.”

While Roku is best known for its streaming TV devices and software, advertising is a growing part of its business. And it says The Roku Channel (which offers both free content and subscription channels) reached 61.8 million U.S. viewers in the fourth quarter of last year.

Quibi, meanwhile, announced its shutdown in October, just six months after its splashy launch. The service was focused on creating video episodes that lasted 10 minutes or less and were designed for viewing on-the-go — a poor fit for a period of pandemic and lockdowns.

In their farewell note, executives Jeffrey Katzenberg and Meg Whitman suggested that the service failed due to a combination of bad timing and the fact that “the idea itself wasn’t strong enough to justify a standalone streaming service.”

“The most creative and imaginative minds in Hollywood created groundbreaking content for Quibi that exceeded our expectations,” Katzenberg said in today’s announcement. “We are thrilled that these stories, from the surreal to the sublime, have found a new home on The Roku Channel.”

It’s also worth noting that the service was initially focused entirely on mobile viewing, with no way to watch the shows on smart TVs. That eventually changed, starting with the addition of AirPlay support. Now, with the Roku acquisition, it seems that shows designed to be watched on your smartphone will instead be viewed primarily on your TV.

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