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Snap on Wednesday announced its plan to soon launch a Creator Marketplace, which will make it easier for businesses to find and partner with Snapchat creators, including Lens creators, AR creators and later, prominent Snapchat creators known as Snap Stars. At launch, the marketplace will focus on connecting brands and AR creators for AR ads. It will then expand to support all Snap Creators by 2022.
The company had previously helped connect its creator community with advertisers through its Snapchat Storytellers program, which first launched into pilot testing in 2018 — already a late arrival to the space. However, that program’s focus was similar to Facebook’s Brand Collabs Manager, as it focused on helping businesses find Snap creators who could produce video content.
Snap’s new marketplace, meanwhile, has a broader focus in terms of connecting all sorts of creators with the Snap advertising ecosystem. This includes Lens Creators, Developers and Partners, and then later, Snap’s popular creators with public profiles.
Snap says the Creator Marketplace will open to businesses later this month to help them partner with a select group of AR Creators in Snap’s Lens Network. These creators can help businesses build AR experiences without the need for extensive creative resources, which makes access to Snap’s AR ads more accessible to businesses, including smaller businesses without in-house developer talent.
Lens creators have already found opportunity working for businesses that want to grow their Snapchat presence — even allowing some creators to quit their day jobs and just build Lenses for a living. Snap has been further investing in this area of its business, having announced in December a $3.5 million fund directed toward AR Lens creation. The company said at the time there were tens of thousands of Lens creators who had collectively made over 1.5 million Lenses to date.
Using Lenses has grown more popular, too, the company had noted, saying that more than 180 million people interact with a Snapchat Lens every day — up from 70 million daily active users of Lenses when the Lens Explorer section first launched in the app in 2018.
Now, Snap says that over 200 million Snapchat users interact with augmented reality on a daily basis, on average, out of its 280 million daily users. The majority (over 90%) of its U.S. users are 13 to 25-year-olds. In total, users are posting over 5 billion Snaps per day.
Snap says the Creator Marketplace will remain focused on connecting businesses with AR Lens Creators throughout 2021.
The following year, it will expand to include the community of professional creators and storytellers who understand the current trends and interests of the Snap user base and can help businesses with their ad campaigns. The company will not take a cut of the deals facilitated through the Marketplace, it says.
This would include the creators making content for Snap’s new TikTok rival, Spotlight, which launched in November 2020. Snap encouraged adoption of the feature by shelling out $1 million per day to creators of top videos. In March 2021, over 125 million Snapchat users watched Spotlight, it says.
Image Credits: Snapchat
Spotlight isn’t the only way Snap is challenging TikTok.
The company also on Wednesday announced it’s snagging two of TikTok’s biggest stars for its upcoming Snap Originals lineup: Charli and Dixie D’Amelio. The siblings, who have gained over 20 million follows on Snapchat this past year, will star in the series “Charli vs. Dixie.” Other new Originals will feature names like artist Megan Thee Stallion, actor Ryan Reynolds, twins and influencers Niki and Gabi DeMartino, and YouTube beauty vlogger Manny Mua, among others.
Snap’s shows were watched by over 400 million people in 2020, including 93% of the Gen Z population in the U.S., it noted.
“We’re happy to announce Snap’s Creator Marketplace, which will drive win-win-win opportunities for marketers, Creators, and Snap,” said Peter Naylor, Snap’s VP of Sales in the Americas, of the marketplace news. “For brands, it’s an opportunity to leverage the expertise of our network of AR Creators; for Creators, it gives them a way to further build a sustainable audience and business on the platform; and for Snap, it means more advertising partners can produce and execute compelling creative on Snapchat without the need for extensive resources,” he added.
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Temporal, a Seattle-based startup that is building an open-source, stateful microservices orchestration platform, today announced that it has raised an $18.75 million Series A round led by Sequoia Capital. Existing investors Addition Ventures and Amplify Partners also joined, together with new investor Madrona Venture Group. With this, the company has now raised a total of $25.5 million.
Founded by Maxim Fateev (CEO) and Samar Abbas (CTO), who created the open-source Cadence orchestration engine during their time at Uber, Temporal aims to make it easier for developers and operators to run microservices in production. Current users include the likes of Box and Snap.
“Before microservices, coding applications was much simpler,” Temporal’s Fateev told me. “Resources were always located in the same place — the monolith server with a single DB — which meant developers didn’t have to codify a bunch of guessing about where things were. Microservices, on the other hand, are highly distributed, which means developers need to coordinate changes across a number of servers in different physical locations.”
Those servers could go down at any time, so engineers often spend a lot of time building custom reliability code to make calls to these services. As Fateev argues, that’s table stakes and doesn’t help these developers create something that builds real business value. Temporal gives these developers access to a set of what the team calls “reliability primitives” that handle these use cases. “This means developers spend far more time writing differentiated code for their business and end up with a more reliable application than they could have built themselves,” said Fateev.
