fortnite
Auto Added by WPeMatico
Auto Added by WPeMatico
Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.
Epic did not respond to a request for comment.
Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.
Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.
This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.
China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.
Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.
Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.
Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”
“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.
Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”
LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)
Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.
As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.
The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.
But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.
That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.
We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.
There are a few factors to add further uncertainty.
Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.
More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.
Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.
Already, the effects have been felt.
Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.
Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.
Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.
But Epic isn’t relying solely on Fortnite.
A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.
While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.
Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.
Powered by WPeMatico
Epic Games is having its own Christmas hangover. On Wednesday, a number of Fortnite players reported long queues that time out and problems logging in to Fortnite’s servers. The company is aware of the issue and tweeted that it’s investigating the cause behind the outage that some users are running into when they try to log in.
We are investigating an issue causing some players to encounter a problem with game services and when attempting to log in. https://t.co/3y0X6buriO
— Fortnite (@FortniteGame) December 26, 2018
We were able to replicate the problem around 1 p.m. Pacific Time, with the game repeatedly throwing us into a queue for around five minutes before timing out. One time, we did successfully log in. When the login failed we were met with the message “Unable to join the Fortnite login queue. Please try again later.” Update: As of 2 p.m. Pacific Time, the queue is stretching closer to 10 minutes. At the end of the queue countdown we are still unable to log in.
Epic has pointed eager holiday players to its status page, where the company reports a “minor service outage” affecting Game Services. The page also notes that Login and Matchmaking are currently experiencing “degraded performance.” TechCrunch has reached out to Epic about the cause of the downtime.

While it’s not quite as catastrophic for an online game as a proper Christmas day outage, the time between Christmas and New Year’s is sure to be a massive week for Epic’s hit game. Given that Epic makes bank charging for cosmetic upgrades through an online store, we’d be curious how much revenue the company loses every minute Fortnite is down during a peak play time. On the other hand, we might rather not know.
Powered by WPeMatico
A growing cluster of actors, musicians and viral internet stars have Fortnite in their crosshairs. The smash hit third-person shooter is free to play but generates mountains of revenue through in-game microtransactions. Those purchases lure avid Fortnite players to spend real-life cash on virtual cosmetic items, like special character skins (today: a winter skiing set!) and, most importantly, dance moves.
Now, Fortnite creator Epic Games faces two new lawsuits over dance moves: one from actor Alfonso Ribeiro, who played Carlton on the TV hit “Fresh Prince of Bel Air” in the 1990s and another from the family of Russell Horning, better known as “Backpack Kid,” who created a viral dance called “the Floss.” Horning’s lawsuit also names 2K Sports, maker of NBA 2K, for that game’s depiction of his dance. Earlier in December, rapper 2 Milly filed a lawsuit against Fortnite maker Epic over the game’s depiction of his dance move, the Milly Rock, which the game calls “Swipe it.”
Ribeiro’s lawyer provided TechCrunch with the following statement:
It is widely recognized that Mr. Ribeiro’s likeness and intellectual property have been misappropriated by Epic Games in the most popular video game currently in the world, Fortnite. Epic has earned record profits off of downloadable content in the game, including emotes like “Fresh.” Yet Epic has failed to compensate or even ask permission from Mr. Ribeiro for the use of his likeness and iconic intellectual property. Therefore, Mr. Ribeiro is seeking his fair and reasonable share of profits Epic has earned by use of his iconic intellectual property in Fortnite and as a result is requesting through the courts that Epic cease all use of Mr. Ribeiro’s signature dance.
Pierce Bainbridge Beck Price & Hecht LLP is also pursuing similar claims against Take-Two Interactive and Visual Concepts, developer of the NBA 2K series of video games, on behalf of Mr. Ribeiro.
