【资料】I Just Need a Marta Story
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古泉刘祥 楼主
自从前年得知了一些关于Marta的神奇的信息,我就想对Marta了解一下。
毕竟,Marta——她不是Boombit & CheetahMobile请来的歌手吗?这难道和某知名的Alan Walker,还有Come&Get it或是Despacito会有很大区别吗?但是,不用了解她也能发现,用她的音乐做成的关卡并不是那种只买了一年版权的“版权关”。
如果你在贴吧内搜索,估计也会发现其他人对Marta的困惑,甚至是从AAU刚刚上线开始。
那么……
2026年02月12日 13点02分 1
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古泉刘祥 楼主
目录楼
2026年02月12日 13点02分 2
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level 12
古泉刘祥 楼主
首先,是促成我搬运这些内容的直接原因:
DL的fandomwiki,主要由非中国的DL众编写的wiki,在近期(2025年10月21日),为Marta编辑了一个页面。
非常感谢编辑者Sphera Circularum的贡献。原链接:dancingline.fandom.com/wiki/Marta(请自行加前缀)
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Marta Małgorzata Olejarz, known by her stage names Marta, or Maisly, is a Polish country pop female singer, songwriter, game director, and actress. Her representative songs include "All About Us" and "I Need a Love Story", and so on.[1]
Marta Małgorzata Olejarz,艺名Marta或Maisly,是一位来自波兰的乡村流行乐歌手、词曲作家、游戏总监和演员。代表性作品有“All About Us”、“I Need a Love Story”等。
Marta was born in September 2000 in Gdańsk, a city in northern Poland. She began her music career at the age of 7 and is known for her country music style. In 2017, her debut single "All About Us" and her second single "I Need a Love Story" released in 2018 each exceeded 3 million and 2 million views on her YouTube channel, respectively. Both songs were included on her debut album "The Story", which was released in 2018.[2]
Marta于2000年9月出生于波兰北部城市Gdańsk。她于七岁开始她的音乐生涯,以她的乡村音乐风格闻名。她在2017年发布的第一支单曲“All About Us”和在2018年发布的第二支单曲“I Need a Love Story”分别在YouTube上获得了超过300万和200万的观看。她在2018年发行的首张专辑“The Story”中也收录了这两首歌。
Additionally, Marta serves as a game director at Polish game company BoomBit, Inc., known for its music games like "Dancing Line" and "Piano Tiles 2", and so on. Her two songs "All About Us" and "I Need a Love Story" were featured as background music in the levels "All About Us" and "The Valentines" of the game "Dancing Line".
并且,Marta担任波兰游戏公司BoomBit的游戏总监,该公司以“Dancing Line”和“Piano Tiles 2”等音乐游戏而闻名。
All About Us和I Need a Love Story分别作为DL中AAU和情人节关卡的背景音乐。
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[1]的来源是一篇《每日镜报(MirrorDaily)》对Marta的采访,这个资料我们等下再说。
[2]的来源是Marta,现用名Maisly的Youtube。
————
不过,fandomwiki对于原始资料进行了概括摘要,这当然对于一个wiki是必要的,但这会损失一些信息。而且,fandomwiki上的内容并非完全可信。比如,fandomwiki声称钢琴由Łukasz作曲,我是绝对不会相信的。
……Boombit因为PT2而出名??
哦对了,此处担任游戏总监用的是一般现在时。但我可以告诉你,事情并不是这样。
2026年02月12日 13点02分 3
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level 12
古泉刘祥 楼主
下一段资料是《每日镜报》对Marta的采访。原文较长,我暂时不机翻润色。
原链接:http://www.dailymirror.lk/Weekend_Online/the_weekend_online/Marta-Olejarz-Director-UK-BoomBit/426-279446
这篇发布于2024年3月23日的采访,极大地促进了我们对于Marta本人的认识。可以说,是这里最为重要的资料。
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As the Director BoomBit (uk), Marta Olejarz brings a wealth of expertise and innovation to the dynamic landscape of mobile gaming. Her career trajectory, spanning both the music and gaming industries, exemplifies the fusion of creativity, entrepreneurship, and technological advancement. From her roots as a musician to her pivotal role in marketing some of the gaming industry's most acclaimed titles, Marta's commitment to pushing boundaries and fostering inclusivity shines through in her endeavours. With BoomBit's sights set on global expansion, Marta is spearheading efforts to penetrate emerging markets like Sri Lanka. Given the island nation's burgeoning gaming and e-sports scene, it presents a prime opportunity for industry growth. Recognizing this potential, BoomBit is actively exploring strategies to establish a presence in Sri Lanka, leveraging its expertise and innovative approach to deliver captivating gaming experiences to local audiences. In an intimate setting at Soho House in Mayfair, over a cup of freshly brewed coffee, Marta shares insights into her professional journey, the evolution of BoomBit, and the company's strategy for expanding its footprint in Sri Lanka's thriving gaming ecosystem.
