Funko’s Jason Bischoff Details The Creative Process Behind Funko Fusion

Funko's Jason Bischoff Details The Creative Process Behind Funko Fusion

As a long-time collector and aficionado of all things Funko, I must say that this new character Eddy Fusion, the ultimate critic, resonates with me on a deep level. Having spent countless hours pouring over forums and social media, reading the endless debates about the merits (or lack thereof) of various Pop figures, I can relate to his skeptical, critical eye.


In simple terms, “Funko Fusion” is an action-adventure game where characters and settings from multiple pop cultures, including NBCUniversal properties, are combined into Funko Pop figures. This unique blend includes iconic classics like John Carpenter’s “The Thing” with popular gaming characters such as “Mega Man.” Currently, the game features over 60 characters and 20 franchises, and it introduces several new intellectual properties to the gaming world, including Jordan Peele’s “Nope” and the action-comedy hit “Hot Fuzz.” Despite being a fusion of various fandoms, the game also offers different genres like horror and sci-fi elements.

Game Rant recently interviewed Jason Bischoff, Funko’s VP for Licensing and Business Development, to understand the role of licensing in ‘Funko Fusion’ and how it aims to advance its genre. During the interview, Bischoff provided insights into the diverse realms within ‘Funko Fusion’, such as cameo worlds. It appears that cameos might be incorporated in multiple ways across the entire Funko universe, with Bischoff hinting at potential collaborations from other companies. (The following transcript has been revised for clarity and conciseness.)

Funko Fusion Announcements, Adding IPs, and More

As a gamer, here’s my take on keeping you updated about Funko Fusion: Since I first caught wind of it, there have been some other announcements alongside Funko Fusion. However, the buzz around it hasn’t stopped. In fact, more updates have been dropped, with even more revelations happening during Gamescom. So, if you missed the latest scoop, now is the time to get caught up!

B: Over the past three years, I’ve witnessed quite a bit. Let me emphasize this: The game offers a complete package. You get everything in the box, no need for additional purchases. This isn’t a game that requires microtransactions. It features seven main worlds or core areas, with a boss battle at the end of each world.

7 secret worlds are concealed within each of the main 7 levels in the game, along with 7 additional side quests we’ve revealed. Altogether, these amount to approximately 21 unique elements spanning the entire NBCUniversal universe. Additionally, a few bonus choices not originally part of our lineup have been added, such as Five Nights at Freddy’s, Invincible, and more recently, Mega Man.

Funko's Jason Bischoff Details The Creative Process Behind Funko Fusion

We draw inspiration from a mix of sources worldwide and spanning different genres. We don’t limit ourselves to any particular rules. Mega Man is one of our favorites, with a diverse set of influences behind it. Our team includes many seasoned game developers and players who have been around for quite some time. And let me tell you, I was a die-hard fan of Mega Man during my entire sophomore year in high school. You could find me engrossed in the games’ lab, or the computer lab, completely absorbed in the world of Mega Man.

Regarding future developments, I’m thrilled to share that we’re considering numerous possibilities for enhancing the game further. There might also be some exciting announcements on the horizon before we finally launch.

Q: With Mega Man, I think a lot of the existing properties were stuff that sort of made logical sense. They didn’t necessarily have game tie-ins, but Mega Man has roots in video games. Can you talk about this difference between incorporating something that has a little bit more freedom in terms of Shawn of the Dead or Scott Pilgrim to make a video game, versus Mega Man?

Sure thing!

Contrarily to your inquiry, the game we developed presented us with an exceptional chance to delve into franchises that had not been explored interactively before. Incredibly, the film “Shaun of the Dead” has never been adapted into a game, as far as I’m aware. In the same vein, “Hot Fuzz” remains untouched in terms of gaming integration. It’s a significant task to take on such iconic properties and create a unique core gameplay mechanism that suits the environment, feels natural for that IP, and ultimately includes all the perfect comedic elements which are crucial for the overall experience.

10:10, given their ancestry, a significant aspect of their history revolves around both duty and enjoyment. It’s about being supporters at heart, while also creating something genuine and enriching that not only resonates with the essence of these intellectual properties but also amplifies the enthusiasm among the fanbase.

Q: It’s a very fascinating thing that I’ve asked different people. I asked about it at Comic-Con. As far as getting one property versus the other, what’s that experience like? Of, okay, “We’re making a partnership with NBC Universal.” Do they just say, “Here’s a list, you can pick what you want” or for something like Mega Man, is that more challenging because it’s a video game and there are more protective feelings about it?