Fortnite’s in-game dance moves are ubiquitous, both in-game and out — and that’s part of the problem. The game lifted its most popular dance moves from various online viral moments across the internet, TV, movies and music. In most cases the in-game dances are so well-loved because they copy their source material so precisely. While the game lifts these dances move for move, making them widely recognizable, it doesn’t refer to the source material directly and renames the dances with generic nicknames. In Fortnite, the “Tidy” dance is Snoop Dogg’s “Drop It Like It’s Hot” dance, “Jubilation” is Elaine’s dance from Seinfeld, “Pure Salt” (not really a dance, some of these are just emotes) is from the Salt Bae meme, Psy’s Gangnam Style dance and so on. In the case of the Carlton dance, Fortnite gives a small nod to the dance’s origins by naming it “Fresh.”
The game draws from a wide pool of source material, but black creators in particular have spoken out about Fortnite’s monetization moves. Black artists have a long history of seeing their work achieve broad mainstream popularity without commercial gain or credit to accompany it. When Chance the Rapper tweeted about Fortnite’s relationship to black artists in July, BlocBoy JB — creator of the dance the game calls “Hype” — endorsed the idea that artists like himself should be paid if Fortnite is making money from their moves.
Wat You Said We Need Dat Cash @FortniteGame @EAMaddenNFL https://t.co/hFRH0Db1Mx
— BlocBoy JB (@BlocBoy_JB) July 13, 2018
Fortnite’s default in-game emote is a dance that actor Donald Faison performs on the show Scrubs, and Faison has also taken notice.
Dear fortnite… I’m flattered? Though part of me thinks I should talk to a lawyer…
— Donald Faison (@donald_faison) April 1, 2018
Fortnite’s decision to animate its characters doing popular dance moves in and of itself isn’t new. Overwatch creator and Epic competitor Blizzard includes popular dance emotes in its own multiplayer shooter, and before that in multiplayer RPG World of Warcraft. In Blizzard’s case, the depiction of dance moves, some for sale via lootboxes, isn’t quite as on the nose nor does it mine current internet culture as thoroughly.
For example, the Overwatch character Junkrat does a version of the running man dance that looks a lot like a version of the dance by Will Smith’s character on “The Fresh Prince.” That dance was itself popularized by Janet Jackson in her “Rhythm Nation” music video.
Other Overwatch dance emotes are drawn from traditional Japanese dance and anime. In Blizzard’s classic game World of Warcraft, the blood elf characters feature dances culled from the movie “Napoleon Dynamite” and Britney Spears music videos. In World of Warcraft’s case, these moves weren’t for sale in-game — the microtransaction model hadn’t yet really taken off during the game’s heyday.
Epic Games was likely aware that lifting these dance moves and selling them to gamers might cause a stir among some creators, but by that time it was probably already making too much money to care. Notably, the company faced a high-profile copycat accusation from the creator of PlayerUnknown’s Battlegrounds (PUBG), a battle royale-style game widely understood to have inspired Fortnite’s gameplay. PUBG dropped the lawsuit in June of this year, likely after a substantial settlement.
Epic also appears to have quietly paid at least one creator to settle a potential legal threat. Dancer Gabby David, who created the Fortnite dance called the “Electro Shuffle,” appears to have settled with Epic Games around a year ago for the game’s depiction of her choreography, according to forum posts and her Twitter account. Epic Games declined to comment to TechCrunch about the details of the settlement.

All three individuals suing Epic Games over Fortnite dances are being represented by intellectual property lawyer David L. Hecht and we’re likely to see more artists and internet stars signing on with Hecht before this is all over. We don’t know Epic’s next move, but as some players have suggested, it would be easy enough for the gamemaker to add some kind of tie-in crediting the creators for their dances. Epic happily partners with entertainment companies and even the NFL for sure to be lucrative in-game promotional crossovers, so it’s tough to say something like this would be out of place in the game.
Given the complexity of copyright law and the fact that none of the individuals holds copyright of their respective dances, it’s not clear if any of the latest legal action against Fortnite’s creators will hold water. Still, given its deep pockets — Epic just raised a $1.25 billion round two months ago — settling a handful of small lawsuits over the game’s well-loved dance emotes is a small price to pay for Fortnite’s colossal success.