【Q1】 Can you share with us in summary your personal journey; from classroom to boardroom?
【A1】 Growing up immersed in a business-centric environment, courtesy of my entrepreneurial parents, I absorbed the intricacies of the corporate world from an early age. While accompanying them to meetings and spending countless hours at their office, I honed various skills like coding and graphic design amidst a milieu of creativity. Despite this upbringing, I harboured a desire to forge my own path rather than tread in my parents' footsteps. Thus, I embarked on a journey into the realm of music, cultivating a career in the industry from my formative years. It was during this musical odyssey that I stumbled upon the intersection of music and gaming, sparking the inception of a start-up venture with a close friend. This endeavour reignited my passion for the industry, unveiling its immense potential. A chance encounter at a gaming conference led to a collaboration with the creator of Piano Tiles 2, catapulting my music into the gaming world and opening doors to unforeseen opportunities. Drawing from my experiences as a self-made marketer for my music career and later collaborating with top-tier PR and marketing firms, I gleaned invaluable insights that now inform my endeavours in the ever-evolving landscape of gaming.
【Q2】 Can you share with us in summary your professional journey; from Country Music to Mobile Game Development?
【A2】 My professional journey traces back to the tender age of seven when I first picked up a guitar and discovered my passion for music. Over the years, I diligently honed my skills, culminating in the release of my debut single, "All About Us," during my teenage years. The track swiftly ascended the ranks, securing the top spot in Germany and clinching the fourth position in Norway on the Google Play Country Music charts within its inaugural week. Accompanied by a visually captivating music video that amassed over 2.5 million views on YouTube, the song marked a significant milestone in my career. As fate would have it, my musical compositions found a new stage in the world of mobile gaming, featuring prominently in acclaimed titles like Piano Tiles 2 and Dancing Line, collectively amassing over one billion downloads and captivating an audience of eleven million users. Building on this success, my subsequent single, "I Need a Love Story," made its exclusive premiere on Taste of Country, where it enjoyed an uninterrupted reign atop their "Best Music Video of The Week" chart for over a month. The accompanying music video further garnered widespread acclaim, accumulating over 1.5 million views. From my humble beginnings as a budding country musician to my current endeavours in the realm of mobile game development, my journey embodies a fusion of artistic expression and technological innovation, with each step serving as a testament to the transformative power of passion and perseverance.
【Q3】 What inspired the transition, and how did your background in music influence your approach to gaming?
【A3】 Prompted by the triumph of integrating my music into gaming platforms, I felt compelled to delve deeper into the industry, delving into the realms of coding and game development. This newfound pursuit culminated in the conception of an innovative project: to complement my upcoming single release, "Not Heroes," with a bespoke game titled Marta Heroes Highway. Collaborating with a talented team, we embarked on the journey of game development, ensuring that the game featured a character resembling myself from the animated cartoon music video. The creative endeavour proved to be a revelation, igniting my passion for game development, and immersing me in the dynamic world of the gaming industry. What captivated me most was the marketing aspect; I relished the opportunity to devise the entire marketing strategy for both the single and game release. This hands-on involvement in crafting promotional campaigns served as a pivotal stepping stone, guiding me towards my current pursuits in the industry.
【Q4】 As a woman in a leadership role within the gaming industry, how do you perceive the current landscape for women in this predominantly male-oriented field?
