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Tech Talk Thursday - Video Game Technology, Trends and Top Studios to Work For, Worldwide

11/5/2015

 
Today we're looking at the video game industry, a major employer and now new content generator for series and yes, even feature films, especially in Asia.

New developments:  Not being a gamer myself, I turned to the writers at The Guardian to get an international perspective on what's new in technology and what will define video gaming in the years coming up.

This article is reprinted from http://www.theguardian.com/technology/2015/jul/23/16-trends-that-will-change-the-games-industry


1. Parents as gaming advocates

During her talk about the gaming habits of modern teenagers, Alison York, research director at Nickelodeon, talked about how we’re now seeing the first generation of parents who grew up playing games themselves and are passing that passion and knowledge on to their children. Through a recent survey of UK families, the channel found that 75% of parents they surveyed now play video games with their children, and that children aged 10 or under take most of their gaming recommendations from their parents.
At the same time, families are spending more time together in the living room, with a reduction in the number of children with TVs in their rooms. Everyone may be on different devices (each household now has an average of 8.4 digital gadgets according to Nickelodeon’s figures, drawn from its own surveys as well as Ofcom figures), but they’re closer than they’ve been for years. This could all lead to a steep rise in titles that seek to challenge and entertain both parents and children together – a sort of Pixar effect. Of course, Nintendo has operated in this space for years, as has the Lego series, but the parent/child co-op market may well increase substantially as more millennials become parents.

2. 360 degrees of freedom

According to Nickelodeon’s research, 34% of children under 11 have a tablet, and they are now tending to get their first smartphones as they enter secondary school. “As a result, this ‘swipe generation’ seamlessly navigates between the digital and real world,” says York. “They expect 360 play, where each platform adds something to the experience.”
We’ve already seen brands such as Moshi Monsters, Bin Weevils and Angry Birds seamlessly working as physical toys, games and merchandise; there’s also the rise of the toys to life genre, with Skylanders, Disney Infinity and Nintendo’s Amiibo figures leading the way. We can expect more of these 360-degree franchises, as children become even more used to navigating between screened and live entertainment. The Angry Birds activity parks hint at how games companies will use brand extensions to broaden their scope. We’re also seeing the reverse happening: Legoland in Windsor, for example, has an app that offers games and features that interact with areas of the park itself.
This won’t be confined to family brands. We’re likely to see more “hardcore” titles conceived simultaneously as games, movies and animated TV or web series, often sharing digital assets. There have been rather mediocre experiments in this area – notably the Halo Nightfall series and Defiance – but this won’t deter new projects, as cross-platform distribution evolves. “There are so many channels now and they’re typically looking for digital content,” said Todd Harris of Hi-Rez Studios during a panel discussion on the future of games. “You want your game to be a lifestyle, a hobby, a passion that people spend money on regularly.” Look out for Microsoft’s experimental TV/game title Quantum Break in 2016.

3. Indies get physical 

Children play Alistair Aitcheson’s physical game Tap Happy Sabotage at the GameCity festival in Nottingham. Indie developers are increasingly experimenting with microprocessors, RFID and NFC devices, and alternative controllers. Photograph: GameCity
It’s likely that creating toys that tie-in or interact with games won’t be confined to major publishers like Activision and Disney; 3D printing is getting cheaper, allowing the manufacturing of action figures. We’re already seeing the growth of companies like Sandboxr, which make it easier for game makers to create and distribute models based on their titles, while Amazon has launched a 3D printing store for customers.

At the same time NFC (near-field communication) technologies are also becoming more affordable, possibly allowing the wider development and production of toys-to-life experiences. For example, Tawain-based studio Monkey Potion has developed a fantasy strategy board game named Project Legion which has NFC chips in all the pieces – this allows the game to interact with a companion app, which tracks each move and shows it onscreen.Hi-Rez Studios, meanwhile, has a service allowing players to buy 3D printed figures based on its game Smite, but it has bigger plans. As Harris explained during the Develop panel: “We want players to be able to go to Amazon, buy the game, see a 3D print, buy that too, and then have that open up a cool item in the game.”
Peter Heinrich, a games development evangelist at Amazon, suggested that this prospect is very close. “I think we’re at a tipping point. Over the next 18 to 24 months RFID and physical devices are going to play a huge role.”

Indie devs are also looking into alternative ways to combine digital and physical play. UK-based designer Alistair Aitcheson is using cheap Arduino circuit boards to create wirelessly connected game “buttons” which can be placed around an environment. His game Codex Bash has up to four players unravelling a code and then running around a room trying to hit the correct symbol buttons in the right order, before their opponents do. His next project features wearable buttons, turning participants into walking game controllers. There’s even a whole festivaldedicated to games created using alternative controllers.

“Electronics has got very affordable,” says Aitcheson. “It’s possible for people to buy an Arduino off the shelf, and it’s something that’s easy to program and requires very little setup. It means that making weird object-based games, new controllers and new interfaces is possible for anyone with a tiny bit of electronics knowledge and some imagination.”

4. Blurred lines between games and social media 

Alphabear is a cute smartphone puzzler that has a social sharing mechanic built right into its game design. This will become more common
We’ve already seen plenty of virtual worlds – like Moshi Monsters and Club Penguin – that operate both as games and social spaces. But a new generation of games is exploiting improvements in broadband connectivity and networking features to make more dynamic social experiences. Minecraft has become a popular venue for friends to meet and talk while working collaboratively, and titles like Destiny and The Crew have emphasised the sense of socialising, sharing and connectivity. Forthcoming co-op titles are likely to build on the idea of multiplayer titles as social rather than just gaming experiences.
At the same time, the current consoles have built-in social sharing systems, so players can easily take screenshots and videos and distribute these on social networks without leaving the game. The recent smartphone word puzzler Alphabear has built sharing mechanics into its intrinsic gameplay, which creates weird, amusing sentences that can be immediately shared on Twitter – a perfect word-of-mouth marketing feature. Expect more games to make sharing integral to design.

5. The spectator experience

In the era of Twitch (120 million viewers a month) and celebrity YouTubers, it’s becoming increasingly important for developers to consider how their games will be viewed as well as played. “The statistics in terms of the hours people spend playing games and watching games, are beginning to tilt toward the latter very quickly,” said industry veteran Ian Baverstock, founder of small publisher Chilled Mouse. “It’s like the MTV moment for the music industry – suddenly you have to have something that is enjoyable to watch. Over the next 18 months, we’re going to see more developers trying to exploit that, specifically aiming their games at YouTubers.”

This is already happening of course. Indie titles like Goat Simulator, Gang Beasts and Speed Runners have been built to appeal directly to YouTubers and Twitch streamers via fun co-op modes, quirky visuals and lots of potential for funny video footage.
Dave Ranyard of Sony Worldwide Studios also envisions an era in which “how to” or “let’s play” videos and video production tools are incorporated into the games themselves. In this way, players won’t have to venture outside of the experience to see hints, tips and playthrough videos.

