Animoca Brands has recently struck a deal with the pioneer in the world of 3D printing, Arevo. The two companies have partnered up to work on a project of a new kind. They will attempt to fuse NFTs into everyday objects, starting with bicycles. The carbon fiber bicycles will hold images of their owners’ NFTs, structuring a “matterverse” concept that the companies are working towards creating. The partnership aims to release products that display Arevo’s cutting-edge mass customization ability and NFT artwork from various artists and communities.

https://twitter.com/ArevoLabs/status/1588565647780630529

The NFT bikes will help reflect their holder’s personalities, just as regular NFTs do, but in the real world, instead of the digital one. Animoca Brands previously explained the vision it has of adjoining the Metaverse with the physical world of consumer goods.

The co-founder and executive chairman of Animoca Brands, Yat Siu, said:

“Arevo’s state-of-the-art carbon fiber 3D printing technique is a glimpse into the framework of the fully accessible metaverse that Animoca Brands is promoting – a Web3 vision in which customization is common, digital possession is pervasive, and the ceiling between physical and digital goods falls.’’ 

Arevo CEO, Sonny Vu, has also commented on the partnership excitedly:

“We’re thrilled to provide Animoca Brands’ artists and owners with distinguished tangible goods linked to digital assets. Our partnership validates the technological progress Arevo has made over the last two years and positions Arevo to scale the technological capabilities showcased by its in-house brands into substantial B2B applications.” 

The carbon fiber e-bikes will most probably be released or at least unveiled in the first quarter of 2023, signaling the start of a new chapter in Metaverse history.

Along with having direct involvement in digital publishing and big projects in the blockchain space, Animoca Brands is also a major proponent of digital property rights along with digital entertainment, blockchain, and gamification.