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Chronicles

The story behind the story

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Lego CEO Niels Christiansen says the toymaker plans to make video games in-house, after 2024 revenue rose 13% YoY to ~$10B; its Fortnite tie-up has 87M players

Danish toymaker beefs up digital capabilities after success with externally developed games  —  Lego is building up its capability …

Financial Times Richard Milne

Context & Ripple Effects

Lego’s move follows its 2022 long-term partnership with Epic to create a safer digital play experience for children, a collaboration that put Fortnite at the center of Lego’s online strategy. The reported 87M-player reach gives the company evidence that its brand can travel inside a large existing game ecosystem rather than only through physical products.

The wider relationship was reinforced when KIRKBI, Lego’s holding company, joined Epic’s $2B funding round alongside Sony. Building game-making capability internally is therefore an expansion of an established digital relationship, not a standalone pivot.

First-order effects

  • Lego will need to hire or organize game-development, live-operations, and digital-product capabilities that it previously accessed through external developers.
  • Epic remains a key distribution and collaboration partner through Fortnite, but Lego gains more control over which game experiences it creates and how it extends its intellectual property.

Second-order effects

  • External studios that have built Lego games may face a smaller role in future flagship projects, while Lego can retain more product knowledge and potentially capture more value from successful digital releases.
  • The Fortnite collaboration becomes a proving ground for Lego’s internal teams: its large audience can inform which Lego game formats and digital features are worth developing beyond partner-led work.

Third-order effects

  • If branded consumer companies build and operate games themselves, game development increasingly becomes a core brand and customer-relationship capability rather than a licensing outlet for specialist studios.
  • Lego’s path points to a capability-tiering trend: companies may keep major platforms as partners while selectively internalizing the creative and operational layers that matter most to their brands.

The trend: Consumer brands are moving from one-off game licensing toward owning more of the digital production and live-experience stack while still relying on established platforms for reach.