6. The era of transparent game design 

Dutch developer Vlambeer streamed the development of its game Luftrausers on Twitch, giving fans a behind-the-scenes view of the creative process
Developers have spent the last three years using crowd-funding sites like Kickstarter to both finance new projects and gain a dedicated community. On top of that, initiatives like Steam Early Access and the new Xbox Preview programme allow fans to buy games before they’re finished and have a say in how the development process pans out. This is likely to become ever more common as small studios break out of the traditional publishing model and seek financial assurances before committing to major new projects.

We’ll also see more studios seeking to make the development process itself more transparent, perhaps by live-streaming from the office. “It’s hard to do but it’s really powerful,” said Todd Harris of Hi-Rez studios. “Think about Vlambeer – they stream all their development online. They’ve got something like 12,000 subscribers who are paying a monthly fee to access that stream – that’s a huge amount of revenue on its own, but then they’re also interacting closely with their audience in real-time. Those people become amazing advocates for the game when it’s released.”

Rami Ismail says we can expect these changes in the ecosystem to have an effect on the types of games that are made. For example, he suggests that roguelike games have become popular as a genre because people like the Steam Early Access service and roguelikes work well on Early Access.

However, Alexis Kennedy of Failbetter Games thinks narrative game designers will also learn to use early access effectively. In his talk, Choice, Consequence and Complicity in Interactive Stories, he admitted that while “narrative games in early access are a much harder sell than sandbox games in early access”, there are ways to make an early-access narrative game work: write the beginning and end first so that players will at least be able to finish it, “keep your roadmap public”, and make sure you pay attention to both players who’ve been involved since the start and those who are new to the game.

More recently, Ismail thinks, the introduction of refunds on Steam (which let users get their money back on downloads if they play for less than two hours) may begin to affect the length of narrative games. Whether people actually start to return to shorter games after completing them or not, developers may worry about that happening, and stop making short games anyway.

7. Players as creators 

A moment from Nintendo’s forthcoming platform game creator, Mario Maker
Gamers won’t just be watching development taking place in the future, they’ll be contributing too. A rising number of Kickstarter campaigns are offering backers creative roles in the project, whether that’s appearing as voice actors or helping to compose the music. We’re also seeing the return of user-friendly map editors with titles like Mario Maker, Hotline Miami 2 and Doom set to offer powerful creative tools, allowing players to construct their own levels and then share them online.

Of course, modding has always been a vital part of the PC gaming scene, but player-generated content may be about to hit the console sector in a big way, leading to a new era in which developers are effectively able to outsource development of new content to dedicated fans. We may even see a mainstream version of Valve’s Steam Workshop, which allows PC game modders to sell their creations to other players.

8. Coworking creativesIn a talk entitled Killing the “Lucky Indie” Myth: How to Build a Sustainable Micro Studio, Simon Roth of Machine Studios spoke about how another developer rents a desk in his office in Oxford. This is becoming increasingly common as an increasing number of smaller studios set up without the funds to rent their own offices. Dedicated spaces like the Bristol Games Hub, the Arch Creatives in Leamington Spa and Playhubs in London offer cheap shared working space to developers, who are also able to share ideas and resources.

These sites, along with university incubation projects, could facilitate a new generation of developers who aren’t reliant on publisher support or investor funding, perhaps leading to a wider variety of experimental projects.

9. Minor indies becoming major players 

No Man’s Sky from Hello Games is effectively an indie game with the reach of a major studio project
We’ve seen how digital distribution and cheap tools like Unity have empowered a new generation of independent developers. However, that sector is evolving, so that, instead of producing niche titles for small audiences, indie teams are now working with console platform holders and Steam communities to create genuine crossover smashes. Developers like Mike Bithell, Hello Games, ThatGameCompany and FullBright may be small, but they’re operating more like the mid-sized Double A studios of the 90s, aiming at mass audiences with highly polished titles.

The five most disruptive ideas in video game design

“One of the great things I’m seeing is the transition of indie development to the mainstream – the whole definition is changing,” said Amazon’s Peter Heinrich during the panel session. “There’s been a democratisation of development, so now those one- and two-person teams are armed with the resources they need to bring their games to a much wider audience.”

10. Mainstream games become services and platforms

We’ve seen how smartphone developers like Rovio, Zynga and SuperCell have turned their games into platforms by reacting to metrics data, tweaking difficulty accordingly, and then adding downloadable additions to their big brands – rather than bringing out regular sequels. This sensibility is now feeding into mainstream console and PC development.
“We’re starting to see free-to-play design and ethos coming into premium games,” said Baverstock. “Developers are learning how to use metrics to evolve games in the face of user data”. The result may be more games like Destiny. Bungie’s online shooter is geared heavily toward co-op play and the studio has a whole internal team dedicated to watching and interpreting server data, as well as player feedback, which is then used to tweak the experience. Activision has also focused on delivering regular content updates, rather than announcing a sequel.

Destiny: how House of Wolves builds on the story – and why there's no raid“Retention is key,” said Heinrich. “Keeping your current customers is easier than going out and finding new customers, particularly as acquisition channels increase. The consoles have embraced free-to-play, and that retention line is starting to come to the current machines.”
Ismail blames the “platform dance” and other trends on what he calls “the revenue problem”, which he says results from the prices of games going down in real terms (thanks to the notion that games need to “stay the same price”, plus inflation) and the cost of development going up.

Ways in which developers have attempted to make up for lost money include: “increased efficiency” (ie the damaging overtime and increased pressure late in development known as “crunch”), patches being sold later as DLC, micro-transactions, and pre-orders and special editions.

Indeed, in this new era of post-release purchases and games as services, annual iterations are likely to get more rare, perhaps confined to the really big, very traditional titles like Call of Duty and Assassin’s Creed. 

11. eSports becomes Sky Sports

 Major eSports events like the League of Legends world championships are attracting huge numbers of online spectators – how long before they end up behind a paywall? Photograph: LIONEL BONAVENTURE/AFP/Getty Images
So far, game publishers have allowed their content to be streamed for free on platforms like Twitch and YouTube, but that is unlikely to continue. “The YouTubers are massive celebrities, and they’re effectively parasitically living off the games industry, making a lot of money out of it,” said Baverstock. “We’ve got to figure out how to make that work for us as well as it does for them”. Of course, Nintendo has attempted to introduce revenue sharing programmes with YouTube gamers, and there’s been an angry backlash – but if the likes of Activision, Electronic Arts and Ubisoft follow suit, there’s not much that viewers will be able to do.

This could well extended to the eSports world where, currently, the major tournaments are all available to view for free. This runs counter to traditional sports broadcasting where rights are charged and consumer must pay for subscription access, usually via satellite or cable channels. A similar model may well find its way into pro-gaming. “Fifa charges an awful lot of money to view its content, but in the games industry we don’t charge anything,” said Ranyard. Already, Twitch allows partner channels to charge a subscription, and Major League Gaming has added subscription packages to its own eSports streams. More will follow.

