Revolutionizing Gaming Highlights into Playable Content with Zero Friction | Asaf Gazit of Ludeo

Asaf Gazit is the co-founder and CEO of Ludeo, a groundbreaking platform that’s reshaping the way players engage with video games. Founded alongside his brother, Ludeo was built with a bold vision: to remove the friction in gaming and make discovering and jumping into new games as seamless as scrolling through TikTok. Drawing on their lifelong passion for gaming and a deep understanding of industry challenges, they transformed a simple elevator pitch into one of the most exciting drivers of growth in the gaming industry.

Tune in to discover how Ludeo is transforming gameplay highlights into playable moments. Players can jump straight into iconic scenes without the hassle of downloads or installs- just pure, frictionless play. Their goal? To become the “Playable YouTube” for games, bridging the gap between content consumption and interaction.

Here’s a glimpse of what you’ll learn: 

  • The importance of frictionless access to games and why it’s key to the industry’s growth.
  • The role of data and AI in personalizing user experiences and recommendations in gaming.
  • Insights into building a tech company, from idea to startup, in the gaming industry.

Resources Mentioned in this episode

Episode Transcript

Welcome to the Here's Waldo Podcast, where we sit down with top visionaries and creatives in the video game industry. Together we'll unravel their journeys and learn more about the path they're forging ahead. Now, let's get started with the show.

Lizzie Mintus: Hi, I'm Lizzie Mintus. I am the founder and CEO of Here's Waldo Recruiting and this is the Here's Waldo Podcast. In every episode, we dive deep into conversations with creatives, founders, and executives. You can expect to hear valuable lessons from their journey and get a glimpse into the future of the industry.

This episode is brought to you by Here's Waldo Recruiting. We are a boutique recruitment firm for the game industry, and we value quality over quantity, transparency, communication, and diversity. Before introducing today's guest, I want to give a big thank you to Uri Levanon for introducing us. 

Today we have Asaf Gazit with us. Asaf is the co-founder and CEO of Ludeo, a company that is pioneering the interactive game discoverability space. Ludeo is revolutionizing game discovery with proprietary technology that allows instantly shareable interactive gameplay highlights. We will get much more into what exactly that means soon.

Since founding Ludeo with his brother, Omri, in 2022, Asaf has led the company in raising over $42 million from investors including Playtika, LG Ventures, Corner Ventures, Samsung, and others, and assembled a team with talent from the industry giants such as Activision, Meta, Unity, Epic, and Xsolla. Let's get started. 

Thanks for making it happen. I'm glad to finally have you here. 

Asaf Gazit: Glad to be here. Thank you. 

Lizzie Mintus: For anyone that is not familiar, could you please give a deeper dive into what exactly Ludeo is and how it works? 

Asaf Gazit: Sure. Actually, I want to speak first about the challenge in the industry that we've detected and that will make sense and give more context about the solution of Ludeo.

What we found is the biggest challenge today, and we keep on hearing this from studios, from AAAs to indies, it doesn't really matter. Discoverability and the easiness to access new games, it's something that has become almost an impossible mission both from a game standpoint to succeed and stand out in this crowded market, and very saturated market.

And also from the user experience standpoint- if you think about a user trying to have a new game or think which new game I want to play, it's a very tough mission to do. And most of our time we're discovering new things on social media. We prefer authentic content over advertisements. We're consuming Shorts, TikToks, YouTube, Twitch streams, a lot of different content. It's very hard to decide. And the hardest part is to decide because there's a long journey ahead of me. From watching something that seems very cool, watching a highlight of a new game to actually becoming that player, downloading this game. There's a lot of steps required. And obviously there's a lot of drops and churn along the way.

So what we decided Ludeo to do is to develop the, I would say suitable media format for the gaming industry. We are constantly using video to promote agendas from players, just sharing highlights to creators, streaming videos, or even publishers doing marketing campaigns with videos. 

But videos are passive to use. It keeps everyone stuck as passive viewers on social media and it's very hard to get them back into the game. So Ludeo is the evolution of that. Basically every highlight of the game can now be shared on any other social platform, but instead of this being a passive video, now everyone can just instantly click and play that exact same highlight. 

