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Hot WheelsPATCH 2026.10.27

“Players want to engage with brands, not just consume them”: Mattel explains Game Studios, Roblox and its NetEase lessons

By VGSources Team 7 min read

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Mattel Game Studios is Mattel’s new global game-development organization, built inside Mattel Digital Studios to turn brands such as Hot Wheels, UNO, Barbie and Masters of the Universe into ongoing interactive experiences. The nearly 300-person team in Los Angeles and Hangzhou combines internal development, licensing and creator-platform work. Its strategy is deliberately mixed: make some games itself, partner with outside studios on others, and design platform-native experiences for places such as Roblox. Mattel says the goal is not to put familiar logos on generic software, but to give players meaningful ways to participate in those worlds. That approach reflects lessons from the company’s Mattel163 joint venture with NetEase, including the value of long-term retention, global live operations and continuous feedback.

What is Mattel Game Studios and why did Mattel create it?

Mattel Game Studios is a global development organization operating under Mattel Digital Studios. Mattel described an announced staff of nearly 300 artists, designers, engineers, live-operations specialists and producers split between Los Angeles and Hangzhou. The structure brings game creation, licensing and creator-platform work closer together so physical play can be extended into digital communities.

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Senior vice president and global head of Mattel Digital Studios Marcus Liassides presents games as a core entertainment pillar, not a short-term marketing experiment. Mattel’s stated five-year ambition is to become one of the world’s leading entertainment-based game developers and publishers by growing original games, expanding partnerships and building durable player communities.

The organization also gives Mattel a clearer way to decide which work belongs inside the company and which is better handled by an external specialist. Internal development can increase creative control, in-house expertise and direct ownership of player relationships. Licensing remains valuable when another studio has the right skills or can introduce a brand to a new audience.

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Which games are in Mattel’s current portfolio?

Mattel is running a portfolio rather than betting every brand on one development model. The announced examples span self-published projects, licensed games and a collaboration with an outside developer.

Project Operating model Brand or partner context
Phase 10 Existing self-published game Mattel’s card-game brand
UNO Wild Upcoming self-published game UNO
Upcoming Hot Wheels experience Self-published pipeline Hot Wheels
Hot Wheels Infinite Rush Licensed project Hot Wheels
Masters of the Universe: Dragon Pearl of Destruction Licensed project Masters of the Universe
Skeletor: Until Next Time Collaboration with Amber Masters of the Universe character Skeletor

The distinction matters because Mattel is treating ownership, development capability and audience reach as separate decisions. A self-published title can build internal knowledge and a direct relationship with players, while a licensed release can benefit from an experienced external team. Neither model is automatically superior; the fit between the brand, concept and studio is the deciding factor.

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Why is Mattel releasing games on Roblox?

Mattel’s Roblox strategy is based on designing for Roblox culture rather than moving a conventional game onto the platform unchanged. The company has released He-Man and the Masters of the Universe on Roblox, followed by Monster High and UNO: Bridge Clash.

Liassides’ guiding principle is that “Players want to engage with brands, not just consume them.” He also says, “Success on Roblox comes from designing specifically for the platform.” In practice, that means giving players room to create, interact socially and return over time instead of treating Roblox as a simple storefront for a finished product.

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What does a platform-native Roblox experience require?

  • Creativity: mechanics should encourage players to make choices and express themselves, not merely watch branded content.
  • Social interaction: the experience needs reasons for friends and communities to play together.
  • Persistence: progression and reasons to return should survive beyond a single session.
  • Regular updates: live content keeps the world relevant and gives the community new goals.
  • Continuous listening: the team must use player feedback to adjust the experience rather than treating launch as the endpoint.

That operating model is closer to maintaining a living community than shipping a one-time tie-in. Mattel’s warning is explicit: a traditional game transplanted to Roblox without adapting to the platform and its audience is unlikely to feel authentic there.

What did Mattel learn from NetEase?

Mattel163 began as a Mattel–NetEase joint venture in 2018. Liassides says the operation gave Mattel a strong foundation in mobile development and live operations, with lessons that now inform the self-published pipeline.