12. The evolution of crowdfunding: first deviation then regulation Shenmue III is coming to PC and PS4 in 2017 – helped by a hugely successful KickstarerThrough large-scale projects like Elite: Dangerous and Shenmue III, we have seen crowdfunding sites like Kickstarter being used as a way to gauge interest in a product before full development (or wider investment) begins.

As the use of crowdfunding evolves, we can expect to see a wider variety of experiments with the process. Major eSports games like Dota 2 and Smite have both used crowd funding to boost the value of prizes offered at pro-gaming tournaments. Last year, Valve managed to raise a prize pool of $10m for its Dota 2 championship by charging players $10 for the game’sCompendium virtual sticker book. Hi-Rez put in a prize pool of $600,000 for its first Smite tournament, but then managed to bring in an extra $2m by offering players paid in-game items. The company has also used in-game item sales to raise money for charity.

However, it’s likely that crowdfunding will become the subject of greater regulation as its use expands, and as we see more high-profile controversies, likethe recent upset over the game Godus.

“There was a recent ruling in the States,” said Harris. “For the first time, The Federal Trade Commission came in and made a ruling for a Kickstarter campaign. In that case it wasn’t just that the project didn’t reach completion, the FTC judged that the developer had misrepresented how the funds would be spent. That was interesting and there will be more of that in the future.”

13. Rise of the silver gamers

As the population ages, we’re going to see an increasing number of people either carrying on gaming into retirement, or perhaps discovering gaming in their later years. That’s a huge market for developers to explore.
Helping people to cope with isolation could be one huge benefit. “We are social beings and social interaction is very important,” says cyber-psychologist Berni Good who presented a talk about silver gamers at Develop. “We know that people’s thoughts, feelings, actions and behaviours are influenced by real, imagined or even the implied presence of ‘others’ and, even if that’s with non-player characters in video games.

“As psychologists we are beginning to understand that eudaemonics (the theory of being happy) can be realised with engagement and immersion on video game play. Research on character identification suggests that audiences regularly imagine being the character, and research around parasocial experiences suggest that people react to character as if they were real, physical beings.”

So there may soon be a large market for games that simulate social experiences in a very different way than current titles – or that emphasise or exploit the greater range of life experiences of older players. Good argues that ageing gamers may find they have important roles to play in shared co-op experiences with younger relatives. “With added moral and ethical choices in games, older people may have more emotional intelligence than younger players,” says Good. “Older players may not be able to pursue the hobbies they used to because they just don’t have the same stamina or capability. This is where video games can really help, by playing games, older people can still get a sense of purpose, they can relate to others in a meaningful way.”
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14. Managing trollsAs the interaction between developers and customers increases, so does the amount of anger and abuse that studios open themselves up to. A key element of making games in the future will be learning to manage this influx. In his keynote speech at the Develop conference in Brighton, Gearbox Software chief executive Randy Pitchford advocated trying “to get fuel from” haters as well as fans because, “if they tell us they love what we’ve done or tell us they hate what we’ve done, we’ve still moved them”.
Rami Ismail of Vlambeer, however, took a different approach in his keynote. “The implication is that you need every single one of your customers,” he said, and then showed the audience a particularly offensive email he received. “I don’t need this guy.” He summarised his talk with a similar sentiment: “You don’t have to accept something from a consumer just because they might give you money.”
15. The “platform dance”In his keynote speech, Ismail mentioned something he calls “the platform dance”, in which developers are moving from one platform to another. Several of the talks from the conference reflected this movement between platforms, like Relentless Software’s Andrew Eades’ From Console Superstars to Mobile Wannabes and Back Again. According to Ismail, the pattern he sees is that developers move from mobile to PC because of its lower user-acquisition costs, from PC to console, in pursuit of higher discoverability, and from console to mobile because they want to make more cheaper games.
Furthermore, Ismail said that because PC customers are split into those who buy day-one special editions and those who wait for Steam Sales, “we’ve effectively recreated whales in the PC segment”. In other words, PC developers may have to start thinking more like smartphone developers, specifically developing and then exploiting a small group of higher-spending fans.
16. Virtual and augmented reality become commercial realities
 Virtual reality headsets like the Oculus Rift have the power to utterly change the player experience of interactive worlds Photograph: Jae C. Hong/AP
Talking about the arrival of virtual reality as a mass consumer phenomenon, Sony’s Dave Ranyard said during his Develop panel discussion, “It’s not if, it’s when”. Most of the Evolve day at Develop was dedicated to sessions concerning the development of VR games. The key headsets are almost here: the HTV Vive is out in November, the Oculus is possibly February 2016, the Morpheus will follow in the second-quarter. Microsoft is preparing its Hololens augmented-reality headset; Google is backing the Magic Leap. On top of this, there is already a vast development community, experimenting with the tech, ironing out some of the technical problems and forming the design conventions that will create brand new (and non-nauseous) experiences. Big publishers like Ubisoft are also stepping up their research into the area.
For game developers, there could be a huge boom in business as major corporations suddenly scrabble to provide their own virtual-reality applications. Because of this, venture capitalists and angel investors are apparently crowding in on the sector. As Ian Baverstock put it at Develop: “From an investment point of view, oh my God, virtual reality is the place you want to be.”
EMPLOYMENT!

To work successfully in this industry requires more than years of being an avid gamer.  A solid education in engineering, project management, art or finance provides the best background for creative, management and technical positions.  

This morning ur blog outlines the positions that people can expect to apply for, the best background for those positions, and shares a recent (2014) report on the top gaming companies in the world.

Images courtesy of Creative Skill Set:  http://creativeskillset.org/creative_industries/games/job_roles

In terms of "WHERE TO WORK" the video game industry is a global enterprise with literally hundreds of thousands of positions open worldwide.  To find the top tier firms to work for I turned to Tom Fronczak who writes for Animation Career Review.  

http://www.animationcareerreview.com/articles/2014-top-100-most-influential-animation-studios

Under his influential firms to watch blog, I found his top video gaming list, which is reprinted below.   Most teens and young adults know someone who wants to work in the video game industry.

TOP 9 FIRMS:

9. Bohemia Interactive
If this list was made last year, this studio would have been even higher. It’s only dropped because their influence on the industry’s future has resulted in such a big whirlwind of copycat studios releasing similar games that they’re finally seeing major competition. Not only did they make Arma 3, but their DayZ zombie survival island mod took over the PC gaming scene for months. Almost a full year has passed since its initial release and the game continues to be one of the most played titles on Steam every single day of the year. Some of the other most played daily games each night are Bohemia Interactive’s Arma 2 and Arma 3. They’re a great example of how old ideas done in new ways can often make the biggest splashes in the game industry, as well as a reminder that the zombie obsession is far from over in the gaming industry.