So if I'm taking you through a journey, I'm watching a highlight on YouTube or Twitch that a streamer or a creator or just a friend share with me a highlight that you have with a, I don't know, in the Hitman game, for example, then now I can instantly click a link and that will open the exact same scene and allows me to play that, to genuinely experience the moment. Even if I don't have the game, there's no download required. There's no authentication or registration. And it's even cross-platform. So even if it's a PC console game, and I'm discovering this on my mobile phone, which obviously this is the case in most times. This is where we consume videos on social media content. So I can play a Hitman highlight on my phone instantly. 

That is Ludeo. Our vision is to become the platform where Ludeos live, where everyone can easily discover games in general through authentic user generated content that is instantly playable.

Lizzie Mintus: Okay, so I see a game. I play the highlight and then when I'm on the platform, am I playing that highlight and then from there I'm prompted to do something else? Or is it kind of like TikTok where I could scroll and see other highlights and play other highlights? 

Asaf Gazit: First of all, so it's a combination. You can either scroll like TikTok or YouTube and find other highlights, maybe from the same game, maybe from other games. The algorithm learns you and understands which highlights or which games to promote and recommend to you as well, as long as you keep on consuming content. But there is always a call to action. And the call to action could be to download the game. And we saw amazing performance and amazing results by giving the players the chance to first play and then download the game. So try it before you buy. 

But the call to action could be something else, even if I already own the game. And maybe now I'm playing a different build or a different level, different map. There's a boss. I cannot pass. So now it's the ability to jump right into that scene, try this over and over, and improve my skills. There's a lot of different use cases for the reason why I should play these highlights. We keep on discovering them and I would say that our users are teaching us more than we even know. 

The concept at its core is, rethink the way we are thinking about media. It's no longer passive. Every time you would think of using video, we have an alternative for you. Take Ludeo. Get your audience much more engaged. Explain your experience in a much better way. Share your highlights. Promote your game. There's so many different reasons why to share Ludeo or why to consume Ludeo. And the call to action would be accordingly. So if it's buying a new skin, trying a new level, downloading a game, or basically just challenging a friend, let's see if you can do that better than me. So all of these are applicable. 

Lizzie Mintus: And who are you engaging with? Are you, if I'm Call of Duty, for example, hopefully you're working with Call of Duty, but if I'm Call of Duty and I'm the developer, are you partnering with the developer? Are you partnering with the creator? Who is your point of contact to start the engagement process with Ludeo?

Asaf Gazit: I would say everything starts with the game, with the content. We are a content platform. Ludeo could be shared anywhere, on Twitch, YouTube, TikTok, or any other social platform. But at its core, we believe in creating the best user experience for gamers. So we've decided to develop our own destination. So that means we have a full ecosystem of games, creators, users, brands. All of them come together in one place, but the journey starts with a game. And the game feeds our platform with new content and creates variety and a lot of different Ludeos and games to try out. 

Lizzie Mintus: So the game has to be onboarded to your platform basically before someone can experience it, which is the decision of the creators of the game. 

Asaf Gazit: Yeah, we're doing very easy onboarding. Actually, we're taking this off of the developers themselves. We don't want to get them to defocus from their main mission, which is creating great games. We're taking the onboarding off of their hands. So it's basically low touch or zero touch for the game studio. Takes about six weeks to onboard a new game. Once it's been onboarded Then basically every gamer can very easily share highlights to social media, invite others to come and play from players to creators and even the studio themselves. 

We saw a few case studies where studios, such as IOI publishers decided to turn their trailer into a playable trailer. That was actually the first playable trailer in history that we've done with IOI. So it's no longer just watching a trailer passively. You know there's a lot of cinematic in the trailer, but then there's the gameplay scenes. We turned those gameplay scenes into instantly playable and then the results were amazing.

Lizzie Mintus: Yeah. Tell me more. So they had a trailer for their game come out. And I mean, It's always hard to measure where everybody finds your game from, but how was it significant for them? 

Asaf Gazit: So first of all, it was something fresh and new, which I think the industry is very thirsty for and looking for some innovative way to approach gamers. I feel like we're speaking the same thing over and over again. It's time to renew that approach. So that was one thing that was very excited. But to turn something so cool like a trailer into playable and give the chance to someone that thinks of playing the game instantly try it out in numbers- we saw the impact of that. 