Temporal’s target use is virtually any developer who works with microservices — and wants them to be reliable. Because of this, the company’s tool — despite offering a read-only web-based user interface for administering and monitoring the system — isn’t the main focus here. The company also doesn’t have any plans to create a no-code/low-code workflow builder, Fateev tells me. However, since it is open-source, quite a few Temporal users build their own solutions on top of it.
The company itself plans to offer a cloud-based Temporal-as-a-Service offering soon. Interestingly, Fateev tells me that the team isn’t looking at offering enterprise support or licensing in the near future. “After spending a lot of time thinking it over, we decided a hosted offering was best for the open-source community and long-term growth of the business,” he said.
Unsurprisingly, the company plans to use the new funding to improve its existing tool and build out this cloud service, with plans to launch it into general availability next year. At the same time, the team plans to say true to its open-source roots and host events and provide more resources to its community.
“Temporal enables Snapchat to focus on building the business logic of a robust asynchronous API system without requiring a complex state management infrastructure,” said Steven Sun, Snap Tech Lead, Staff Software Engineer. “This has improved the efficiency of launching our services for the Snapchat community.”
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After Wisam Dakka and André Madeira left Snap in 2018, the two longtime product developers and coders cast about for a new app to build.
Looking around they realized there was no financial product that spoke to the generation of consumers they’d spent the last bit of their professional lives working to build for, so they decided it would be their next project.
“Our insight is that an individual’s relationship with money is a delicate and an emotional one. Most financial apps are not adopted by the masses because they are strict, lack empathy, and are unconsciously perceived as judgmental, which is why they are often downloaded and then ignored,” said Madeira, in a statement.
Their solution, launching today, is Meemo .
It’s a combination of a personal financial monitoring, rewards and gifting, and social shopping app all rolled into one.
“One of the things we learned at Snap, if you want to reach the masses you need to change how you create an app. It has to be effortlessly,” said Madeira. “It has to be automatic and social as well so we want to build an app that is all of that combined.”
Once a user downloads Meemo and connects their main bank account or credit card to the app, Meemo will give that person insights into their spending history and potential rewards.
For most users, the initial experience will be through a gift card. Gifting, it turns out is what Dakka and Madeira think will be the secret sauce for the company’s growth (although getting people to use something if they’re being given money or free stuff is hardly rocket science).
There’s also the social element, which the two men think will be a draw as well. Meemo provides recommendations and social validation from friends by harvesting their buying history and sharing it with you.
Once a user downloads Meemo and has the history of their transactions, the app will surface the places where users spend the most money. They can then send gift cards to their friends for their favorite restaurants. The goal, eventually, is to get restaurants to subsidize the gifting portion and have their shoppers act as a direct marketing channel.
Image Credits: Meemo (opens in a new window)
Shops won’t be able to see who’s getting the gifts until they come into the store. What Meemo hopes to do is gather a profile of a user’s shopping behavior based on their purchases and offer them discounts to places that they may not frequent as often, but match their consumer profile.
Backing the company are investors including Saama Capital, Greycroft, monashees and Sierra Ventures, along with individual investors Amit Singhal, Hans Tung and serial entrepreneurs and the co-founders’ colleagues from Google and Snap.
Madeira and Dakka first met working on Google Search and went on to found Snap’s San Francisco office. The team is rounded out by long-time friends like Robson Araújo and Ranveer Kunal.
“We are very excited to back Dakka and Madeira in their creation of a new age finance app at Meemo that will combine improved financial management with deeper social engagement for today’s generation,” said Ash Lilani, managing partner at Saama Capital, in a statement. “With Dakka and Madeira’s past experience of assembling talented teams and building viral products, we believe Meemo has an opportunity to become a leader in this space.”
The company’s name is taken from a Portuguese word “mimo,” which means an affectionate treat, according to a statement. It’s available to download on iOS and Android.
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If you can’t stop them, power them. That’s the strategy behind Snapchat App Stories, which launches today to let users show off their ephemeral content in other apps too. The first partners will let you post Stories to your dating profile in Hily, share them alongside [music] videos in Triller, watch them while screensharing in Squad, or give people a peek at your life in augmented reality network Octi. Developers can now sign up to add Stories to their apps.
Snapchat’s Stories format has been widely cloned, most famously by Instagram and Facebook, but with versions in various states of development for YouTube, Twitter, LinkedIn, SoundCloud, and more. Snapchat hopes to retain some grip on Stories and dissuade more copycats by letting developers bake the original version into their apps rather than building a bootleg attempt from scratch.