8. Epic Games
I’m really excited for their Fortnite game that’s in development, but it likely won’t be released for a long time, and the beta testing hasn’t even begun yet, so that game has nothing to do with them being on this list. So, what then? Their Unreal Engine. In the past few years the Unity game engine has accomplished pretty much every bit of our high hopes for it in the game industry, but the majority of the industry still eats, breathes, and lives on the Unreal Engine. Dozens – if not more than half – of the other studios on this list use the Unreal Engine to make every single one of their game releases. Without the Unreal Engine we’d see several game studios shut down overnight. It’s like the Microsoft Windows of the gaming industry, and they even announced that it’s now free for academic use! As long as the engine continues to receive jaw dropping updates and studios continue to release jaw dropping AAA games, then this studio will continue to boast a high slot on our annual list since they influence so much of the game industry.


7. Rockstar North 
Pretty much exactly one year ago today, they released Grand Theft Auto V. Game sales are the easiest quantifiable metric of influence, and in case you had somehow forgotten, they earned $800 million in sales in a single day, and then broke $1 billion in the first three days. It’s a sales record that might not be topped until they eventually release GTA VI. So, your previous game had over 8.2 million copies sold. What now? They just announced they’re working on a sequel to Red Dead Redemption, which means they’re getting ready to reconquer the sandbox and western genres over and over, but that’s not even the most exciting part. They’ve been working on their Agent project for years and appear to be getting ready to finally fully reveal their new stealth action series. Imagine a near future where they earn $3 billion in 3 months from 3 game releases and make the entire movie industry look like a small entertainment sector. That’s the power of Rockstar. We might have to wait a few years for them to resurface, and until then their rank on our list will slightly drop each year, but we’ll happily wait for their next release since their previous titles have years of replayability in them. Don’t forget they also could – and should – make a sequel for LA Noire.


6. Naughty Dog
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What do you do when your bestselling platformer game series Jak and Daxter comes to an end? Naughty Dog makes Uncharted, a bestselling action adventure game that’s the sole reason some people bought PlayStation 3 and PlayStation 4. What do you do when Uncharted 4: A Thief’s End won’t be out for a few years? You cough up The Last of Us with a brand new storyline that wins countless video game of the year awards, receive over four million game sales, create DLC, contemplate a sequel, and then reveal a Hollywood film adaption is in the works. This game studio hasn’t made a single mistake since before most gamers were born and if The Last of Us is their version of an Uncharted intermission then I can’t fathom what their version of an Uncharted finale will be like. Especially considering Uncharted 2 is still locked in as many gamers’ favorite game of all time. We have yet to see an amazing video game get an amazing film adaptation, but Naughty Dog could be the first to finally deliver that industry milestone.


5. Ubisoft Montreal
Sometimes you don’t need to tell others why something is important, and instead just show them. So, in all of 2013 and 2014 combined, they’ve unleashed. . . ahem . . . Far Cry 3: Blood Dragon, Tom Clancy’s Splinter Cell: Blacklist, Assassin's Creed IV: Black Flag, Child of Light, Watch Dogs, Assassin’s Creed Unity, The Mighty Quest for Epic Loot, Far Cry 4, and Assassin’s Creed Rogue. Need I say more? Fine. I will. Their Watch Dogs game sold over eight million copies and their sister subsidiary studio, Ubisoft Reflections, is helping Ivory Tower create the upcoming The Crew, which is looking like it might be the most influential driving game for years to come. Next year they’ll be releasing Tom Clancy's Rainbow Six: Siege and some of the other Ubisoft divisions will release Tom Clancy's The Division. Their brother subsidiary studio, Ubisoft Montpellier, is responsible for Rayman Legends, Valiant Hearts: The Great War, and is (hopefully) still working on Beyond Good & Evil 2. In Ubisoft’s spare time they release yet another Just Dance game and gobble up five million sales like it’s no big deal. Ubisoft and its countless subsidiary divisions is like the hydra last boss of the game industry, with Ubisoft Montreal being the most fierce and influential head of them all.


4. Riot Games
I’ve been completely hooked on the MOBA genre since around 2008 when I first played DotA. I’ve branched out to play just about every MOBA ever made, and seeing the genre reach its full potential by flooding the entire game industry was my wishful dream for years. It looks like it’s finally an inevitable future, and while there are tons to thank for that along the many years it took for it to explode, Riot Games arguably deserves the most credit for evolving the entire existence of online gaming in the new direction. A few years before League of Legends was released, only a handful of gamers could make a living from playing MOBA games competitively every week of the year, and now these days we see several MOBA players becoming millionaires each year. League of Legends deserves the most credit for sweeping the nation with the eSports fever that helped blur the line of gaming and sports, and it has no signs of slowing down over the coming years. College campus eSports leagues for League of Legends are nothing new and schools are even beginning to give scholarships for LoL players now. Valve’s Dota 2 recently broke their single tournament prize pool record but I have no doubt that it will be a record that’s repeatedly broken every single year for years to come, if not decades to come, and there are no losers in the game industry when that happens.


3. Mojang
Minecraft has surpassed the original Super Mario Bros. as the third bestselling game of all time, with only Wii Sports and Tetris ahead of it. Markus “Notch” Persson began Minecraft back in 2009, and the cultural phenomenon is still continuing to walk all over the rest of the game industry. Minecraft is the Mario of this generation’s children. But whereas Pong, Space Invaders, Super Mario Bros. and other timeless classics had to break into a mainstream media that wasn’t too interested in gaming, Notch took the world by storm when every household in America had a machine that could run Minecraft. As more time passes the sales aren’t slowing down, and thanks to companies like 4J Studios helping them port it to other gaming platforms, Mojang’s five year old game continues to receive more sales than most bestselling games of 2014. Despite years of amazing game releases coming and going, everyone just keeps on playing Minecraft with no end of its impressive mods in sight.


2. Blizzard Entertainment
Recently they’ve given us a new StarCraft II game, a Diablo III expansion, and most importantly: Hearthstone is their gamble that free card MMOs could be the wave of the future. In the past I predicted the original DotA spinoffs would cause the MOBA genre to dominate the industry, and now I’m predicting the card MMO will be the next great uprising.  Not a hard prediction to make based on Blizzard and Wizard of the Coast’s success so far. On top of everything else, their huge changes to Diablo III made it more enjoyable than it ever was in previous years, and they’re already beta testing their first official MOBA (Heroes of the Storm), and Blizzard even found time to pump out a Hearthstone: Curse of Naxxramas expansion. It’s not even up for debate: this is the golden era of Blizzard right now. Oh yeah, and did I mention their industry shattering MMORPG, World of Warcraft, has been running an alternate universe for a decade straight with millions of players and is about to have its fifth expansion?