Powered by WPeMatico
Epic, the maker of the insanely popular, cross-platform third-person shooter online game Fortnite, has ‘fessed up to a gameplay misstep when it dropped a super powerful new weapon into the battle royale arena earlier this month — triggering a major fan backlash.
Complaints boiled down to it being unfair for the overpowered weapon to exist in standard game modes, given the massive advantage bestowed on whoever happened to be lucky enough to find it.
Earlier this month Epic had trailed the forthcoming Infinity Blade as “a weapon fit for a king”.
Coming soon… a weapon fit for a King
pic.twitter.com/n3kMDCS5IH
— Fortnite (@FortniteGame) December 10, 2018
It went on to unleash the super-powered weapon, on December 11, shortly after releasing a Season 7 update — so presumably it had been intending to increase Fortnite fans’ gaming itch.
Instead it managed to drastically upset the balance of play. Without adequate counter weapons/strategies to prevail against the weapon Fortnite fans were rightly mad as hell.
But on Friday, three days after launching the blade, Epic pulled the “overpowered” weapon from the game — admitting it had failed to provide “good counters”, and was “re-evaluating our approach to Mythic items”.
Heya folks,
We messed up and rolled out the Infinity Blade overpowered / without good counters, especially in the end game.
The Infinity Blade has been Vaulted and we are re-evaluating our approach to Mythic items.
Thanks for calling us out on this!
— Fortnite (@FortniteGame) December 14, 2018
Turns out even billions in funding and tens of millions of obsessively engaged fans can’t shield a games maker against making some piss-poor gameplay decisions.
A few days earlier Epic had posted a discussion thread on Reddit saying it wanted to provide “more context on item philosophy”, and trailing “upcoming changes to the Blade” — such as removing the ability of gamers to build and harvest when wielding the Blade so as to add some risk to holding it — so it was still hoping to win fans over at that point. And indeed appeared to be doubling down on its mythic items push.
Then it also wrote that its intention with adding a mythic tier of items to Fortnite is to provide “new and flavorful ways to interact with the map and generally shake up normal play across default modes”.
Which is of course another way of saying it doesn’t want its highly engaged fanbase to get bored and stop pouring cash into its coffers.
However Epic clearly failed to build in the necessary balance into the Infinity Blade from the start. So pulling the blade was the right move, and Fortnite fans should be happy it’s realized it needs to rethink and factor in their concerns.
It’s not clear whether Epic’s re-evaluation will result in mythic items being ditched entirely.
Although, with the right balancing characteristics — such as being time-limited and/or locked to certain game modes — there could still be a place for a little epic chaos in Fortnite to further up the fun. Just don’t go doing anything too crazy, alright?
Powered by WPeMatico
Epic Games unveiled plans for a new developer framework for online services. This framework will let other game developers add cross-platform support into their games. The SDK will be free and roll out in multiple parts over 2019.
Fortnite has been one of the best examples of cross-platform gameplay. A single player can install Fortnite on a console, a PC and a phone and find their profile on all platforms. Many games support multiplayer matches between players on multiple platforms, but very few games “port” your profile from one platform to another.
That’s why Epic Games wants to make that easier. The SDK will work with all game engines (not just Unreal Engine) and support many identification methods (Facebook, Google, Xbox Live, PSN, Nintendo accounts and Epic accounts).
After you sign up, you can customize your profile, add friends and win items. Everything you do on one platform shows up on another. User data is stored in the cloud and you can track achievements across platforms.
And, of course, you can create parties with players on different platforms and start playing together. Epic has also developed its own voice communications service.
This is an intriguing move. It sounds like Epic wants to control your video game identity. The company could also potentially get a lot of insight on user habits even if they’re playing non-Epic games.
Maybe Rocket League was waiting for this SDK to roll out cross-platform IDs…
Powered by WPeMatico
Rapper 2 Milly is suing Epic Games over Fortnite’s use of his dance move, the Milly Rock.