【A4】 I'm witnessing a significant shift in the gaming industry's landscape, one that is increasingly inclusive and welcoming to women. It's heartening to observe a growing presence of women within the industry, particularly in leadership positions. This trend brings me immense joy 3 and optimism for the future. As women in a predominantly male-oriented field, we recognize the value we bring to the table and are dedicated to supporting one another. Despite our relatively smaller numbers, our solidarity fosters a collaborative environment where we strive to uplift and empower each other.
【Q5】 Are there initiatives or strategies that BoomBit employs to encourage diversity and inclusion within the company, particularly for women in gaming?
【A5】 At BoomBit, fostering diversity and inclusion is a top priority. We actively seek to create an environment where everyone feels valued and empowered. One of the ways we champion diversity is by ensuring that our female employees have prominent roles, with many of them serving as speakers at game conferences. Additionally, during the pandemic, we initiated virtual meetups exclusively for women within the company, providing a platform for knowledge-sharing and hosting online workshops tailored to their needs. Recognizing the invaluable contributions of our female colleagues, we consider them integral to our company's success. With a global workforce representing diverse backgrounds, we facilitate connections and foster camaraderie through visits to our various offices worldwide and the organization of inclusive events for all employees to participate in and enjoy.
2026年02月12日 14点02分 5
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level 12
古泉刘祥 楼主
【Q6】 When it comes to hiring coders for BoomBit, what is the company's approach, and where do they typically source talent from? Has BoomBit explored opportunities for recruitment in South Asia, considering the diverse gaming talent pool in that region?
【A6】 BoomBit adopts a flexible approach to hiring coders, particularly since the onset of the pandemic, embracing both remote and hybrid work setups. Our focus lies not on geographical location but rather on the skills and expertise that candidates bring to the table. Whether talent hails from South Asia or any other region, diversity and proficiency are paramount considerations in our recruitment process. Those interested in joining our team can explore opportunities via our Careers page, where individuals from all corners of the globe are encouraged to apply. Exceptions are made only for roles necessitating onsite presence at our Poland office. While we have previously collaborated with talents from South Asia, such as Funcell Games, the creators behind titles like Dog Life Simulator and Mom Life Simulator based in Kolkata, India, we remain keen on further exploring the vast gaming talent pool in the region. We welcome opportunities to engage with and tap into the diverse expertise that South Asia has to offer.
【Q7】 Where can gamers download BoomBit's mobile games, and what platforms do they primarily focus on?
【A7】Gamers can access BoomBit's diverse portfolio of mobile games across a variety of platforms. Our titles are readily downloadable from prominent online stores including the iOS AppStore, Google Play, Nintendo, Samsung, and Amazon. Additionally, we extend our reach to cater to niche audiences by offering our games on select alternative stores, ensuring accessibility for all players regardless of their preferred platform.
【Q8】 Can you share any awards or recognitions that BoomBit has received for its mobile games?
【A8】 BoomBit has been privileged to receive several prestigious awards and accolades for our mobile games. Among these honours, notable mentions include "The Most Innovative Game of 2017" on Google Play for "Build a Bridge" and the CEEGA award for "Best Mobile Game" in 2019. These recognitions underscore our commitment to delivering innovative and engaging gaming experiences to our players.
【Q9】 Do you find any parallels between your experiences in the music industry and your current role in marketing?
【A9】 There are indeed striking parallels between my experiences in the music industry and my current role in marketing. Both realms share a fundamental essence rooted in creativity and entertainment. The skills honed-in one domain often prove highly transferable to the other, fostering a seamless transition and enriching my approach to marketing with a diverse range of perspectives and insights.
【Q10】 How did you navigate the decision to leave your music career, and what factors played a crucial role in that decision?
【A10】 The decision to transition away from my music career felt like a natural progression, influenced by various factors that had been brewing over time. Even during my music endeavours, I maintained a keen interest in the gaming industry, attending conferences and seeking opportunities to merge my passions for music and gaming. However, the onset of the pandemic marked a significant turning point. With travel restrictions limiting my ability to pursue music-related engagements, I found myself at a crossroads. Reflecting on my music career, I realized the toll it had taken on aspects of my personal life. The constant travel and instability left me feeling disconnected from my family and longing for a sense of stability. Yearning for a new challenge and seeking a more balanced lifestyle, I made the decision to fully embrace the gaming industry. While transitioning from music to gaming posed its challenges, I viewed it as an opportunity to redefine success on my own terms. I aspired to strike a balance between career ambitions and personal fulfilment, aspiring to "have it all" in the truest sense of the phrase. Though daunting, this pursuit of balance imbued me with a sense of empowerment, reinforcing my belief in the possibility of achieving fulfilment in both professional and personal spheres.