1. Valve Corporation
In this entire list, the only easy decision was that Valve needed to be at the top. It’s not just gamers who are influenced by the best game studio in the world; even game developers agree they’d rather work at Valve. With Team Fortress 2 they helped show the industry that you could give games away for free and make even larger profits through selling cosmetic items and other microtransactions. They continue to use their own game engine, and in recent years they gobbled up IceFrog – the current developer behind the Warcraft III DotA mod that popularized the MOBA genre – and just wrapped up their fourth The International tournament by breaking the global eSports prize pool record with a total amount of $10.9 million. 46% of the total went to the winning five player team, making five gamers instant millionaires. Dota 2 is currently played by about one million players every single day of the year.

The digital sales of video games are increasing at such an astounding pace that it feels like in a decade we won’t ever buy games from brick and mortar store shelves anymore, but could walk into a bar and watch a game of Dota 2 while talking about the teenage gamer who made more money last year than the NFL player on the other TV channel.

GO FORTH, CREATE, PLAY, HAVE FUN!


Stories for the coming holidays...

11/4/2015

 
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As we head into the holiday season, it's time to start thinking about what stories we will tell.  Over the November and December time frame, family and friends gather, children cuddle up with blankets and toys and story-telling gets a front row seat.  Devices are put away, tea is served.  
We will be posting some of the most well known and a lot of lesser known holiday stories on Wednesdays between now and the close of the year.
Here is one from one of my favorite authors, Pearl S. Buck.   She dedicated her life to the advancement of women and girls, often to her detriment.
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From Wikipedia:

Pearl Sydenstricker Buck
 (June 26, 1892 – March 6, 1973), also known by her Chinese name Sai Zhenzhu (Chinese: 賽珍珠), was an American writer and novelist. As the daughter of missionaries, Buck spent most of her life before 1934 in China. Her novel The Good Earth was the best-selling fiction book in the United States in 1931 and 1932 and won the Pulitzer Prize in 1932. In 1938, she was awarded the Nobel Prize in Literature "for her rich and truly epic descriptions of peasant life in China and for her biographical masterpieces".[1] She was the first American woman to win the Nobel Prize for Literature.


After returning to the United States in 1935, she continued writing prolifically and became a prominent advocate of the rights of women and minoritygroups, and wrote widely on Asian cultures, becoming particularly well known for her efforts on behalf of Asian and mixed-race adoption.

Early life
The Stulting House at thePearl Buck Birthplace in Hillsboro, West Virginia
Originally named Comfort by her parents,[2] Pearl Sydenstricker was born in Hillsboro, West Virginia, to Caroline Stulting (1857–1921) and Absalom Sydenstricker. Her parents, Southern Presbyterian missionaries, traveled to China soon after their marriage on July 8, 1880, but returned to the United States for Pearl's birth. When Pearl was five months old, the family arrived in China, first in Huai'an and then in 1896 moved to Zhenjiang (then often known as Jingjiang or, in the postal, Tsingkiang), near Nanking.[3]

Of her siblings who survived into adulthood, Edgar Sydenstricker (1881–1936) had a distinguished career in epidemiology as an official with the Milbank Memorial Fund[4] and Grace Sydenstricker Yaukey (1899–1994) was a writer who wrote young adult books and books about Asia under the pen name Cornelia Spencer.

She recalled in her memoir that she lived in "several worlds", one a "small, white, clean Presbyterian world of my parents", and the other the "big, loving merry not-too-clean Chinese world", and there was no communication between them.[5] The Boxer Uprising greatly affected the family; their Chinese friends deserted them, and Western visitors decreased. Her father, convinced that no Chinese could wish him harm, stayed behind as the rest of the family went to Shanghai for safety. A few years later, Pearl was enrolled in Miss Jewell's School there, and was dismayed at the racist attitudes of the other students, few of whom could speak any Chinese. Both of her parents felt strongly that Chinese were their equals (they forbade the use of the word heathen), and she was raised in a bilingual environment, tutored in English by her mother, in the local dialect by her Chinese playmates, and in classical Chinese by a Chinese scholar named Mr. Kung. She also read voraciously, especially, in spite of her father's disapproval, the novels of Charles Dickens, which she later said she read through once a year for the rest of her life.[6]
​

In 1911, Pearl left China to attend Randolph-Macon Woman's College in Lynchburg, Virginia, in the United States, graduating Phi Beta Kappa in 1914 and a member of Kappa Delta Sorority. Although she had not intended to return to China, much less become a missionary, she quickly applied to the Presbyterian Board when her father wrote that her mother was seriously ill. From 1914 to 1932, she served as a Presbyterian missionary, but her views later became highly controversial during the Fundamentalist–Modernist Controversy, leading to her resignation.[7]

Here is:

Christmas Day in the Morning
By Pearl S. Buck

He woke suddenly and completely. It was four o'clock, the hour at which his father had always called him to get up and help with the milking. Strange how the habits of his youth clung to him still! Fifty years ago, and his father had been dead for thirty years, and yet he waked at four o'clock in the morning. He had trained himself to turn over and go to sleep, but this morning it was Christmas, he did not try to sleep.

Why did he feel so awake tonight? He slipped back in time, as he did so easily nowadays. He was fifteen years old and still on his father's farm. He loved his father. He had not known it until one day a few days before Christmas, when he had overheard what his father was saying to his mother.

"Mary, I hate to call Rob in the mornings. He's growing so fast and he needs his sleep. If you could see how he sleeps when I go in to wake him up! I wish I could manage alone."

"Well, you can't, Adam." His mother's voice was brisk. "Besides, he isn't a child anymore. It's time he tok his turn."

"Yes," his father said slowly. "But I sure do hate to wake him."

When he heard these words, something in him spoke: his father loved him! He had never thought of that before, taking for granted the tie of their blood. Neither his father nor his mother talked about loving their children--they had no time for such things. There was always so much to do on the farm.

Now that he knew his father loved him, there would be no loitering in the mornings and having to be called again. He got up after that, stumbling blindly in his sleep, and pulled on his clothes, his eyes shut, but he got up.

And then on the night before Christmas, that year when he was fifteen, he lay for a few minutes thinking about the next day. They were poor, and most of the excitement was in the turkey they had raised themselves and mince pies his mother made. His sisters sewed presents and his mother and father always bought him something he needed, not only a warm jacket, maybe, but something more, such as a book. And he saved and bought them each something, too.

He wished, that Christmas when he was fifteen, he had a better present for his father. As usual he had gone to the ten-cent store and bought a tie. It had semed nice enough until he lay thinking the night before Christmas. He looked out of his attic window, the stars were bright.

"Dad," he had once asked when he was a little boy, "What is a stable?"

"It's just a barn," his father had replied, "like ours."

Then Jesus had been born in a barn, and to a barn the shepherds had come...

The thought struck him like a silver dagger. Why should he not give his father a special gift too, out there in the barn? He could get up early, earlier than four o'clock, and he could creep into the barn and get all the milking done. He'd do it alone, milk and clean up, and then when his father went in to start the milking he'd see it all done. And he would know who had done it. He laughed to himself as he gazed at the stars. It was what he would do, and he musn't sleep too sound.