If you need Snapchat to share Stories to popular apps, that could boost content production plus subsequent viewership and ad impressions inside of Snapchat, remind people to shoot Stories, and make sure having a Snapchat account stays relevant. “We definitely think there’s a potential for monetization in App Stories but not yet” Snap’s VP of partnerships Ben Schwerin tells me. For now, Snapchat isn’t injecting ads into alongside Stories into other apps, though that’s clearly the plan.
“There are certain platforms out there that have decided they want to invest in building their own Stories product and their own camera, but it’s not a trivial thing to do. It takes resources and time. We think we can help developers do that” Schwerin explains. “Getting more people out there, regardless of age or where they live, comfortable using Stories probably makes them more likely to be able to pick up and enjoy Snapchat.”

Snapchat initially announced the plan for App Stories at its Partner Summit exactly a year ago. Unfortunately, its second annual developer conference that was set for this week was cancelled due to coronavirus.
Though advertising spend may be reduced, at least the app has experienced an increase in usage while everyone shelters in place. That includes third-party apps built on its Snap Kit platform that lets developers piggyback on Snapchat’s login, Bitmoji, and camera effects.
“We continue to see incredible growth from established apps like Reddit and Spotify and TikTok, and from startups that are really building from the ground up on Snap Kit like Yolo” Schwerin reveals. “People are spending more time at home and less time with friends. We’re seeing increased usage of Snapchat.”
Snap Kit has allowed Snapchat to rally would-be copycats into a legion of allies as it fights to stave off the Facebook empire. That strategy combined with a high-performance rebuild of its Android app for the developing world led Snapchat’s share price to grow from $11.36 a year ago to a recent high of $18.98 before coronavirus dragged it almost all the way back down.

Now, when people shoot a photo or video in the Snapchat camera, they’ll get options to share it not just to their Story or Snap Map and the crowdsourced community Stories, but also to their Story within other apps integrated with Snap Kit. Users will see options to syndicate their Story to products equipped with App Stories where they’re already logged in.
Unlike on Snapchat where Stories disappear after 24 hours, they default to a 7-day expiration in other App Stories. That relieves users of having to constantly post ephemeral Snaps to keep their dating or social app profiles stocked with biographical content.
In Hily, Snapchat Stories partially replaces the homegrown version it’d spun up in the meantime to show potential dates off-the-cuff looks at people’s lives. In Triller, users can tap on a content creator’s profile pic to see biographical Stories instead of just their polished music videos. In Squad, users can co-watch Stories along with other things to screenshare. And in Octi, users can see someone’s Snapchat Story amongst other hidden content revealed by its augmented reality camera.
One app missing is Tinder, which Snapchat originally previewed as its launch partner at the App Stories reveal last year. Tinder is using Snapchat’s Bitmoji stickers, but may have gotten cold feet about Stories. The fact that Snap is only now launching App Stories, and still hasn’t officially launched Ad Kit that lets it inject its ads into other apps and split revenue with developers, shows it’s taking time to adjust to its platform strategy after years of shunning outside integrations. It still won’t reveal the revenue percentage split it’s applying to Ad Kit.
For Snapchat to gain momentum it needs two things: a constant influx of new users, eager to use its augmented reality camera and Bitmoji wherever they’re available, and more impressions to monetize with ads after Instagram stole the Stories use case for untold millions of older users. App Stories could help with both.
“The proliferation of stories as the primary way to share video content on mobile we think is a good thing” Schwerin concludes. But Snap has sat by idly as it’s served as the R&D lab for Facebook’s product. Now Snapchat needs to own the viewership and the ad dollars that Stories generate everywhere other than Facebook. Just coining the concept doesn’t bring in cash.
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Snapchat still isn’t profitable nearly two years after its IPO. In Q4 2019, Snap lost $241 million on $560.8 million in revenue; that’s up 44% year-over-year and an EPS of $0.03. That comes from adding 8 million daily users to reach a total of 218 million up 3.8% this quarter from 210 million and 17% year-over-year.
The big problem was a one-time $100 million legal settlement that pushed it to lose $49 million more in Q4 2019 than Q4 2018. That comes from a shareholder lawsuit claiming Snap didn’t adequately disclose the impact of competition from Facebook on its business. The IPO was soured by weak user growth as people shifted from Snapchat Stories to Instagram Stories.