【Q11】 Can you share some notable successes or achievements that you are particularly proud of in your professional journey?
【A11】 Reflecting on my professional journey, there are several accomplishments that stand out as particularly meaningful to me. One of the highlights was the opportunity to contribute to the 5 success of Dancing Line and Piano Tiles 2, which served as a pivotal moment in merging my passions for music and gaming. Creating music videos for songs featured in both games was a dream come true, but what truly fuelled my excitement was the chance to innovate within the gaming experience itself. I proposed the idea of integrating a button within the game menu of Dancing Line, directing players to the corresponding music video. To my delight, the developer embraced this concept, allowing us to leverage the game's vast reach to drive traffic to the music videos and vice versa. This strategic move proved to be a resounding success, instantly boosting the video views, and exemplifying the power of creative marketing. Another achievement that fills me with pride is the development of my own game, Marta Heroes Highway, accompanied by a supporting music video. This project epitomized my ongoing quest to uncover synergies between the music and gaming industries, further solidifying my belief in the potential for collaboration and innovation across diverse creative domains.
【Q12】 What advice would you give to young professionals, especially women, looking to succeed in business and leadership roles?
【A12】 For young professionals, particularly women aspiring to excel in business and leadership roles, my advice would be to prioritize mentorship and continuous learning. Surrounding yourself with seasoned individuals who have walked the path before you can provide invaluable insights and guidance. Be receptive like a sponge, absorbing knowledge, and experiences from those around you. Don't hesitate to ask questions or make mistakes; it's all part of the learning process. Cultivate the courage to speak up and assert yourself in discussions. Strive to become an expert in your field, dedicating yourself to mastery so that your abilities speak for themselves. Confidence stems from knowing your worth and having a deep understanding of your craft. Remember, resilience is key. If one opportunity doesn't pan out, don't be afraid to seek alternative routes. Embrace the mindset of resilience and adaptability; if a door closes, be ready to find a way in through the window.
2026年02月12日 14点02分 6
吧务
level 12
古泉刘祥 楼主
【Q13】 Are there lessons from your own journey that you believe could benefit those starting their careers?
【A13】 Reflecting on my journey, there are numerous lessons that I believe could greatly benefit those embarking on their careers. Firstly, it's crucial to identify your unique strengths and carve out your niche in the industry. Whether it's mastering a second language, excelling in social media marketing, or possessing graphic design skills, honing these abilities will set you apart from the competition and position you for success from the outset. Moreover, embracing mistakes as learning opportunities is paramount. Failure, albeit uncomfortable, is an inevitable part of growth. By experiencing and learning from smaller failures early on, you can mitigate risks and avoid more significant setbacks in the future. Don't hesitate to seek guidance from seasoned professionals who have navigated similar paths before you. Asking questions and learning from their experiences can provide invaluable insights and accelerate your career trajectory.
【Q14】 Where do you see yourself ten years from now?
【A14】 In a decade, I envision myself at the helm of my own mobile gaming company, with a strong emphasis on empowering women in the industry. My goal is to pave the way for female talent and provide opportunities for unsigned music artists, particularly through music games and other gaming ventures. Having experienced first-hand the transformative impact of such opportunities on my own career, I'm eager to pay it forward and help others embark on their journey to success. How do you want to be remembered one day? I aspire to be remembered as a compassionate individual who left a positive impact on others. For me, kindness is the most enduring legacy. Maya Angelou's wisdom resonates deeply with me: "I've learned that people will forget what you said, people will forget what you did, but people will never forget how you made them feel." My hope is that people recall me as someone who opened doors for others, who made them believe in the attainability of their dreams, and who inspired them to pursue those dreams relentlessly.
【Q15】 How do you differentiate yourself from others?
【A15】 I've never consciously aimed to stand out, as my interests naturally set me apart. Combining a love for fashion with a nerdy passion has always made me distinctive, particularly evident at gaming conferences where my unique style catches attention. Beyond appearance, I strive to differentiate myself intellectually by contributing meaningfully to conversations. I believe in speaking up only when I have something valuable to add, ensuring that my presence leaves a lasting impression.