He must have waked twenty times, scratching a match to look each time to look at his old watch -- midnight, and half past one, and then two o'clock.

At a quarter to three he got up and put on his clothes. He crept downstairs, careful of the creaky boards, and let himself out. The cows looked at him, sleepy and surprised. It was early for them, too.

He had never milked all alone before, but it seemed almost easy. He kept thinking about his father's surprise. His father would come in and get him, saying that he would get things started while Rob was getting dressed. He'd go to the barn, open the door, and then he'd go get the two big empty milk cans. But they wouldn't be waiting or empty, they'd be standing in the milk-house, filled.

"What the--," he could hear his father exclaiming.

He smiled and milked steadily, two strong streams rushing into the pail, frothing and fragrant.

The task went more easily than he had ever known it to go before. Milking for once was not a chore. It was something else, a gift to his father who loved him. He finished, the two milk cans were full, and he covered them and closed the milk-house door carefully, making sure of the latch.

Back in his room he had only a minute to pull off his clothes in the darkness and jump into bed, for he heard his father up. He put the covers over his head to silence his quick breathing. The door opened.

"Rob!" His father called. "We have to get up, son, even if it is Christmas."

"Aw-right," he said sleepily.

The door closed and he lay still, laughing to himself. In just a few minutes his father would know. His dancing heart was ready to jump from his body.

The minutes were endless -- ten, fifteen, he did not know how many -- and he heard his father's footsteps again. The door opened and he lay still.

"Rob!"

"Yes, Dad--"

His father was laughing, a queer sobbing sort of laugh.

"Thought you'd fool me, did you?" His father was standing by his bed, feeling for him, pulling away the cover.

"It's for Christmas, Dad!"

He found his father and clutched him in a great hug. He felt his father's arms go around him. It was dark and they could not see each other's faces.

"Son, I thank you. Nobody ever did a nicer thing--"

"Oh, Dad, I want you to know -- I do want to be god!" The words broke from him of their own will. He did not know what to say. His heart was bursting with love.

He got up and pulled on his clothes again and they went down to the Christmas tree. Oh what a Christmas, and how his heart had nearly burst again with shyness and pride as his father told his mother and made the younger children listen about how he, Rob, had got up all by himself.

"The best Christmas gift I ever had, and I'll remember it, son every year on Christmas morning, so long as I live."

They had both remembered it, and now that his father was dead, he remembered it alone: that blessed Christmas dawn when, alone with the cows in the barn, he had made his first gift of true love.

This Christmas he wanted to write a card to his wife and tell her how much he loved her, it had been a long time since he had really told her, although he loved her in a very special way, much more than he ever had when they were young. He had been fortunate that she had loved him. Ah, that was the true joy of life, the ability to love. Love was still alive in him, it still was.

It occured to him suddenly that it was alive because long ago it had been born in him when he knew his father loved him. That was it: Love alone could awaken lovve. And he ccould give the gift again and again.This morning, this blessed Christmas morning, he would give it to his beloved wife. He could write it down in a letter for her to read and keep forever. He went to his desk and began his love letter to his wife: My dearest love...

Such a happy, happy Christmas!

United Nations Girls' Education Initiative

11/3/2015

 
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 New Initiatives on Tuesdays covers advancements in media, film, technology, kids' entertainment, and girls in general - a wide topic.

As industry and technology infrastructure moves into new territories, introducing smart phones, as well as new markets for animation exports, I like to remind our community that these previously low tech locations are often struggling with moving their women and girls into positions of security and economic growth.  Women and girls are often invisible in new markets, until they become participants in the larger global economy, where there is a sudden and radical opportunity for advancement.  Education and preparation for visibility and mobility and connection is key.

The United Nations keeps our eyes on the ball through their United Nations Girls Education Initiative. 

You can learn more about their work here:  http://www.ungei.org/.

If you work in global media, infrastructure or technology, I encourage you to become ware of the partner programs and educational initiatives that are dedicated to lifting girls out of poverty into engagement.

The United Nations Girls’ Education Initiative (UNGEI) is a partnership of organizations committed to narrowing the gender gap in primary and secondary education. It also seeks to ensure that, by 2015, all children complete primary schooling, with girls and boys having equal access to free, quality education. UNGEI was launched in April 2000 at the World Education Forum in Dakar, Senegal, by then United Nations Secretary-General Kofi Annan in response to a troubling reality: Of the millions of children worldwide who were not in school, more than half were girls – a reality that continues today. 

UNGEI’s work is driven by Millennium Development Goals - MDG 2: Achieve universal primary education with the target to ensure that by 2015 all boys and girls complete a full course of primary schooling, and by MDG 3: Promote gender equality and empower women with the target to eliminate gender disparity in primary and secondary education and at all levels by 2015. Understanding that achieving these and the Education for All (EFA) goals and that a special focus on girls would require a concerted effort by all partners, UNGEI became the EFA flagship for girls’ education. In 2010, UNGEI partners reaffirmed their commitment through the Dakar Declaration on Accelerating Girls' Education and Gender Equality.



WHAT WE STAND FOR
UNGEI is determined and committed to accelerating action on girls’ education and revitalizing the broad social mobilization and high-level political action that is needed to ensure that every girl, as well as every boy, goes to school. To achieve this, national citizens need to pressure governments and key decision makers to live up to their commitments and take concrete steps forward.


WHAT CONSTITUTES UNGEI 
UNGEI is a partnership of institutions that embraces the United Nations system, donor agencies, international financial institutions, civil society and the private sector, with the aim of bringing more girls to school. As detailed in UNGEI's Governance Framework, the initiative works at global, regional and country levels to ensure that girls receive a quality education that prepares them to be full and active participants in their societies.

The Global Advisory Committee (GAC) shares in planning, decision-making, guidance and accountability for the entire partnership with UNICEF serving as the lead agency and secretariat. Some members of the GAC are also part of UNGEI’s Steering Committee which serves to:
- Provide leadership in the implementation of UNGEI’s strategic directions and collaborative actions; 
- Facilitate communication between the GAC and the Secretariat; 
- Ensure alignment, understanding and accountability; and 
- Facilitate the engagement of GAC members with the partnership.



UNGEI Regional Focal Points (RFPs) in East Asia and the Pacific, Eastern and Southern Africa, the Middle East and North Africa, South Asia, and West and Central Africa facilitate the coordination of girls’ education strategies and interventions at the country level.

WHAT WE FOCUS ON: UNGEI'S POLICY ADVOCACY AGENDA
In order to maximize efforts which are the most needed and which will have the highest impact on girls’ education around the world, UNGEI is focusing policy advocacy efforts on four key strategic priorities:

- An enhanced focus on marginalized and excluded groups;
- The reduction/elimination of school-related gender-based violence;
- Improved learning outcomes for girls; and
- An increased number of girls transitioning to secondary education and accessing post-primary opportunities.



Gender Equity Monday - Girls Who Code!