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The three operating lessons

  1. Design for multi-year retention. A game should give players reasons to remain involved for years, not only produce a launch spike.
  2. Operate globally. Global audiences require live-service planning that can support different markets and communities over time.
  3. Improve continuously from feedback. Player responses are part of development, not just post-launch criticism; teams use them to refine the product.

These lessons connect Mattel’s mobile experience to its Roblox work. Both require ongoing content, community management and a willingness to change the game after release.

How does Mattel choose external studios and partners?

Mattel says it evaluates a studio’s creative philosophy, technical capability, relevant live-service experience and delivery record. It also tests whether a particular concept genuinely fits the proposed brand.

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What Mattel looks for in a pitch

  • A creative idea that starts with fan value rather than simply attaching a logo to an existing formula.
  • Evidence that the team can deliver technically and, where appropriate, operate a live game.
  • A believable connection between the mechanics, audience and the brand’s identity.
  • A plan to expand the brand authentically instead of using it as surface decoration.

Liassides says Mattel is open to pitches from established AAA teams and emerging independent studios. That openness is not a public application program, commission or guarantee of licensing; it describes the kinds of developers Mattel is willing to consider.

Does a famous brand guarantee a successful game?

No. Mattel’s own comparison is between brand awareness, which can attract initial attention, and gameplay quality, which determines whether people stay. The company’s stated lessons can be summarized across four practical axes:

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Decision axis What the strategy favors Risk if handled poorly
Internal ownership versus licensing Use both, matching control and expertise to the project Either losing valuable know-how or forcing an internal team into the wrong role
Native platform design versus porting Build around Roblox’s audience and culture when targeting Roblox A technically functional game that feels out of place
Launch visibility versus durable live operations Plan updates, retention and feedback loops from the start A strong opening followed by an empty or neglected community
Brand awareness versus gameplay quality Use the brand to invite players, then earn continued play through the game Curiosity without long-term engagement

What evidence shows that Mattel’s brands can attract players?

In a Harvard Business Review interview, Mattel chairman and chief executive Ynon Kreiz said Barbie was “the number one branded game on Roblox for more than a year with no marketing.” He also said an UNO Fortnite experience reached the platform’s top ten soon after launch.

Those are executive-reported results, not independently audited market data. No independent market-size or user-count study accompanies the available figures, so they demonstrate Mattel’s reported platform pull without establishing a complete market ranking.

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How does Mattel’s earlier games history affect this plan?

Mattel has tried and retreated from games before. It sold the Intellivision business in 1984 after the U.S. video-game crash, later sold Mattel Interactive to Gore Technology Group in 2000, and shut that business in 2001.

The current structure is presented as a long-term capability investment intended to be judged by the quality of the games and the communities around them. The past setbacks explain why Mattel emphasizes durable internal expertise, disciplined partnerships and live operations instead of treating a single release as proof of success.

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What should players and developers expect next?

Players should expect a mix of self-published and licensed releases, with Roblox projects shaped around participation and continuing updates rather than straightforward ports. Developers should expect Mattel to ask not only whether a team can make a technically strong game, but whether its concept gives fans a meaningful way to engage with the brand.

The strategy’s measure of progress is therefore broader than the number of announced titles. Mattel is trying to build repeatable capabilities: internal production, selective licensing, platform-specific design and communities that continue after launch.

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Frequently Asked Questions

Is Mattel Game Studios a separate company from Mattel?

It is described as an organization within Mattel Digital Studios, not as an independent corporate entity. Its role is to coordinate development, licensing and creator-platform activity across Mattel brands.

Can an independent developer submit a game idea to Mattel?

Mattel says it is open to pitches from independent studios as well as established AAA teams. The available statement does not identify a public submission portal, paid commission or guaranteed route to a license.

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Are the Roblox performance claims independently verified?

The Barbie and UNO figures were reported by Mattel chief executive Ynon Kreiz in a Harvard Business Review interview. They should be read as company-reported achievements rather than an independently audited user or market-share study.

What makes a Mattel Roblox game different from a normal licensed game?

The stated requirement is to design for Roblox’s audience, social systems and creator culture from the beginning. A conventional game moved over without those adaptations may carry the brand but miss the platform’s reasons to play and return.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

Hot WheelsLive OperationsMasters of the UniverseMattel Game StudiosMobile GamesRobloxUNOvideo game development

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