【Q16】 Who do you look up to for inspiration or mentorship?
【A16】My most significant source of inspiration and guidance is my mother. Her achievements speak volumes; negotiating a contract for Encyclopedia Britannica at just 20 years old and later becoming a CEO in a predominantly male-dominated industry showcase her incredible determination and strength. She's a true powerhouse. Whenever I need advice or direction, I know I can count on her unwavering support and wisdom.
【Q17】 What is your biggest fear and how do you manage it?
【A17】My greatest fear revolves around the notion of living a life devoid of making a meaningful impact. While thoughts about mortality and existential uncertainties certainly linger in the background, I prefer not to dwell on them. Instead, I focus on channelling my energy into actions that contribute positively to the world around me, thereby alleviating this fear.
【Q18】 What would you like to achieve next?
【A18】 I'm currently immersed in the early stages of a female empowerment project. My goal is to establish a supportive space where women can connect, collaborate, and uplift one another on their journey to success. Naturally, I'm deeply invested in seeing this initiative thrive. Moreover, I've learned that some of life's most meaningful endeavours often come unexpectedly. That's why I'm always on the lookout for projects that may not initially seem apparent in their value to others. These ventures, often overlooked by many, tend to be transformative and life-changing for me. So, I remain open to unexpected opportunities and excited to see where they lead.
————
courtesy of my /entrepreneurial parents/。
这里,Marta自己说,AAU是她的第一支曲子;I Need a Love Story是第二支。为什么Marta的第一支曲子——甚至在发布MV前——就会被DL收录呢?
本文里还提到,Marta放弃了(一段时间)音乐生涯【见Q10】,这一点就解释了Marta在2019以及之后的不活跃。
然而,Marta本人的话也有一些让人疑惑的点。比如来自Q11的这段:
I proposed the idea of integrating a button within the game menu of Dancing Line, directing players to the corresponding music video. To my delight, the developer embraced this concept, allowing us to leverage the game's vast reach to drive traffic to the music videos and vice versa. This strategic move proved to be a resounding success, instantly boosting the video views, and exemplifying the power of creative marketing.
大意是,Marta提议在游戏中加入一个定向到MV的按钮,开发者同意了;
由于我知道赞歌和糖果的按钮,所以我大抵理解什么意思。然而,在我的记忆里——在我用uptodown站下载了2.0.4和2.0.7之后,我并没有发现这样的按钮。或许是iOS独占吧。
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由于这是一篇关于女性力量的采访,所以话题偏向女性和多样性。不过里面的内容对于了解Marta已经是相当充分的了。
(这采访者有公款追星的可能)
2026年02月12日 14点02分 7
吧务
level 12
古泉刘祥 楼主
下一段资料来自mailchi.mp/04f60a682fa4/marta-performance-237793。我不会真的引用其中的内容。
只是说明,Marta在2018年3月左右举办过一场演出。
……2018年9月之前Marta甚至没满18周岁!
2026年02月12日 14点02分 8
吧务
level 12
古泉刘祥 楼主
下一段资料要感谢英国人的信息系统。它来自英国政府网站……find-and-update.company-information.service.gov.uk/officers/baxZtJ1NJtfUiARYGb1qiefI0gY/appointments
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Marta Malgorzata OLEJARZ
出生日期
September 2000
——
BOOMBIT GAMES LTD (08943502)
公司状态
Active
联系地址
14th Floor, 33 Cavendish Square, London, United Kingdom, W1G 0PW
职位(已离职)
Director
就职时间
1 January 2023
离职时间
4 June 2025
国籍
Polish
居住国
United Kingdom
职业
Social Media Director
————
我们能信任英国政府网站吗?如果能,那么Marta的出生日期和国籍是明确的了;
Marta从Boombit(英国分部)离职了。(而且还是最近的事)。不过在她就职期间,我们得到了一篇采访!所以,裙带关系对大众也是有益的(雾)
2026年02月12日 14点02分 9
吧务
level 12
古泉刘祥 楼主
这一段资料并非静态的;它直接来自Marta本人,由她本人更新……它来自linkedin。linkedin.com/in/marta-olejarz-a0577911b/
我真的认为Marta会离职Boombit?事实并非如此。(从结果来看的话)
————
Marta Olejarz
履历
Singer/Songwriter
2013-至今
I’ve been a professional singer/songwriter since 2013.