So we took three key highlights from the game. It was a promotion of a new deal, featuring Jean Claude Van Damme as the elusive target, that agent 47 in Hitman needs to eliminate. So we took three key scenes, iconic scenes of Van Damme from the split that he's doing, et cetera. And from YouTube trailer, you had a link that everyone who watched that trailer could now click immediately and play these highlights. What we noticed was amazing. 20% of the viewers actually clicked through. And a 20% click-through was amazing. The engagement was above five and a half minutes per user.

Lizzie Mintus: Wow. 

Asaf Gazit: And pulling that was an average. We saw users playing this for hours, but on average it was five and a half minutes. And then the conversion rate to actually go to the store with a high intent to download that game was also 20%. So if you think about this as an overall funnel, you have 4% of the impression to eventually go to the store with high intent to download the game. It's something that we are not seeing in any other media format or campaigns. And it proves the point where authentic content and the hands-on experience or experiencing games in their native form, it's very effective for communicating what you want- in this case, downloading the DLC or downloading the game. 

Lizzie Mintus: And then it seems like, so once the game is on boarded, you would also potentially be able to have a streamer on board. Do you have a streamer program already, so streamers can also get the affiliate money? I'm streaming, here's my really cool clip, right? I'm a streamer and I'm trying to generate money from streaming. So do you have a platform to onboard streamers or is it more for the company at this point in time?

Asaf Gazit: I would say that every audience is being treated properly for their own needs. So the studios and publishers' needs are one. It varies from more game sales to increasing the retention and engagement of their existing community. Then if we are talking about influencers and creators or streamers in this case, they have two main motivations. One is obviously growing their audience. They want more audiences to listen to what they have to say and consume their content. But the second thing is engagement. They don't want just passive viewers who are not engaged with their content. It also reflects eventually money wise. If you have a more engaged audience, then you're much more appealing to advertisers, sponsors, or whoever you're monetizing through. So we want to help influencers and creators both increase their audience and engage with their audience in a better way. And what's a better way to engage with a gamer audience than playing with them or actually challenging your audience. 

So think of this scenario. I'm a streamer. I'm playing a triple A game or any game that I'm finding that I love. I have a highlight. Maybe my audience is already familiar with Ludeo. So they're writing in the chat, like create a Ludeo of that. Challenge us with this moment, because we want to play that or even, I'm just deciding to the streamer to challenge my audience. In 20 seconds. I can put that Ludeo on my chat on Twitch or YouTube or wherever I'm streaming. Everyone can jump in immediately and play. And we have a leaderboard that ranks everyone on according to their performance. So that opens up a lot of different use cases for influencers to do challenges, tournaments, giveaways.

You're basically engaging with your audience in a way that you've never imagined before, they have never imagined before. And you're turning them from passive viewers into participants into active players. 

Lizzie Mintus: That makes sense. Cool. And it seems like if I am also playing a user generated content game and I generate my own content then I could potentially have that be marketed much better too and have people discover me as a creator.

Asaf Gazit: Absolutely. I think that it opens a new category of creators, because, how many times... I mean, I know about myself. I'm not gonna be a good streamer. It's not in my DNA to be streaming games. Although I love watching several streamers, I don't see myself as a streamer. Or maybe there are gamers that are more shy to be in front of the camera.

So we're opening up a new category of creators where you just need to be a gamer and if you detect those highlights, those cool moments you can create Ludeos and these Ludeos can turn to be viral. And eventually if you know how to create great content, great challenges, great pieces of the game, just by being a gamer you can get rewarded for that.

We are rewarding influencers on top of what they're doing on Twitch or YouTube or any other platform. Were not requiring anyone to switch platforms. If you want to continue to stream on Twitch, that's perfectly okay. We believe in that. We offer a different and additive experience to the influencers so they can stay on Twitch or YouTube, promote Ludeos, better engage with their audience and get rewarded for that as well.

Lizzie Mintus: That makes sense. And at what stage would a company start engaging with you? When is that common? Is it that when you have a trailer or could you do it potentially beforehand? 

Asaf Gazit: You as a studio, you mean? 

Lizzie Mintus: Yes. If I'm a studio, at what point would I start to engage with you? And does it differ from Indies to AAA?

Asaf Gazit: So first of all, it doesn't differ at all. The time to onboard a AAA game or an indie game would be the same. I would say that we've learned a lot from talking with many studios since we founded the company. And they've taught us a few use cases we had never thought of- all the way back from, if you have vertical slices, and the first playable build, then basically you can integrate Ludeo and you can continue develop the game by releasing to your community or building community, releasing and dropping a few Ludeos every week. And see from the data what defines the scenes that players love more and engage more with. And you can actually build the game and double down on specific key features or areas or weapons or whatever the game is that you can actually see the gamers love playing from early on. 