Snapchat had a mixed quarter compared to estimates, exceeding the EPS predictions but falling short on revenue. FactSet’s consensus predicted $563 million in revenue and a loss of $0.12 EPS. Estimize’s consensus came in at $568 million in revenue and an EPS gain of $0.02.
Snapchat shares plunged over 11% in after-hours trading following the announcement. Shares had closed up 4.17% at $18.99 today. That’s up from a low of $4.99 in December 2018 when its user count was shrinking under competition from Instagram Stories. It’s now hovering around its $17 IPO price, but it’s still under its post-IPO pop to $27.09.
Snap gave stronger than expected revenue guidance for Q1 2020 of $450 million to $470 million, and 224 million to 225 million users. The company’s CFO Derek Anderson says that “Q4 marked our first quarter of Adjusted EBITDA profitability at $42 million for the quarter, an improvement of $93 million over the prior year.” Still, he predicts an Adjusted EBITDA in Q1 of negative $90 million to negative $70 million. That’s manageable for Snap without raising more money, since it now has $2.1 billion in cash and marketable securities, down $148 million quarter-after-quarter.

“Throughout the course of 2019, we added 31 million daily active users, largely driven by investments in our core product and improvements to our Android application,” said Snapchat CEO Evan Spiegel . “We’ve recently completed our 2020 strategic planning process and have aligned our teams and resources around our goals of supporting real friendships on Snapchat, expanding our service to a broader global community, investing in our AR and content platforms, and scaling revenue while achieving profitability in order to self-fund our investments in the future.”
Some other highlights:
Snapchat’s user growth has been on a tear thanks to international penetration, especially in India, after it re-engineered its Android app for developing markets. It gained users in all markets. Crucially, it raised its average revenue per user 23% from $2.09 in Q4 2018 to $2.58, though only from $1.24 to $1.35 in the Rest of World region, where it’s growing user count the fastest. Snap will need to figure out how to squeeze more cash out of the international market to offset the costs of streaming tons of video to these users.

Q4 saw Snapchat readying several new products that could help boost engagement and therefore ad views. Cameos, first reported by TechCrunch, lets users graft their face onto an actor in an animated GIF like a lightweight deepfake. Bitmoji TV, which won’t run ads initially but could drive attention to Snapchat Discover, offers zany four-minute cartoons that star your Bitmoji avatar. We could see a bump to engagement from these starting in Q1 2020.
To retain its augmented reality filter creators, Snapchat has pledged $750,000 in payouts in 2020. It also expanded the use of product catalog ads, and now lets advertisers buy longer skippable ads.
Outside of the legal settlement, Snapchat is inching closer to profitability, but still has a ways to go. It has managed to develop a strong synergy between its popular chat feature that’s tougher to monetize, and the Stories and Discover content where it can inject ads. The big question is whether Facebook Messenger, Instagram and WhatsApp will get more serious about ephemeral messaging that’s at the core of Snapchat. If it can hold onto the market and maintain its place as where teens talk, it could ride out its costs and build revenue until it’s sustainable for the long-term.
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Snapchat’s most popular yet under-exploited feature is finally getting the spotlight in 2020. Starting in February with a global release, your customizable Bitmoji avatar will become the star of a full-motion cartoon series called Bitmoji TV. It’s a massive evolution for Bitmoji beyond the chat stickers and comic strip-style Stories where they were being squandered to date.
Creating original in-house shows for its Discover section that can’t be copied could help Snapchat differentiate from the plethora of short-form video platforms out there ranging from YouTube to Facebook Watch to TikTok. Bitmoji TV could also up the quality of Discover, which still feels like a tabloid magazine rack full of scantly clad women, gross-out imagery, and other shocking content merely meant to catch the eye and draw a click.
With Bitmoji TV, your avatar and those of your friends will appear in regularly-scheduled adventures ranging from playing the crew of Star Treky spaceship to being secret agents to falling in love with robots or becoming zombies. The trailer Snapchat released previews an animation style reminiscent of Netflix’s Big Mouth.
TechCrunch asked Snap for more details, including how long episodes will be, how often they’ll be released, whether they’ll include ads, and if the company acquired anyone or brought on famous talent to produce the series. A Snap spokesperson declined to provide more details, but sent over this statement: “Bitmoji TV isn’t available in your network yet, but stay tuned for the global premiere soon!”
The Snapchat Show page for Bitmoji TV notes it is coming in February 2020. Users can visit here on mobile to subscribe to Bitmoji TV so it shows up prominently on their Discover page, or turn on notifications about its new content.
Snap has had a tough few years as many of its core features have been ruthlessly copied by the Facebook family of apps. Instagram Stories killed Snap’s growth for years and effectively stole the broadcast medium from its inventor. Facebook also ramped up it augmented reality selfie filters, added more ephemeral messaging features, and launched Watch as a competitor to Snapchat Discover.