11/2/2015

 
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If you don't already know about GIRLS WHO CODE, you absolutely must check out this fabulous organization.

Dedicated to the education of girls and the transformation of our society, this rock star organization is turning the tech world in its head by.  

Excerpts from their web site:  http://girlswhocode.com/


Mission & Vision

​
Girls Who Code programs work to inspire, educate, and equip girls with the computing skills to pursue 21st century opportunities.

Inspire

In 1984, 37% of all computer science graduates were women, but today that number is just 18%. 20% of AP Computer Science test-takers are female, and 0.4% of high school girls express interest in majoring in Computer Science. What’s going on?

Girls Who Code believes to close the gender gap in technology, we have to inspire girls to pursue computer science by exposing them to real life and on screen role models. We engage engineers, developers, executives, and entrepreneurs to teach and motivate the next generation. Our guest speakers, mentors, and instructors are leaders in their fields, working in positions our girls aspire to attain.

Educate

Our unique pairing of high quality instruction in programming fundamentals, web development and design, mobile development, and robotics with exposure to real-world technology companies is unmatched by any other program.

Girls Who Code programs are providing unparalleled computer science education to girls nationwide — giving them the hard and soft skills needed to become the technologists of tomorrow. We don’t just offer exposure to technology, we train tomorrow’s engineers.

Vision

Our vision is to reach gender parity in computing fields. We believe this is paramount to ensure the economic prosperity of women, families, and communities across the globe, and to equip citizens with the 21st century tools for innovation and social change. We believe that more girls exposed to computer science at a young age will lead to more women working in the technology and engineering fields.


Path to Success

The U.S. Department of Labor projects that by 2020, there will be 1.4 million computer specialist job openings. To reach gender parity by 2020, women must fill half of these positions, or 700,000 computing jobs. Anecdotal data tells us that an average of 30% of those students with exposure to computer science will continue in the field. This means that 4.6M adolescent girls will require some form of exposure to computer science education to realize gender parity in 2020. Girls Who Code has set out to reach 25% of those young women needed to realize gender parity.


Girls Who Code aims to provide computer science education and exposure to 1 million young women by 2020.

Together with leading educators, engineers, and entrepreneurs, Girls Who Code has developed a new model for computer science education, pairing intensive instruction in robotics, web design, and mobile development with high-touch mentorship and exposure led by the industry’s top female engineers and entrepreneurs.

​Since beginning in 2012, Girls Who Code to date has served over 3,860 girls in 29 states.

Jobs on Friday - NBC Universal

10/30/2015

 
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Today's Jobs on Friday post opens up the wide wide world of NBC Universal, a media powerhouse with offices and production facilities around the globe.  

Known for producing quality content across all media delivery platforms, NBC Universal has a long and rich creative history.  Some snippets are below.


This conglomerate has successfully married content creation and distribution with ownership of and partnership with COMCAST, one of the first cable network providers in the world.  Still an industry leader, COMCAST also have a long list of open positions.

Check out the history of these firms, and after the long lead in, some open positions that caught my eye this morning for your diversion.

http://www.nbcuniversal.com/our-history#decade_0

1912

Carl Laemmle's Independent Moving Pictures Company merged with five other film companies to create the Universal Film Manufacturing Company, headed by Laemmle. For the first time, a single entity encompassed all facets of the movie industry: production, distribution, and exhibition.

1930
Before television, radio was the dominant medium for entertainment, and the most popular source was NBC, which delivered programming to the nation over two networks, the Red and the Blue (named for the color of the pencils used by NBC's engineers as they marked the affiliates of the respective networks on a map of the United States).

1960

NBC initiates presidential TV debates (Kennedy and Nixon)

The debate, moderated by Howard K. Smith, reached more than 69 million people via TV and another 17 million on radio.

1990
In 1990, broadcast networks captured the lion's share of viewership, drawing an average audience nearly four times as large as the cable audience. But just a dozen years later, cable viewership would zoom past broadcast, and cable has never looked back. NBC helped drive this growth by launching, growing, and acquiring what would become one of the industry’s largest suite of cable networks, covering news, sports, and entertainment. 

The Age of Comcast
2010
Comcast completed its acquisition of NBCUniversal in January 2011. The years since have seen an unprecedented level of investment in the company’s core businesses, a clear sign that Comcast is committed to making NBCUniversal a global leader among media and entertainment companies.  

Let's look for jobs!

http://www.nbcunicareers.com/search-results?search_type=advanced&location=&keywords=&level%5B%5D=Experienced&business=&sub-business=&function=Motion+Pictures&job-number=

OPEN POSITIONS for STUDENTS

Film Production & DevelopmentOur Film interns have the exciting opportunity to be involved in the production and development of Hollywood’s next big hit films at our Film Production and Development Department at NBCUniversal.
SHARE
Ideal CandidateProduction and Development internships are highly-coveted and competitive positions. Our interns assist in the administrative function of films in production. A film production intern is not intimated by the fast-paced nature of the business, and is a passionate, bright go-getter with strong intellectual curiosity. Previous exposure to production and/or development is a big plus.

OPEN POSITIONS for Mid CAREERS and EXPERIENCED FILM FOLKS


10.29.15Director of Development
Role Summary: This role is part of the new Kids & Family production team within the Brand Development Group in Universal Pictures. In addition to...
FILM
FILM PARTNERSHIPS & LICENSING
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
10.29.15
Vice President, Development & Production
Role Summary: This role is part of the new Kids & Family production team within the Brand Development Group in Universal Pictures. In addition to...
FILM
FILM PARTNERSHIPS & LICENSING
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
10.29.15
Country Director, Mexico
Role Summary: Universal Consumer Products International oversees NBCUniversal's consumer product and digital licensing for Universal Pictures, NBC...
FILM
FILM PARTNERSHIPS & LICENSING
MOTION PICTURES
MEXICO CITY, - - MEXICO

Exp
10.27.15
Production Coordinator
Role Summary: The Production Coordinator supports the Creative Director heading the Theatrical Creative organization for Universal Pictures. ...
FILM
FILM CREATIVE OPERATIONS
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
10.26.15
Director, Retail/Trade Marketing Latin America
Role Summary: The Director, Retail/Trade Marketing will be responsible for development, strategic direction and execution of retail programs for...
FILM
FILM PARTNERSHIPS & LICENSING
MOTION PICTURES
MEXICO CITY, - - MEXICO