And building a demo build and shipping this over Steam, it's not a hustle anymore. You're releasing a few links. They are playing that you can see this in the data, and make decisions along your development cycle. So that's as early as you can integrate. Today, we're mainly focused on games that are either pre-launch. So launching this year or they are post launch and they're looking to maintain their game. Maybe acquire new users that haven't explored or tried the game yet, or just DLCs, retention, engagement, et cetera. 

Lizzie Mintus: Yeah. Interesting. I hadn't thought about it from the early build perspective, but that makes sense. And it would be so much easier to have a few links. And then I imagine you have a backend for the company where there's a lot of data that they can review. Super helpful. Cool.

And then another problem so many people have told me on my podcast is getting people to tell you what they want and discerning if that is actually what they want. But I feel like your platform cuts through the noise because what they want is what they're sharing. Like, they're going to show you what they want even if they can't really exactly tell you. 

Asaf Gazit: What they care about, what they're playing- eventually we know that there's like 1% that are creators right out of the 100 percent audience. Only 1% are actually creating content, but for the 99% engaging or consuming content, you can see, for example, for each scene, how many times players are playing that on average. And those scenes or highlights that are being played most. We can really get down to the resolution and granularity of what defines that scene, what defines that highlight, in which area of the map, which character, how many enemies, which weapons did they use? All of these insights could help a lot in the decision making process of the studio to be much more data driven. You know in an era of AI and data, I think it's crucial to move fast and develop things to optimize your development according to the market. 

Lizzie Mintus: Yeah, for sure. I heard a talk by Jen McClain. She's been on my podcast, she's great, at DICE, and she was talking about how on the weekend, she might want to play a different game because she has time to relax. But on a weeknight, if she's done with work, she just wants to maybe get in and get out, and it's a really different experience that she was looking for.

I'm not sure that you can necessarily answer this question, but discoverability is one thing, but then having relevant recommendations. Lets say you're scrolling on Instagram and you're like, oh, Lizzie, buy this sweater. Oh, I love this sweater. You know me better than I know myself, right? So do you have any insights into how your platform can kind of solve the discoverability issue in the sense of making really valid recommendations based on more than just like, you play RPGs so only you like RPGs. Is it a little more personalized than that? Have you cracked that code? 

Asaf Gazit: Absolutely. Recommendation algorithms are much more complex and they're not as simple as just genre. I think today in the gaming industry, we're pretty much stuck there in the genre level. You know, think of store platforms, like Steam would recommend to you more games in the same genre that you're downloading games, which is great. But we are cutting through that noise, like you're saying, and we're going deeper into the exact scene, day of the week, month or season, what's trending or not.

There's a lot of different features, there are endless features we're feeding the algorithm. The purpose of the algorithm is to create the best user experience, and it learns you and adapts as you are consuming more and more. So if we see the seasonality in the week perspective, like you said in the case of playing some game on the weekend with others during the week, then yeah. It's going to be part of the information that is going to feed the algorithm. 

The problem is this is a good case where a player is playing several games. It's not that common today. I mean, playing a game requires a lot of time and effort and resources and even starting a new game. It's not as easy as Netflix or Spotify. You know, listening to a new musician or starting a new TV show, it's much easier. You're browsing through Netflix or through Spotify. You find something interesting, you click, you immediately watch or listen, depending on the platform, and then you're making a decision to continue listening to that musician or watch that tv show or not. 

In games it's not that intuitive. It's not that easy or frictionless. And I truly believe that content is king, but there is something much more basic than content, which is the access to the content, the frictionless access. So in other industries like movies and music, it has been solved. It's pretty easy today to discover new movies, TV shows or music. In the gaming industry, we don't see that behavior and this is where Ludeo comes to solve. The ability to play 100 games a week. You can do that literally. With Ludeo, you can do that. 

Lizzie Mintus: You can try it. That makes sense. Your platform is so cool. Okay, and then I want to talk about you and your brother founding the company. So, how did this come about? Were you frustrated with this problem? Were you brainstorming what kind of companies to start? What's your history and how did you come to the point where you actually made it happen?

