We take fun and entertainment very seriously.
With more than 20 years of experience, we have several projects to propose to our partners, taking into account the consumer preferences and interests of our audience.Part of our job is to generate a connection between brands and the public in a creative and spontaneous way.
We specialize in making the epic a reality!
Live Experience
Awakening emotions, creating experiences and making the epic happen is our specialty.
Our main goal is to create experiences that transport people to our world, anywhere in the world.
We had the first CCXP in 2014, we passed the milestone of becoming the largest Comic Con in the world, we faced a giant challenge: that of having a 100% digital event, and even with the challenges: we've grown a lot since we started.
Live Experience
Awakening emotions, creating experiences and making the epic happen is our specialty.
Our main goal is to create experiences that transport people to our world, anywhere in the world.
We had the first CCXP in 2014, we passed the milestone of becoming the largest Comic Con in the world, we faced a giant challenge: that of having a 100% digital event, and even with the challenges: we've grown a lot since we started.
- Trajectory
Since 2014, the event has only grown:
+1.7 million people since 2014
97 thousand people
142 thousand people
196 thousand people
(Largest Comic Con in the world)
227 thousand people
262 thousand people
280 thousand people
3.5 million people
(Largest digital event in the world)
5.5 million people
282 thousand people
287 thousand people
- Trajectory
Since 2014, the event has only grown:
+1.7 million people since 2014
97 thousand people
142 thousand people
196 thousand people
(Largest Comic Con in the world)
227 thousand people
262 thousand people
280 thousand people
3.5 million people
(Largest digital event in the world)
5.5 million people
282 thousand people
287 thousand people
- CCXP to infinity and beyond
In 2019, we had the first edition of CCXP outside the country, CCXP Cologne, in the city of Cologne, Germany. The biggest pop culture festival created and produced by the Omelete Company had arrived in Europe.
With the Covid-19 pandemic, in 2020 and 2021 we had to adapt to the market and we held the first two editions of CCXP completely virtually, delivering the Epic safely. The result: 10 million people attended the events and it only confirmed what we were already sure of: CCXP is not a physical place, it happens where the fans are.
And we explored new territories: in 2024 the first edition of CCXP MX took place!
The event took place in Mexico City, in partnership with OCESA, and was a milestone in our history.
- CCXP to infinity and beyond
In 2019, we had the first edition of CCXP outside the country, CCXP Cologne, in the city of Cologne, Germany. The biggest pop culture festival created and produced by the Omelete Company had arrived in Europe.
With the Covid-19 pandemic, in 2020 and 2021 we had to adapt to the market and we held the first two editions of CCXP completely virtually, delivering the Epic safely. The result: 10 million people attended the events and it only confirmed what we were already sure of: CCXP is not a physical place, it happens where the fans are.
And we explored new territories: in 2024 the first edition of CCXP MX took place!
The event took place in Mexico City, in partnership with OCESA, and was a milestone in our history.
- Going beyond pop culture
Our well-known BIG Festival joined gamescom and was born gamescom latam was born.
The first edition took place in 2024 and was a success for both B2C and B2B audiences, with numerous games, launches, gameplays, business meetings and much more.
- Going beyond pop culture
Our well-known BIG Festival joined gamescom and was born gamescom latam was born.
The first edition took place in 2024 and was a success for both B2C and B2B audiences, with numerous games, launches, gameplays, business meetings and much more.
eSports
We're not just geeks and passionate about pop culture, we're gamers too.
With the aim of becoming multiplatform and strengthening the national eSports scene, we started partnerships with today's biggest references: Gaules, in the Counter-Strike universe, and Baiano, the biggest League of Legends streamer.
In addition to the audience numbers in lives and their networks, both have built a large and solid community, with engaged followers who actively participate in their initiatives.
eSports
We're not just geeks and passionate about pop culture, we're gamers too.
With the aim of becoming multiplatform and strengthening the national eSports scene, we started partnerships with today's biggest references: Gaules, in the Counter-Strike universe, and Baiano, the biggest League of Legends streamer.
In addition to the audience numbers in lives and their networks, both have built a large and solid community, with engaged followers who actively participate in their initiatives.
Media & Content
Where it all began and, after more than 20 years, we are still a reference in pop culture.
Media & Content
Where it all began and, after more than 20 years, we are still a reference in pop culture.
- The Omelete portal
The Brazilian internet was still in its infancy when the largest Brazilian geek site appeared.
To this day, we are the leading channel covering all topics in the world of entertainment and pop culture on a multiverse of platforms.
What used to be the Omelete Portal in its website version has now become a 360º content conglomerate, going from the website to today's most accessed social networks: Instagram, TikTok, Twitter and YouTube.
- The Omelete portal
The Brazilian internet was still in its infancy when the largest Brazilian geek site appeared.
To this day, we are the leading channel covering all topics in the world of entertainment and pop culture on a multiverse of platforms.
What used to be the Omelete Portal in its website version has now become a 360º content conglomerate, going from the website to today's most accessed social networks: Instagram, TikTok, Twitter and YouTube.
- The gamer look is also here...
In addition to the editorial focusing on news about films, series, comics and news from geek and pop culture, we have the portal and social networks The Enemy.
The editorial line specializes in bringing you the most relevant news from the gaming industry and coverage of the world's main eSports championships.
- The gamer look is also here...
In addition to the editorial focusing on news about films, series, comics and news from geek and pop culture, we have the portal and social networks The Enemy.
The editorial line specializes in bringing you the most relevant news from the gaming industry and coverage of the world's main eSports championships.
- The necessary match: Chippu
With a combination of Artificial Intelligence and human curation, the platform offers special recommendations and tips when audiences are looking to watch something.
Users can share their impressions and what they watched with their friends, creating communities and strengthening connections.
Senior Leadership
Pierre Mantovani
Chief Executive Officer
Renato Fabri
Chief Of Live Experience
Otávio Juliato
Chief Commercial Officer
Eduardo Vicente
Chief Financial Officer
Beto Fabri
Chief Content Officer
Leticia Monteiro
Chief Of E-Sports
Marcelo Forlani
Co-Founder