The lawsuit claims direct infringement of copyright, contributory infringement of copyright and violation of the Right of Publicity under California Common Law, among other things.
From the filing:
Defendants capitalized on the Milly Rock’s popularity, particularly with its younger fans, by selling the Milly Rock dance as an in-game purchase in Fortnite under the name “Swipe It,” which players can buy to customize their avatars for use in the game. This dance was immediately recognized by players and media worldwide as the Milly Rock. Although identical to the dance created, popularized, and demonstrated by Ferguson, Epic did not credit Ferguson nor seek his consent to use, display, reproduce, sell, or create a derivative work based upon Ferguson’s Milly Rock dance or likeness.
Unless you live under a rock, you’ve seen the Milly Rock. Rock dwellers can check it out below:
On Fortnite, the dance is called the Swipe It, and it looks like this:
Back in July, around the time that Fortnite unveiled the Swipe It dance, Chance the Rapper pointed out that Epic Games tends to use in the game dance moves popularized by famous artists. These emotes cost money, and heavily contribute to the hundreds of millions in revenue that Epic Games pulls in on a monthly basis via its free-to-play game.
Fortnite should put the actual rap songs behind the dances that make so much money as Emotes. Black creatives created and popularized these dances but never monetized them. Imagine the money people are spending on these Emotes being shared with the artists that made them
— Chance The Rapper (@chancetherapper) July 13, 2018
Moreover, the default emote on Fortnite is the relatively famous little routine from actor Donald Faison on the show Scrubs.
Dear fortnite… I’m flattered? Though part of me thinks I should talk to a lawyer…
— Donald Faison (@donald_faison) April 1, 2018
This lawsuit is particularly complicated considering that it’s over a dance move, which is difficult to lock down with copyright. The Verge reported that this lawsuit is the first of its kind, in that it challenges the gaming industry’s use of pop culture as for-profit virtual items. NPR reports that the U.S. Copyright Office “can’t register short dance routines consisting of only a few movements or steps with minor linear or spatial variations, even if a routine is novel or distinctive.”
That doesn’t mean there is no way to protect choreographic works. Those works, however, must be defined as “a series of dance movements or patterns organized into an integrated, coherent, and expressive compositional whole,” according to NPR.
Concluding the 22-page filing is a request for injunctive relief, which would bar Epic Games from using 2 Milly’s likeness in the game, as well as financial compensation for the use of the Milly Rock dance.
We reached out to Epic Games and will update the story if/when we hear back.
Powered by WPeMatico
Fortnite-maker Epic Games is capping off their insanely successful 2018 with an even more ambitious product launch: a desktop games store built to take on Valve’s Steam Store.
The store, which is “launching soon” on PC and Mac, is going to be an attractive proposition to game developers with a revenue split that leaves them taking 88 percent of revenues on the store.
“As a developer ourselves, we have always wanted a platform with great economics that connects us directly with our players,” Epic Games CEO Tim Sweeney said in an emailed statement. “Thanks to the success of Fortnite, we now have this and are ready to share it with other developers.”
Valve’s Steam Store is by far the most dominant presence in online PC game sales; they’ve enjoyed years of prosperity with rather light rivalry from competing stores that haven’t been able to match the scale of Steam. Valve, in a very conveniently timed announcement yesterday, announced that it was rehashing its revenue split with developers in a bid that they hope will keep higher-earning developers on the platform. While Valve will continue to take an App Store-like 30 percent from sales of game makers with less than 10 million in revenue, that figure drops to 25 percent until they hit 50 million revenue, from which point the slice drops to 20 percent.
It’s a more complicated revenue split that obviously benefits successful game makers more so than indies. For Valve, holding onto big-game publishers is mission critical. Epic Games already has the benefit of a close working relationship with many major PC game developers that are using the company’s Unreal Engine to build their titles.
