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News/Future Trash Secures $5m
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News/Future Trash Secures $5m
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{{News |seo_title=Future Trash Secures $5m |seo_keywords=Future Trash |image=Fn.jpg |tags=Epic Games |date=2024-09-30T21:42:27.000Z |sources={{NewsSource |source=Games Industry |url=https://www.gamesindustry.biz/uefn-developer-future-trash-raises-5m-in-seed-funding |article=News/Future Trash Secures $5m }} |author=Andura |category=Investments |content=Future Trash has raised $5 million in its seed funding round, with plans to develop and launch its original IP, FOAD, on the UEFN platform within Fortnite. The company describes FOAD as a collection of party games featuring anthropomorphic explosive devices, inspired by 90s rebel teenage nostalgia. The studio has previously created UGC games such as Bomb Tycoon and Boom: Boss Fight, which together have attracted 20 million unique players and generated over 1 billion minutes of playtime. Future Trash plans to produce 15 games for UEFN within the next year, covering various genres popular with Fortnite's audience. Additionally, the developer intends to grow FOAD’s community across social media platforms including Discord, YouTube, and TikTok. Ben Feder, managing partner at TIRTA, stated, “Future Trash is a passionate creative development team that has significantly impacted the UEFN ecosystem. Using UEFN’s sophisticated development tools to create and distribute content in weeks or months rather than years, Future Trash iterates rapidly on creative ideas to build new entertainment franchises for gamers around the world.” '''More:'''[[News/BLAST Premier Fall Final Team List Revealed|BLAST Premier Fall Final Team List Revealed]] Kevin Marciano, CEO of Future Trash, discussed the challenges of creating an IP for a UGC platform compared to a standalone game: “Creating a standalone game is really a blank canvas, whereas there are some limitations in UGC, but we believe limitations foster creativity. For us, striking the perfect balance between players’ expectations and adding our own innovative twist is the key. We learned to craft experiences that are familiar to the audience but reinforce our IP constantly in new and refreshing ways.” }}
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