Two years ago I wrote that Facebook was crazy not to be competing with Bitmoji too. Six months later we were first to report Facebook Avatars was in the works, and this year they launched as Messenger chat stickers in Australia with plans for a global release in 2019 or early 2020. But Facebook’s slow movement here, Google’s half-assed entry, and Twitter’s lack of an attempt have given Snapchat’s Bitmoji a massive headstart. And now Snap is finally leveraging it.
“TV” is actually a return to Bitmoji’s roots. The startup Bitstrips originally offered an app for customizing the face, hair, clothes, and more of your avatar and then creating comic strips for them to appear in. Snap acquired Bitstrips back in 2016 for just $64.2 million — a steal not far off from Facebook snatching Instagram for under a billion. The standalone Bitmoji app blew up as soon as Snapchat began offering the avatars as chat stickers. It had over 330 million downloads as of April according to Sensor Tower despite Snapchat now letting you create your avatar in its main app.

Eventually, Snap began expanding Bitmoji’s uses. In 2017 Bitmoji went 3D and you could start overlaying them as augmented reality characters on your Snaps. The next year Snap improved their graphics, then launched the Snap Kit developer platform and Bitmoji Kit. This allows apps to build atop Snapchat login and use your Bitmoji as a profile pic. Soon they were appearing as Fitbit smart watch faces, alongside your Venmo transaction, and on Snapchat-sold merchandise from t-shirts to mugs. It’s part of a wise strategy to beat copycats by allowing allies to use real thing rather than building their own knock-off. That’s fueled the “Snapback” comeback which has seen Snap’s share price climb out of the gutter at $5.79 at the start of 2019 to $16.09 now.
One of Snap smartest innovations was Bitmoji Stories — the ancestor to Bitmoji TV. These daily Stories let you tap frame-by-frame through short comic strip-style interactions starring your avatar. Occasionally Bitmoji Stories would include rudimentary animation, but most frames were still images with text bubbles. Bitmoji could once again drive a narrative, rather than just being a communication tool. Still, they seem underutilized.

In 2019, Snapchat wised up. Bitmoji have become nearly ubiquitous amongst teens and Snapchat’s 210 million daily users. They’re the Google or Kleenex of cartoonish personalized avatars. Their goofy nature is also a perfect fit for Snapchat, and a reason they’re tough for stiffer and older tech giants to convincingly copy.
In April, Snap announced its new games platform inside its messaging feature that let you play as your Bitmoji against friends’ avatars in games ranging from Mario Party ripoff Bitmoji Party to tennis, shoot-em ups, and cooking competitions. Snap injects ads into the games, making Bitmoji key to its efforts to monetize its central messaging use case. Last month it launched custom and branded clothing for Bitmoji, which could open opportunities to earn money selling premium outfits or showing off brand sponsorships.

To truly take advantage of Bitmoji’s unique popularity, though, Snap needed to build longer-form experiences with the avatars at the center that . Stickers and Stories and games were fun, but none felt like must-see content. With Bitmoji TV, Snap may have found a way to get users to drag their friends into the app. Since everyone sees their own Bitmoji as the star, the cartoons could be more compelling then ones with impersonal characters you might find elsewhere around the web.
But Bitmoji TV’s success will depend largely on the quality of the writing. If your avatar is constantly getting into funny, meme-worthy situations, you’ll keep coming back to watch. But Snap’s teen audience has a keen nose for inauthentic bullsh*t. If the Shows feel forced, too childish, or boring, Bitmoji TV will flop. Snap would be savvy to invest in great Hollywood talent to produce the episodes.