I can approach answering this question in numerous ways, but let me clarify my role: I serve as the licensing specialist at Funko. Licensing is essentially my domain. To put it simply, authenticity serves as our foundation. Intriguingly, about three years ago, John and I collaborated with a few creative minds from Funko during a summit. Over the span of a weekend, we essentially outlined the core elements that eventually shaped most of the game. This process began at the property level, considering what fits well from a genre standpoint. How can we ensure we cover horror, sci-fi, action, and even the unconventional? That’s how we initially categorized those areas.

In negotiating the deal with NBCUniversal, they were more than willing to share what options were open. To our admission, there were some items on that list that immediately raised concerns. Other aspects required discussions with key third-party stakeholders, such as Amblin, to ensure everyone was at ease about our plans, especially when it came to the Jurassic Park universe. Amblin is particularly protective of their intellectual properties, so we needed to demonstrate that we would respect the IP while still staying true to ourselves.

Funko's Jason Bischoff Details The Creative Process Behind Funko Fusion

An illustration is Scott Pilgrim. The team led by Edgar Wright had a distinct plan for transforming Brian Lee O’Malley’s original work into a theatrical experience. We aimed to ensure that our decisions resonated with them, as we were entering a world they had carefully crafted. The journey often began with a deep appreciation for the source material and was partially strategic, given our desire to explore various genres. Additionally, it was about pushing ourselves further while still sprinkling in some extra flavor.

The Video Game Licensing Process for Funko Fusion

A: Could you tell me how much of this process has been straightforward for you due to your extensive experience, particularly when it comes to handling the licensing and outreach? Furthermore, what aspects of this process proved unique when dealing with the video game industry?

A: That’s an engaging query! At Funko, we’re fortunate to have a wide range of collaborations, and these relationships are always based on trust. We’ve cultivated connections with these groups, so when we or they call, it’s understood that we approach things differently due to our distinctive Funko style, while also having our own unique perspective. Essentially, we aim to highlight what makes your product special, what people adore about it, but also make sure it fits seamlessly within our universe.

Those conversations were particularly different from what we normally handle in a day-to-day product perspective. I think the biggest challenge was just getting folks initially to see – 10:10 is quote/unquote, “a new studio.” It was a wealth of pedigree there that was driving it. As soon as we were able to demonstrate that, people were all in. Calling and saying, “Hey, we want you to be part of our first foray into the gaming space, doing something big. It’s the biggest content bite we’ve ever taken in our 26 years of history, and we want to do it within and through your brands.” I think a lot of groups were just quick to raise their hands, recognizing the momentum.

Funko's Jason Bischoff Details The Creative Process Behind Funko Fusion

Q: When coming to work on the game at 10:10 or collaborating with them, was there a sense of, “We’re familiar with your background, we hope you can bring something akin to what you’ve done in the past.” Or did Dave suggest, “This is our style. Can we blend it with yours?” Since the game shares many similarities with projects that 10:10’s team has worked on previously, even though it’s a new project.

“We’ve created many action platformer games before, and they’re popular because people enjoy the genre. However, as people grow older, there seems to be a lack of appeal in that genre. I want to take what we already know works, but make it fresher, more mature, larger, more intense, multiplayer, and even incorporate Funko elements.” And indeed, his idea has proven effective over time.

For us, it’s been a guiding light, as we acknowledge the existing patterns in this field but strive to elevate them to something new and innovative. The question becomes: How do we transition from an E (Everyone) rating to a T (Teen) one? How can we handle themes that have been unexplored or considered unapproachable by others? Our goal is to engage with the gaming community in a way that reflects their maturing tastes, rather than leaving them behind. In other words, we’re aiming to grow with our audience, not leave them behind.

Adding Funko Pops into Funko Fusion and Creating New Funko Characters

A: Was there any difficulty transforming Funko Pops for use in video games, or have such adaptations been previously addressed in other media, allowing for easy decisions like, “How big are these in the digital realm?”

A: We’ve been making fully-animated short films for quite some time now, and those have given us valuable insights as we embark on this new project. The key takeaway is the importance of pantomime in these productions. This is because our characters aren’t meant to be realistic or authentic; rather, they are designed to resemble toys or collectibles. So, we can add some playful elements, like a head that detaches or actions only collectibles can perform.

Here are some key insights that guided our approach for this project: Firstly, we didn’t want it to be entirely voice-acted, as we believed incorporating pantomime would result in more effective humor. Secondly, we used vinyl not just as a building material but also as the currency within the game. This means that when your characters sustain damage, like flame damage for instance, your collectible’s head will melt, revealing a toy skeleton inside. Consequently, you’ll need to gather vinyl, the primary resource, throughout the gameplay.

In-game, these items resemble Gushers and serve not only to restore your character but also as our ultimate currency for crafting and building gadgets. Essentially, we’re taking familiar elements and enhancing them so that players have more control over the gameplay experience. It’s like saying, “Let’s embrace what we’ve been discussing or experiencing for a while and elevate it to a point where players are now in charge.”

