Home Profiles Typical Gamer’s JOGO Acquires ‘Fortnite’ Studio RHQ Creative

Typical Gamer’s JOGO Acquires ‘Fortnite’ Studio RHQ Creative

by CelebStyling

A year out from launch, star “Fortnite” participant Andre “Typical Gamer” Rebelo’s gaming firm, JOGO, has made its first acquisition, which additionally marks one of many largest studio acquisitions inside Epic Games’ Unreal Editor for Fortnite (UEFN) ecosystem.

JOGO has acquired Quinn Gannon’s “Fortnite” map maker RHQ Creative, together with full possession of RHQ’s current map catalog (together with six aggressive maps), three new staffers, and together with a roster of greater than a dozen contributing contractors. As a part of the acquisition, JOGO will launch a professional division that focuses on skill-building and aggressive coaching maps for aspiring professional gamers. The professional efforts will likely be led by RHQ Creative founder Gannon, who will grow to be JOGO’s head of aggressive.

Financial phrases weren’t disclosed, however based on a supply acquainted with the acquisition, the deal is valued within the $1 million-$2 million vary.

The announcement of JOGO’s acquisition of RHQ Creative comes forward of Rebelo’s entrance into the Fortnite Championship Series’ Pro-Am Saturday, the place he’ll debut the newly acquired maps, inviting followers to coach with him as Typical Gamer whereas he teases the studio’s subsequent chapter.

“Welcoming Quinn and the RHQ team onboard is a huge win,” Rebelo stated. “Not just because he’s a veteran map builder and pro competitor, but because he understands what it takes to design for a different kind of player. This deal opens up a whole new lane for JOGO, and it’s just the beginning. We’re in a strong position to keep growing, keep investing, and keep building experiences that meet players wherever they are. Whether you’re logging on for the first time or grinding for the next FNCS, JOGO will be there for all of it.”

Founded by Gannon, higher identified to avid gamers by his tag “RichHomieQuinn,” RHQ Creative has earned a cult following for its aggressive coaching maps with greater than 20 million map visits and 200 million hours of playtime.

“With JOGO, I’m able to really put out the best product of what I want to create by having their backing and their support when it comes to, not only being able to get it published as fast as possible, but also at the highest quality,” Gannon stated. “I feel like I’m able to really elevate the practice that I’m able to produce with JOGO.”

As it approaches its one year anniversary, JOGO has doubled its workers (20-person workforce), catalog of “Fortnite” maps (12 maps) and variety of performs throughout these maps (greater than 400 million). According to Fortnite.gg estimates, JOGO has earned $10 million in income since launching final May.

“We are well positioned to explore these kind of opportunities where we can acquire another studio and and grow aggressively,” JOGO COO Chad Mustard stated. “And we’re really excited about the upcoming year; we have some big events happening within our maps, collaborations with big brands and artists and things like that. It’s a growing space that is still really exciting. And we’re really excited that just today, Epic submitted ‘Fortnite’ back to the App Store — and that is a huge, huge opportunity, especially for the UEFN space, because that’s a casual player base that will come in and want to play different kinds of maps. So we’re really excited about the potential of ‘Fortnite’ to grow its user base through mobile now, where we haven’t had that for four years. So it’s a very exciting space to be in, and we’re positioned currently, both financially and with staffing, to really capitalize on that.”

The deal was brokered by Night Media senior vice chairman Nick Brotman.

“It’s inspiring to see Fortnite creators investing not only in themselves but in the Fortnite ecosystem as a whole,” “Fortnite” maker Epic Games government vice chairman Saxs Persson stated. “UEFN has grown rapidly, and so have creators, who continue to chart their success by building experiences that resonate with players of all types and interests.”

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