——
Boombit
Social Media Director
2019年12月-至今
大伦敦,英格兰,联合王国
Director (UK)
2023年1月-2025年4月
——
AppLifters
Head of Social Media
2025年10月-至今
————
AppLifters?那是什么?Marta居然会去别的地方工作?这好像是最近的事情了。查一下。
“BoomBit SA 宣布正式推出 AppLifters,这是一套先进的用户获取、盈利和开发工具,旨在为全球游戏发行商、独立发行商和开发者提供支持。“
哦,懂了懂了。BB是有什么成功经验吗……?我只知道cm在当年被gp下架的时候在卖惨。
Marta在五个月前,也就是她就职AppLifters的时候,在linkedin上转了AppLifters的贴。说明她还活跃。
2026年02月12日 14点02分 10
吧务
level 12
古泉刘祥 楼主
这一段资料最简单直接——来自MV发布的地方,youtube。youtube.com/@maisly398
我不能把视频引用下来,所以我就随便讲讲。
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Hey guys! This is Maisly! I previously posted as Marta but... with a new sound.. I decided to take on a new name! Thank you for all your support. I hope you enjoy this new era, it's all about being who you want to be, starting fresh and speaking your mind. I love you and can't wait for y'all to hear the new music!
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这是Marta的个人简介。Marta出于自己个人音乐风格的改变,所以换了个Maisly的艺名。
(不过原来说是艺名其实就是真名嘛)
Marta在2019年12月5日在yt上发布Rumour时就已经使用了Maisly这个艺名。
Marta在yt上别的视频还是MV;除了2019年2月左右为”Marta Heroes Highway“做的宣传片”Not Heroes“。这一段你可以在前面的采访中看到。但是Marta这个游戏呢……是个跑酷游戏。可以在yt上看到演示视频。
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在两年前,2024年3月17日,
巴黎
,Marta发布了这个视频”I HAVE SOMETHING TO TELL YOU. I Need a Love Story Part 2 is coming! New music teaser“,附有简介:
Hey! New music is coming…All of you remember my music videos and I Need a Love Story… this of this one as a part 2. Kind of what would happen if you did actually find your love story…
不过我们至今啥也没看到。
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如果要提到我们AAU和情人节那两关的音乐的MV,其实DL里有还原(主要是AAU),只是很少。毕竟,不能期待一个TFO那样(故意)的。而且AW的MV故事明确很多。
2026年02月12日 15点02分 11
吧务
level 12
古泉刘祥 楼主
最后一段资料,来自Marta的推特@MartaMargaret。
但请注意【务必不要打扰】Marta。我在干挖黑历史(这侵犯个人隐私了吧)的犯罪行为
不过反正用心找不管是X还是ig肯定都能找到的我就贴了吧。
我也没什么直接引用的;但你可以看到:
1.在14-16年非常活跃
2.至少14年还在波兰
3.去过纽约
4.个人资料写生日为9月20日;生日蛋糕推文发布时间可印证。
5.喜欢TaylorSwift
6.打Boombit神秘小游戏(Skywalk)
7.头发被卷发棒烧掉一块
8.为2017年威斯敏斯特袭击事件 #PrayForLondon。(当时她应该就在英国?)