Asaf Gazit: Yeah, I would say first of all, it starts with passion, obviously, all the time. Founding something that you don't have passion for, it's a good recipe for failure. So our passion starts from, I don't know, when we were nine, eight, give or take, he's the older brother. So it was like, I would say 13. I was 9. And we played a lot of video games in our childhood, at the point where we never went to school. We just keep on playing games all night. 

There was a pause for about 10 years, since we were 18 to about 28, give or take. And then we wanted to start something together as entrepreneurs. We started figuring out which industries are we going to innovate or find solutions or problems. And gaming was pretty obvious because it was a passion of ours. And we looked at what happened in the past 10 years that we have paused. 

Asaf Gazit: First of all, gaming became mainstream, which is great. When we were kids, the geeks are playing games, but now it's mainstream, and everyone are playing games, and I think the one thing that led to this situation was the social media aspect. It became something acceptable on social media. People kept on talking on this, on Twitch, and other social platforms really contributed to this.

And then when we wanted to come back and play games, we found that it's very hard to become a gamer again. We ideated new, different ideas. One morning we actually went to meet investors. We met at the lobby of the building. We walked inside the elevator. We clicked on the seventh floor and actually in the elevator, a true elevator pitch, my brother just casually suggested this idea, you know, throw it out in the air. And immediately, I had this light bulb above my head. I started thinking about the applications of this and how amazing this could be, how it's solving a lot of friction, which personally, I just hate friction in every aspect of life. I hate bureaucracy. I hate friction. I hate waiting in lines. 

Lizzie Mintus: That's why you're an entrepreneur. 

Asaf Gazit: Exactly. So think of me trying to play a new game, how much friction there is to play a new game, how much waiting there is. 

Lizzie Mintus: Forget it. Yeah. I'm already not interested in that. Totally. 

Asaf Gazit: So when he said that I was like, Oh my God, this is incredible. The first thing we said, like the elevator opens, we're walking to the meeting with the investors. They wanted to hear about our product roadmap. product, a different startup. And that was the first thing I said. I said, Oh yeah, the new feature that we're going to develop is called Cut and Play. Players play, they're cutting their highlights and allowing others to play. We call that Cut and Play. That was the first name. My brothers look at me and like, what are you doing? We just talked about this in the elevator, but it was something we found that was moving us emotionally. We understood that there was something there. 

After the meeting, we continued the research to understand the actual problem in numbers. We saw there's a huge opportunity and we started to develop it. And obviously, it's a magical technology that everyone still doesn't understand how it works. And it took us a lot of time working together with studios that believed like us in this vision. And we kept on optimizing our technology to the point where today we can support any game, any platform, any device, any engine, multiplayer, single player co-op, Unity, Unreal, proprietary engines, pretty much everything. 

Lizzie Mintus: That's an excellent story. I love that. And so you had this idea, you come out of the investor meeting, do the investors want to invest with you? Or it was kind of just getting your feet wet in investment? 

Asaf Gazit: I asked them a lot about this. They invested in our passion eventually. We had a lot of passion to the gaming industry. They had no clue what the hell is the gaming industry. They're not gaming investors. So they just believed in us, in our passion, and that we will figure it out. We will do whatever it takes to succeed. We did a lot of pivots and a lot of changes to the go-to market, the problem, the solution. You're doing a lot of pivots the early days until you're figuring out your way. The passion was the one constant thing in this ever changing environment of a startup. And that was what led us and still is leading us in the whole company. And that was what helped us hire amazing team members that we have, both in the R and D technology product data teams, and also in the marketing and biz dev. I truly believe in our team. And this is only because of the great things we want to do in the gaming industry, everyone are believers. 

Lizzie Mintus: Yeah, so tell me more. You had the idea you met with investors who eventually invested in you. Did you and your brother make a playable demo that then you shopped around? Did you have a team? I mean, we made a lot of hops from like, we had this idea. And now it works on all platforms. Because so can you talk a little bit about the in between? And yeah, just the struggles of the pivots and navigating that. 

Asaf Gazit: Yeah, um, so we. Started like thinking, how can we develop this? And we understood that we would need to implement this technology and onboard games. And to do that, it's a very hard sell when you have nothing. So to start with something, I'm a huge Counter Strike player. And I know that Counter Strike is open source. So we went to an open source engine. We figured out, what can we do with this? It took us three months to develop the first Ludeo. And we actually manually developed the first Ludeo, which was a highlight of Hiko, which is a very known Counter Strike player. So we took a cool highlight of him. We developed this into a Ludeo of Counter Strike. And then we shared this in the community of Counter Strike. We found several communities of Counter Strike and we shared this highlight. 