Question: During Comic-Con, there seemed to be a unveiling of fresh characters. Many of these are based on pre-existing properties. Could you discuss the procedure of collaborating with 10:10 to create characters that could essentially become Funko figures, transcending the game and having their own fanbase?

A: This is a tremendous task, and it’s definitely a chance and an honor. I don’t treat it casually. I’ve been lucky to handle the title from both the licensing aspect and collaborating with John on the creative side. From day one, we’ve been crafting this project together.

For approximately 26 years, Funko has provided a simplified account of Freddy’s tale. Most people recognize Freddy as the character-costume wearer behind their beloved Pop figures at Fun Days, or perhaps from our promotional materials, online presence, or branding. While there is a general understanding of Freddy’s persona, it hasn’t been explicitly detailed until now. Lately, we’ve introduced new characters such as Proto, his dog, and this year, Franny, his twin sister, to shed light on Freddy’s background.

Three years ago, when the project first began with just Freddy, we collected various narratives and gradually formed them into the Funko mythology. This collaborative effort involved multiple teams and our original co-founder, Mike Becker. By charting out the ‘history of Funko’ from a content perspective, we essentially established its lore. Subsequently, our focus shifted to figuring out how best to present this story more explicitly, especially when introducing new characters like Eddy, ensuring maximum impact for each introduction.

Three years ago, it was clear that we aimed to create a character who was the complete opposite of Freddy. Freddy is essentially an evergreen, acting like a 10-year-old kid. He possesses a remarkable talent to transform into any role he encounters. He’s quite innocent and, using a common reference, you could say he embodies the essence of Richie Cunningham – very clean-cut and unsullied.

1. As a corporate mascot, Freddy suits us perfectly, but what’s his true motivation? On the contrary, at that time, he had no identity. Later on, he was christened Eddy, not just as a play on Freddy, but more significantly because Eddy symbolizes the ebb and flow of ocean currents, reflecting a natural, fluid personality.

Funko's Jason Bischoff Details The Creative Process Behind Funko Fusion

Instead of embodying a Funko enthusiast, we intentionally created a character who represents the polar opposite. If Freddy symbolizes an ardent fan, then Eddy embodies a relentless critic. We’ve channeled the criticism that exists widely and given form and voice to it.

Fundamentally, everyone has a spot at the Funko gathering, regardless of whether you’re an avid fan or a vocal critic. For some, it might seem like a realization of a dream that’s been brewing for nearly three decades. But if you find yourself resonating with Eddy’s perspective, you’ll understand that there’s a diverse spectrum at work here – “There’s a mix of various elements at play.” As long as you appreciate something, you might just find your place in this community too. That’s the essence of Funko more than anything else – we’re building a space, and characters, that make everyone feel welcome at the same table.

A: The creation process seems cyclical as you’re making a game featuring Funko Pop figures, and now there are Funko Pop figures of the Funko figures. Could you explain how this loop works, specifically, do you consider, “We need to make these figures distinct from existing ones to create new Funko figures”?

From the beginning, we planned to create a strong series of collectibles, branded under Funko Fusion. Our goal was to pay tribute to intellectual properties that are prominently showcased within the game. As we continuously refine and enhance our creation, I’d say our main focus has been on elements that are novel or concepts we haven’t explored for a considerable period.

A fantastic instance is the Indominus Rex, a creature not featured in the initial Jurassic World series. Frankly, I can’t fathom how that occurred. To be honest, it’s a complete mystery to me. Fans have been vocal about their anticipation for quite some time now. Given his pivotal role as the antagonist in Jurassic World, we saw this as an excellent chance to introduce him, attract long-time fans who have been eagerly awaiting such an appearance, and simultaneously pay tribute to that moment.

Funko's Jason Bischoff Details The Creative Process Behind Funko Fusion

Separately, there was a suggestion: “It’s been over a decade since we introduced a Cylon. Perhaps it’s time to discuss that.” Similarly, Scare Mare and Scare Glow – characters developed in collaboration with Mondo and Mattel – have become significant figures. They are now part of an authentic one-sixth scale collection, and our Pop version serves as the final boss in Masters of the Universe.

Beyond this point, there were additional minor details we took into account, such as “Eddy Funko, the shape-shifter, having multiple forms provides a convenient explanation for Chase variations.” In our series, you’ll notice a character that resembles the Purple, craggy-eyed Indo Rex or the Blair Wolf or the Cylon. These are Chase elements, specifically numbers one and six. We aim to engage fans across all spectrums and to ensure we don’t go unnoticed, we offer five pieces of exclusive DLC that can only be obtained with the physical Pop figures themselves.

[END]

Read More

2024-08-30 00:15