High quality Bitmoji TV shorts could rescue Snapchat Discover from its own mediocrity. There are a few strong brands like ESPN SportsCenter on the platform, and Snap has several original Shows with over 25 million unique viewers. It’s also greenlit additional seasons of Shows like Dead Girls Detective Agency and new biopic clips from Serena Williams and Arnold Schwarzenegger. Still, a scroll through the Discover and Shows sections reveals plenty of trashy clickbait that surely scares away premium advertisers.
Bitmoji TV could offer video that’s not only fun and snackable, but out of reach for competitors who don’t have a scaled avatar platform of their own. As with the recent launch of Snapchat Cameos, the company has realized that the most addictive experiences center on its users’ own faces. Snapchat turned the selfie into the future of communication. Bitmoji TV could make an animated recreation of your selfie into the future of content.
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When “Law & Order” ended its 20-year run in 2010, it had already cemented its place as one of the longest-running television dramas in history. Its success was a testament to the enduring popularity of a good mystery.
Mining that same well of a demand for whodunnits, a roughly one-year-old Los Angeles-based startup called Solve has raised $20 million in financing to update the genre for a new generation of media consumers.
Its eponymously titled social media programming, available on Instagram and Snap, has managed to nab roughly 30 million interactions over the year-and-a-half that it distributed its productions. Now the company is launching a true crime podcast on the iHeartMedia and Apple platforms to tap into another potentially high-growth market.
Solve began as a series developed within the mobile-focused entertainment studio, Vertical Networks. Helmed by Tom Wright and financed by Elisabeth Murdoch (through her Freelands Ventures fund, which Wright also managed) and Snap, the company was one of the early entrants to raise cash as a production studio for mobile content. But it was far from the only studio to see money in mobile-first entertainment. All of the major internet-age media companies had their own mobile strategies.
Murdoch eventually replaced Wright (so that he could work on spinning up Solve as an independent entity) and sold Vertical Networks two months ago to the online media startup, Whistle, for an undisclosed amount.
“I spent a year looking deep, deep, deep into audience behavioral data on Snap and Facebook,” Wright says. “The DNA of what I thought [audience] sensibilities was leading towards was this format.”
As Vertical Networks was winding down, Solve was spinning up with help from Lightspeed Venture Partners, Upfront Ventures and Advancit Capital.
“We’ve seen incredibly popular crime mystery shows across media, including podcasts like Serial and Dirty John, TV shows like Making a Murderer and Law & Order, and movies like The Usual Suspects and Gone Girl,” said Jeremy Liew, partner at Lightspeed Venture Partners, in a statement. “Games have attained a first class status as media but we’ve yet to see a crime mystery format game achieve the same success, and Solve is going to right that wrong.”
The gamification element that’s made Solve’s episodes resonate with mobile audiences on social platforms will be a small part of the initial series, says Wright, with plans to expand the interactive elements going forward.
Produced in partnership with SALT audio, whose previous work includes “Blackout” and “Carrier” and iHeartMedia, the 10-episode series uses the same “ripped from the headlines” storytelling for its 30-minute broadcasts and offers listeners clues in leaked audio files, voicemails, courtroom testimony and other evidence to try to guess the killer.
For now, Solve is content to be a studio producing ad-supported media for platforms like Apple, Snap, Facebook, iHeartMedia and other distributors, according to Wright. It’s a different path than studios like Quibi, which is creating its own streaming service dedicated to mobile storytelling and backed by many of the major Hollywood studios.
The current pace of production means that Solve is making 18 original episodes per month. For the 40-year-old Wright, Solve represents a fourth foray into the world of startups. And while he’s not a fan of the crime or mystery genre himself, Wright said that the data around engagement was too compelling to not try to launch a business around it.
“The Internet has changed how we interact with the world from taxis to news to shopping. We believe that Solve can fundamentally change how we interact with narrative video storytelling,” said Mark Suster, managing partner, Upfront Ventures, in a statement. “When we heard Tom’s vision for short-form video that you not only watch but also must ‘solve‘, we knew that it had enormous potential.”
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The Snap-back continues. Snapchat blew past earnings expectations for a big beat in Q3, as it added 7 million daily active users this quarter to hit 210 million, up 13% year-over-year. Snap also beat on revenue, notching $446 million, which is up a whopping 50% year-over-year, at a loss of $0.04 EPS. That flew past Bloomberg’s consensus of Wall Street estimates that expected $437.9 million in revenue and a $0.05 EPS loss.
Snap has managed to continue cutting losses as it edges toward profitability. Net loss improved to $227 million from $255 million last quarter, with the loss decreasing $98 million versus Q3 2018.
CEO Evan Spiegel made his case in his prepared remarks for why Snapchat’s share price should be higher: “We are a high-growth business, with strong operating leverage, a clear path to profitability, a distinct vision for the future and the ability to invest over the long term.”
Snapchat’s share price had closed down 4% at $14, and had fallen roughly 4.6% in after-hours trading as of 1:50 pm Pacific, to $13.35, despite the earnings beat. It remains below its $17 IPO price but has performed exceedingly well this year, rising from a low of $4.99 in December.

That’s partially because of the high cost of Snapchat’s growth relative average revenue per user. While it notes that it saw user growth in all regions, 5 million of the 7 million new users came from the Rest of World, with just 1 million coming from the North America and Europe regions. That’s in part thanks to better than expected growth and retention on its re-engineered Android app that’s been a hit in India. But since Snapchat serves so much high-definition video content but it earns just $1.01 average revenue in the Rest of World, it has to hope it can keep growing ARPU so it becomes profitable globally.
Some other top-line stats from Snapchat’s earnings:

Interestingly, Spiegel noted that “We benefited from year-over-year growth in user activity in Q3 including growth in Snapchatters posting and viewing Stories.” Snapchat hadn’t indicated Stories was growing in at least the past two years, as it was attacked by clones, including Instagram Stories that led Snapchat to start shrinking in user count a year ago before it recovered.
Since Stories viewership is critical to total ad view on Snapchat, we may see analysts insisting to hear more about that metric in the future. Snap also said users opened the app 30 times per day, up from 25 times per day as of July 2018, showing it’s still highly sticky and being used for rapid-fire visual communication.
The other major piece of Snapchat’s ad properties is Discover, where total time spent watching grew 40% year-over-year. And rather than being driving by just a few hits, more than 100 Discover channels saw over 10 million viewers per month in Q3. With Instagram’s IGTV a flop, Discover remains Snapchat’s best differentiated revenue driver, and one it needs to keep investing in and promoting. With Instagram trying to compete more heavily on chat with its new close friends-only Threads app, Snapchat can’t rely on ephemeral messaging to keep it special.
TikTok buys ads on Snapchat that could steal its users
Surprisingly, Spiegel said that “We definitely see TikTok as a friend” when asked about why it allowed the competitor to continue buying ads on Snapchat. The two apps are different, with Snapchat focused on messaging and biographical social media while TikTok is about storyboarded, premeditated social entertainment. But this could be a dangerous friendship for Snapchat, as TikTok may be taking time away that users might spend watching Snapchat Discover, and its growth could box Snapchat out of the social entertainment space.
Looking forward, in Q4 Snap is estimating 214 to 215 million daily active users and $540 million to $560 million in revenue. It’s expecting between break even and positive $20 million for adjusted EBITDA. That revenue guidance was below estimates for the holiday Q4, contributing to the share price fall.
Snap has a ways to go before reaching profitability. That milestone would let it more freely invest in long-term projects, specifically its Spectacles camera-glasses. Spiegel has said he doesn’t expect augmented reality glasses to be a mainstream consumer product for 10 years. That means Snap will have to survive and spend for a long time if it wants a chance to battle Apple, Facebook, Magic Leap and more for that market.
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Want your video game character to look just like you? Soon you’ll be able to scan an in-game code with Snapchat to play as your personalized Bitmoji avatar on PC, console and mobile games. Today Snapchat announced its new Bitmoji for Games SDK that will let hand-selected partners integrate 3D Bitmoji as a replacement for their character skins. With support for Unity, Unreal and the Play Canvas engine behind Snap’s new Bitmoji Party game inside Snapchat, the SDK should make it easy for developers to pipe in life-like avatars that give people a stronger emotional connection to the game.
“It’s kind of a no-brainer to bring Bitmoji into games. Games can be so much more engaging with you…in the game,” Bitmoji co-founder Ba Blackstock tells me. “We’re adding an identity layer to gaming that has the potential to have a transformational effect on the industry.”

Snapchat has a massive opportunity to colonize the web — and the games ecosystem — with its Bitmoji instead of waiting for developers to make half-assed clones. Bitmoji is perhaps Snapchat’s most popular and enduring feature now that Stories and ephemeral messaging have been widely copied, with 330 million estimated downloads, according to Sensor Tower. As I wrote in my feature piece on Snapchat’s new platform strategy, “To stop copycats, Snapchat shares itself,” every distributed instance of the company drives attention back to its original apps, and each partnership it establishes is one more ally in the fight against Facebook.
Snap’s new CMO Kenny Mitchell
As Snapchat moves into this new era of marketing itself through Bitmoji, today it also announced it has hired a new CMO, Kenny Mitchell. He was formerly the VP of marketing at McDonald’s and the head of consumer engagement at Gatorade. Mitchell oversaw the sports drink’s Serena Williams tennis game that lived inside a Snapchat ad and saw an average of over 200 seconds of play time, and its viral Super Bowl augmented reality lens that let you dump a cooler of Gatorade on yourself.
“Kenny’s consumer marketing expertise and his deep understanding of our products will be a great combination for Snap,” writes Snap CEO Evan Spiegel.
The company has seen many senior execs depart over the years due to clashes with Spiegel over leadership, so we’ll see if Mitchell sticks around. He’ll be spearheading Snap’s new marketing campaign to reactivate Android users frustrated by its buggy app and bring them back to its newly reengineered version. “I look forward to helping Evan and Snap continue to tell their story to people around the world, and working with my new colleagues as we define the future of the camera and self-expression,” Mitchell writes.

Snap acquired Bitmoji parent Bitstrips in 2016 for just $64 million, propelling it to become a staple top 10 app. Snap launched its Snap Kit platform in June 2018, allowing developers to integrate Bitmoji into the keyboards of their apps like Tinder for use as chat stickers or 2D profile pics. And this month, at Snap’s first Partner Summit, it launched partnerships to bring Bitmoji to the Venmo feed, Fitbit watch faces and more. But now it will let 3D Bitmoji replace your in-game character head-to-toe.
For now, the SDK will be free to top developers chosen for the program from PC, Mac, Xbox, PlayStation, Nintendo Switch, iOS, Android and other platforms. Surprisingly, most game devs just build their own avatar customization feature from scratch, but they’re typically focused on clothes and crazy hairstyles rather than fine-tuning a face that looks like your own. And while customized avatars are common in shooter games, Bitmoji could bring them to platform, racing, dancing, puzzle, fighting and role-playing games too.