2026年02月12日 15点02分 12
9.提到过Gdansk(推文原文如此)和pierogies
2026年02月12日 15点02分
吧务
level 12
古泉刘祥 楼主
补充:linkedin上有段内容忘发了。
学历
Condé Nast College of Fashion & Design(在英国伦敦)
Fashion Business Certificate, Fashion Merchandising
2018 – 2018
New York University
Summer Songwriters Workshop, Songwriting
2015 – Present
————
写的挺乱的。至于别的学历,我推荐你去她社交网站上找找。但估计没什么意义。
2026年02月12日 15点02分 13
吧务
level 12
古泉刘祥 楼主
采访翻译:(背景)
作为BoomBit(英国分部)的总监,Marta Olejarz为充满活力的移动游戏领域带来了丰富的专业技术和创新理念。她横跨音乐和游戏界的职业生涯,是创造力、企业家精神和技术进步的融合的典范。从最初的音乐人,到一些广受赞誉的游戏的营销的主心骨,Marta始终致力于突破界限,提倡包容性。
随着BoomBit将目光投向全球扩张,Marta带头领导公司进军斯里兰卡等新兴市场。该岛国高速发展的游戏和电子竞技产业展现了行业增长的绝佳机遇。认识到这一潜力,Boombit正积极探索战略,在斯里兰卡拓展业务,利用其专业知识和创新方法,为当地玩家带来引人入胜的游戏体验。
在Mayfair* Soho House的舒适环境中,Marta就着新鲜冲泡的咖啡,分享了她的职业历程、BoomBit的发展和公司在斯里兰卡扩大业务的战略。
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*Mayfair,在伦敦市中心。
2026年02月13日 03点02分 14
吧务
level 12
古泉刘祥 楼主
【Q1】您能否简要分享一下您的个人历程;从教室到董事会会议室?
【A1】多亏了我的企业家父母,我在注重商业的环境中长大,接触到了企业界的复杂运作。我经常陪他们参加各种会议,在他们的办公室里待上无数个小时,在富有创造力的氛围中磨砺了编程、平面设计等技能。虽然我有着这样的成长经历,但我怀有自己的愿望:走出自己的道路,而不是追随父母的脚步。于是,我踏上了音乐之路,在成长过程*中培养音乐界的职业生涯。在这段音乐之旅中,我偶然发现了音乐与游戏的交汇点,并与一位好友共同创立了一家初创公司**。这次尝试重新点燃了我对游戏行业的热情,让我看到了它巨大的潜力。一次游戏大会上偶然的相遇最终成为了一次与《钢琴块2》的创造者***的合作,让我的音乐进入了游戏界,为我开启了通向潜藏机遇的大门。我为自己音乐事业宣传的经验,以及后来与顶级公关和营销公司合作的经验,塑就了我对游戏界的深刻见解。
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*原文Formative Years似乎专指0-8岁。嘛嘛嘛意思差不多
**原文Sparking the inception of a start-up venture with a close friend。这应该确实指Marta创办了一个公司——并且,有一些痕迹表明这个公司还是说企划什么的在2014年就已经存在了。(那时候她14岁!(嗯,千禧年出生))
***CM的精神股东或许会知道这是什么大会。这里,creator用的是单数,所以Marta可能见到了CM公司的“某个人”。当然这并不重要,只要知道是CM就行。
2026年02月20日 15点02分 15
吧务
level 12
古泉刘祥 楼主
【Q2】 您能否简要地和我们分享一下您的职业历程;从乡村音乐到手机游戏开发?
【A2】我的职业生涯可以追溯到七岁那年*,那时我第一次拿起吉他,发现了自己对音乐的热爱。多年来,我孜孜不倦地磨砺技艺,最终在青少年时期*发布了我的首支单曲“All About Us”。这首歌迅速走红,首周便在德国荣登榜首,并在挪威的Google Play乡村音乐排行榜上斩获第四名。这首歌的MV画面精美,在YouTube上的播放量超过250万次**,这标志着我职业生涯的一个重要里程碑。命运使然,我的音乐作品在手机游戏界找到了新的舞台,被用于“钢琴块2”和“跳舞的线”等热门游戏中,这些游戏累计下载量超过10亿次,吸引了1100万用户。继此成功之后,我的下一首单曲“I Need a Love Story”在乡村音乐网站Taste of Country独家首播,并在其“每周最佳音乐录影带”榜单上蝉联一个月之久。这首歌的MV也广受好评,累计播放量超过150万次***。从一名崭露头角的乡村音乐人的起点,到如今的手机游戏开发的事业,我的历程体现了艺术表达与技术创新的融合,证明热爱与坚持所蕴含的变革力量。
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*两处原文分别为tender age和teenage years。前者专指0-12岁,后者专指13-19岁。根据我们前面的信息,Marta是在17岁发布AAU的。
**在现在,2026年2月20日,23点,它有3,035,894播放量。
***现在它有2,173,511播放量。难道为DL招魂的人有很多?
2026年02月20日 15点02分 16
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