Epic Games earns money with their Unreal Engine by taking a slice of revenues from game makers. Generally that share is 5 percent after the title is released, though Epic also does deals with developers for higher upfront costs with a lower royalty rate. Publishers like EA, Sony Interactive, Microsoft Studios, Activision and Nintendo have titles out that are built on the Unreal Engine.
A big sell for developers using Epic’s game engine is that the company says it will forego that Unreal revenue cut for any sales of the titles in the Epic Games Store. Depending on the early success of the game store, this could be a big threat to other game engines like Unity.
A 12 percent overall revenue slice for Epic Games is incredibly competitive and could have left a lot of big developers grumbling about the 30 percent cut they were missing out on because of Steam’s take.
Epic Games has notably eschewed storefront revenue splits on Fortnite wherever they can. The app isn’t on Steam for starters, but even on Android, users are forced to download it directly from the Epic Games site as well. This kind of highlights the sway that big studios hold in the market. This year that studio happens to be Epic Games, but in the future that will be some other studio and Valve likely doesn’t want the next blockbuster side-stepping their storefront.
Valve still has a lot going for them. Their store is a massive presence, and die-hard users already have a library of titles built up with little incentive to switch unless their favorite game makers are the ones to decide to shift their allegiances.
Powered by WPeMatico
Short of an actual apocalypse (which should be coming any day now), this Nerf-branded gun from Hasbro is (thankfully) probably the closest you’re going to come to any real life Fortnite action in the near future.
The dart-firing gun was announced recently, alongside a Fortnite version of Monopoly (which launched earlier this month), and now we’ve got some pictures and a June 1 release date. The AR-L Blaster was inspired by the firearm in the wildly popular sandbox survival game and has the giant Fortnite branding across its body to provide it.

The gun has a 10-dart clip, flip-up sight and runs on 4 AA batteries. It’s priced at $50 USD — V-Bucks not accepted, apparently. It’s set to be the first of a series of Nerf blasters inspired by the game, according to Hasbro.
Powered by WPeMatico
Fortnite’s journey to Android has been an adventure unto itself. It first launched as a Samsung exclusive, alongside the Note 9, before circumventing the Play Store to arrive on Google’s Mobile operating system.
Until now, however, actually getting the game required going to the site, signing up and waiting for an invite. Epic announced today via Twitter that it’s finally cutting that red tape. While the company is still sidestepping Play in order to keep its earnings to itself, downloading the game is a simple as scanning a QR code from its site.
No invite needed – download the Fortnite Beta now on any compatible Android device
Time to squad up: https://t.co/lH95t8qkwd pic.twitter.com/9UZNG7oFXd
— Fortnite (@FortniteGame) October 11, 2018
Not that any of those extra steps were hurting the game. The wildly popular hit 15 million installs a mere three weeks after launching on the OS.
Powered by WPeMatico
Epic’s gotta do something with the money it’s printing through Fortnite purchases. Acquisitions appear to be at the top of that list, starting with Kamu, the Finnish startup behind Easy Anti-Cheat.
Epic has already deployed the anti-cheat software for its wildly popular sandbox survival game — it’s been a central piece of the gaming company’s strong anti-cheating stance. It is, as CEO Tim Sweeney puts it in the press release announcing the acquisition, “key to building a vibrant Fortnite multiplayer experience that’s fair for all players.”
Fortnite isn’t the only title currently leveraging Kamu’s best-known offering. The startup says Easy Anti-Cheat is currently used by north of 80 games, installed on 100 million PCs globally. Chances are pretty decent that if you’ve played a big name title in the past year, it’s already on your computer.
Kamu will continue to provide its service to non-Epic titles for the time being. Here’s Kamu CEO Simon Allaeys from the same release, “Joining the Epic family is not only a childhood dream come true, but a huge boost for our mission to help developers create beautiful gaming experiences. Battling cheating in games was just the start; today our products also help developers stay competitive by identifying player needs as quickly as they emerge.”
The acquisition also affords Epic the opportunity to set up shop in Kamu’s native Helsinki. Terms of the deal were not disclosed.
Powered by WPeMatico