Bitmoji for games won’t be an open platform, to ensure the brand isn’t misused. Blackstock explains that “You can look at what we’re doing with Bitmoji Kit where we have guidelines of best practices of how to use Bitmoji and not use Bitmoji. We’ll apply the same kinds of guidelines to gaming.” That might mean no extra graphically violent games, or anything in which players might revel in inflicting pain on a personalized avatar. But Fortnite, with its cartoony violence, might be an ideal Bitmoji partner.
Snap’s global head of gaming partnerships, John Imah, says he could imagine using his Bitmoji in titles from Star Wars, Lego, Mario Kart or Warcraft. Depending on how their models for characters, landscapes and items work, developers may have to do some work to make Bitmoji work gracefully. But Imah says when it can, “There will be some modification on our end to make sure this works within their engine so we can make this process as seamless as possible for these developers.”
Users will design their avatar in the Bitmoji or Snapchat app, though there may be in-game customization options down the line. If users ask to import their Bitmoji, the game will show a QR Snapcode on screen that users can scan with the Snapchat camera. That authentication unlocks their Bitmoji to use as an avatar skin in the game. Suddenly, every quest, battle and cutscene becomes about them, not some generic character.

Given Fortnite is earning hundreds of millions of dollars selling cosmetic upgrades, the inevitable question is whether Snap will start selling bonus outfits, items or face options for Bitmoji. “It’s really early days for Bitmoji for Games. It’s something we’ll explore later down the road,” Imah tells me. Imagine if kids could buy Supreme sweatshirts or fresh Nikes for their Bitmoji? That could be a lucrative new business for Snap that’s strengthened by each Bitmoji partnership, and at a time when it’s eager to boost revenue and cut losses as it aims for profitability.
Bitmoji for Games could cement Snapchat as the best way to visually represent yourself online without a photograph. As the darker sides of the internet and human nature come into focus for the tech industry, we need more ways to be ourselves while retaining privacy. Bitmoji could deliver the emotional connection of seeing yourself as the hero without the risks of exposing your true face.
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After a year of its user count shrinking or staying flat, Snapchat is finally growing again, and more growth is likely on the way. That’s because it’s finally completed the rollout of Project Mushroom, aka a backend overhaul of its Android app that’s 25 percent smaller and 20 percent faster. Designed for India and other emerging markets where iPhones are too expensive, Snapchat saw an immediate 6 percent increase in the number of people on low-end devices sending Snaps within the first week of upgrading to the new Android app.
Snapchat grew from 186 million daily active users in Q4 2018 to 190 million in Q1 2019, adding 1 million in North America, 1 million in Europe and 2 million in the Rest of World, where the Android app makes the biggest difference despite rolling out near the end of the quarter. It has been a long wait, as Snap first announced the Android reengineering project in November 2017.
“As of the end of Q1, our new Android application is available to everyone,” Snap CEO Evan Spiegel wrote in his prepared remarks for today’s estimate-beating earnings report. “While these early results are promising, improvements in performance and new user retention will take time to compound and meaningfully impact our top-line metrics. There are billions of Android devices in the world that now have access to an improved Snapchat experience, and we look forward to being able to grow our Snapchat community in new markets.”

Some of the growth stemmed from tweaks to Snapchat’s ruinous redesign, including better personalized ranking of Stories and Discover content, as well as new premium video Shows. Now with the Android app humming, though, we might see significant growth in the Rest of World region in Q2.
Unfortunately, since Snapchat uses bandwidth and storage-heavy video, more usage also means more Amazon AWS and Google Cloud expenditures. That’s partly why Snapchat is predicting a slight increase in adjusted EBITDA losses from $123 million in Q1 to between $125 million and $150 million in Q2. Rest of World users only earn Snap about one-third as much money as North American users, but cost nearly as much to support.
We first highlighted Snap’s neglect of the international teen Android market when Instagram Stories launched in August 2016. Spiegel and Snap were too focused on cool American teens, squandering this market that was snapped up by Facebook’s Instagram and WhatsApp. Now Snapchat will have a much harder time winning emerging markets as they’re not the first to bring Stories there. But if it can double-down on ephemeral messaging, premium video and its augmented reality platform that are leagues ahead of Facebook’s offerings, it could finally creep toward that 200 million DAU milestone.
Come see Snap CEO Evan Spiegel speak at TechCrunch Disrupt SF on October 2nd-4th. Get your tickets here.
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