We saw the numbers that players were on average playing 280 times that one Ludeo. One player played almost 300 times that Ludeo. So we understood that this new format of TikTok like or short playable content is super interesting. So from this point, that was the starting point that led investors to invest in us and obviously continue supporting us in our development. 

We understood we cannot take three months to develop Ludeo. It's not acceptable. And also to play the first Ludeo, you had to have Counter Strike on your PC. You need it to download Counter Strike. And then you understand the challenges you're facing and we just tackle them one by one. So it took us about a year of development, but now to create Ludeo, it takes 10 seconds. 

So from three months, we narrowed it down to 10 seconds. It started with players must have the game installed. It went to, we're streaming the game, but it took about a minute and a half of loading time from clicking to load and play the game. A minute and a half is not acceptable. Imagine TikTok where every video you wait a minute and a half to watch. I mean, no one would use that. So now we narrowed it down to less than two seconds. So today from click to actually playing, it takes less than two seconds and we keep on optimizing this until it will hit that sub second goal that we have. Also, for integration, it took us eight months to integrate to the first game. Today, it takes us six weeks, and we are working hard to narrow it down to about a week or two. 

So these are the goals that we have, and we are constantly improving ourselves to meet these goals. We believe in a frictionless world where every game can instantly onboard themselves to this. Every gamer can play that, and every creator can instantly create and share highlights.

Lizzie Mintus: Yeah, you have your goals and you're executing. So in order to do product research, you got engaged with the communities of popular games. Is that right? That was the first step. 

Asaf Gazit: Popular games, specifically Camel Strike, but then we ran out of open source games that we know how to develop. We started working with indie games to try out new stuff. And we started with several indie games and then we went on to the double A's to see that we can support even bigger games and then to the triple A's. And today we're in a place where we have about 10 triple A's about to onboard to our platform. And we continue to meet with more and more triple A's that are, I don't see any reason why not. So, this is exactly what they see as well. And we feel that motion and momentum that we have today. 

Lizzie Mintus: So that's how you broke into the game industry, starting Indies, proving yourself and then working your way up now. Makes sense. Okay, I have one last question. And before I ask it, I want to point people to your website at just Ludeo, L U D E O dot com. Such an easy name, by the way. That's great. I'm glad. It's so hard to put a name. 

But what do we have to look forward to from Ludeo in the future? What are your big, hairy, audacious goals? Your BHAG. 

Asaf Gazit: I am bullish on the gaming industry. I think this is the industry that's going to be the biggest entertainment. It's already the biggest in entertainment, but I truly believe it's going to merge with a lot of different things that we see today in entertainment. It's going to approach a broader audience with the help of Ludeo. 

We can onboard more gamers or non gamers to become gamers with this easiness to be onboarded. We see ourselves as drivers of the expansion of the gaming industry. What Netflix have done to the movies industry and what Spotify have done to the music industry was expanding these industries. It's much easier. We're consuming more music and more TV shows today than we were ever before. I see that future for the gaming industry.

I see Ludeo as the driver to do that and our vision is becoming the playable YouTube. So think as big as YouTube, but everything is playable. I genuinely think this is something that is disrupting the industry and something the industry really, really needs to keep on the momentum that it had since COVID. And maybe we're slowed down a bit right now in the past two years. But I can start feeling the momentum going back again, and hopefully we are helping this to grow even bigger than it possibly can get. 

Lizzie Mintus: Yeah, discoverability is definitely everyone's biggest challenge, so thank you. We've been talking to Asaf Gazit, co-founder and CEO of Ludeo.

Where can people go to get onboarded with Ludeo, work for you, or contact you? 

Asaf Gazit: Feel free to contact me on my personal email, asaf, A S A F at Ludeo. com. I tend to be very responsive, so I would love to help and partner with every studio publisher, creator, influencer, or brand that wants to be part of this revolution.

Lizzie Mintus: Thank you so much.

Thanks so much for listening to the show this week. To catch all the latest from Here's Waldo, you can follow us on LinkedIn. Be sure to click subscribe to get future episodes. We'll see you next time.

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