Exp
10.23.15
Supply Chain Buyer/Planner
Job Duties Execute against SAP purchase requisitions and issue manufacturing orders to third party vendors in order to deliver product to customers...
FILM
FILM USHE
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
10.07.15
Sr. Manager - Category Management
Role Summary: The Sr. Manager is responsible for managing the Toys & Hardlines categories, providing input in the overall category strategies and...
FILM
FILM PARTNERSHIPS & LICENSING
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
10.07.15
Sr. Manager - Category Management
Role Summary: The Sr. Manager is responsible for managing the Home categories, providing input in the overall category strategy and managing key...
FILM
FILM PARTNERSHIPS & LICENSING
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
10.07.15
Director - Category Management - Fashion & Home
Role Summary: The Director is responsible for managing the fast moving Fashion & Home (F&H) categories, providing input in the overall category...
FILM
FILM PARTNERSHIPS & LICENSING
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
10.01.15
Producer
Role Summary: The Creative Operations department (UPCO) is a service group that produces and finishes a/v materials on advertising campaigns for all ...
FILM
FILM CREATIVE OPERATIONS
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
PAGE 2TOP
09.28.15
Director, Physical Production
The Director of Physical Production will be responsible for coordinating, maintaining, and administering standards and procedures with feature...
FILM
FILM USHE
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
09.10.15
Creative Executive
Role Summary: This position is responsible for assisting with the day- to- day development and production of the studio�s annual state of films and...
FILM
FILM DEVELOPMENT
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
09.10.15
Creative Executive
Role Summary: This position is responsible for assisting with the day- to- day development and production of the studio's annual state of films and...
FILM
FILM DEVELOPMENT
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
09.02.15
Vice President Animation
Work with Sr. V.P. Animation Production to shepherd the development, production and delivery of animated series and longform product from conception...
FILM
FILM USHE
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES

Exp
04.01.15
Administrative Assistant
This Administrative Assistant position reports to the Senior Counsel, assists a paralegal and outside legal consultants, and may cover for the Senior...
FILM
FILM USHE
MOTION PICTURES
UNIVERSAL CITY, CALIFORNIA UNITED STATES





Movie Tech-Talk Thursday: NASA goes to MARS and we get The Martian in return!

10/29/2015

 
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You've read the book, you've seen the movie, for today's Movie Tech Talk Thursday, let's look at the real science that drove a lot of the creative filmmaking scenes in The Martian.

SciFi film have always been my number one favorite genre. Part fantasy, part morality tales, this genre, if the director can avoid the slash and gore temptations of today, never fails to delight.  Even the lowest budget films are stashed away in my memory banks, as frolics in old fashioned special effects.

After college I joined a boutique investment firm, Robertson, Colman & Stephens and worked for research analysts tracking the semiconductor industry.  After some time we opened an office in London where I met and started working for physicists contributing to graphical rendering for NASA.  Eventually that led me to Pixar, but before that, I spent about a year learning about the high atmosphere and ways to observe and capture light behavior in the upper altitudes.  








​
Pretty heavy stuff for a French Literature major, but it was an exciting time.  We installed cameras on jets at NASA, and flew image capture runs when the Comet Halley passed through the atmosphere in the mid 80's.  That period of time, working at NASA/AMES and JPL, formed the basis of a lifelong interest in space exploration - which was probably sparked when Dad got us all out of bed to watch the moon landing on black and white TV.

Check out these NASA technologies that REALLY exist and contemplate if you had the chance to go, would you?

Article sources are NASA.gov.

"Some of the far-out technology already exists or is being developed by NASA for a manned mission to Mars in the 2030s. Check out these nine current NASA technologies spotlighted inThe Martian – from habitats like these depicted in the film and real life, to water recapturing systems, explorer vehicles, and space gardens."


Article sources are NASA.gov.

https://www.nasa.gov/feature/nine-real-nasa-technologies-in-the-martian

Nine Real NASA Technologies in 'The Martian'Mars has held a central place in human imagination and culture for millennia. Ancients marveled at its red color and the brightness that waxed and waned in cycles over the years. Early observations through telescopes led some to speculate that the planet was covered with canals that its inhabitants used for transportation and commerce. In “The War of the Worlds”, the writer H.G. Wells posited a Martian culture that would attempt to conquer Earth. In 1938, Orson Welles panicked listeners who thought they were listening to a news broadcast rather than his radio adaptation of Wells’s novel.

The real story of humans and Mars is a little more prosaic but no less fascinating. Telescopes turned the bright red dot in the sky into a fuzzy, mottled disk that gave rise to those daydreams of canals. Just 50 years ago, the first photograph of Mars from a passing spacecraft appeared to show a hazy atmosphere. Now decades of exploration on the planet itself has shown it to be a world that once had open water, an essential ingredient for life.

The fascination hasn’t waned, even in the Internet Age. A former computer programmer named Andy Weir, who enjoyed writing for its own sake and posted fiction to his blog, started a serial about a NASA astronaut stranded on Mars. The popularity ultimately led him to turn it into a successful novel, “The Martian”, which has been made into a movie that will be released in October 2015.
​
“The Martian” merges the fictional and factual narratives about Mars, building upon the work NASA and others have done exploring Mars and moving it forward into the 2030s, when NASA astronauts are regularly traveling to Mars and living on the surface to explore. Although the action takes place 20 years in the future, NASA is already developing many of the technologies that appear in the film.

HabitatOn the surface of Mars, Watney spends a significant amount of time in the habitation module -- the Hab -- his home away from home. Future astronauts who land on Mars will need such a home to avoid spending their Martian sols lying on the dust in a spacesuit.

At NASA Johnson Space Center, crews train for long-duration deep space missions in the Human Exploration Research Analog (HERA).

An artificial living habitat (Hab) is necessary to facilitate human exploration of the planet Mars in "The Martian." Right: The Human Exploration Research Analog (HERA) at NASA's Johnson Space Center.

NASAHERA is a self-contained environment that simulates a deep-space habit. The two-story habitat is complete with living quarters, workspaces, a hygiene module and a simulated airlock. Within the module, test subjects conduct operational tasks, complete payload objectives and live together for 14 days (soon planned to increase to up to 60 days), simulating future missions in the isolated environment. Astronauts have recently used the facility to simulate ISS missions. These research analogs provide valuable data in human factors, behavioral health and countermeasures to help further NASA’s understanding on how to conduct deep space operations.

Plant FarmToday, astronauts on the International Space Station have an abundance of food delivered to them by cargo resupply vehicles, including some from commercial industries. On Mars, humans would not be able to rely on resupply missions from Earth – even with express delivery they would take at least nine months. For humans to survive on Mars, they will need a continuous source of food. They will need to grow crops.

Left: In a scene from "The Martian," astronaut Mark Watney employs some ingenious methods to plant crops on Mars. Right: Real-life NASA astronaut Kjell Lindgren harvests lettuce grown from the Veggie experiment while on board the International Space Station.
Credits: Peter Mountain/NASAWatney turns the Hab into a self-sustaining farm in “The Martian,” making potatoes the first Martian staple. Today, in low-Earth orbit, lettuce is the most abundant crop in space. Aboard the International Space Station, Veggie is a deployable fresh-food production system. Using red, blue, and green lights, Veggie helps plants grow in pillows, small bags with a wicking surface containing media and fertilizer, to be harvested by astronauts. In 2014, astronauts used the system to grow “Outredgeous” red romaine lettuce and just recently sampled this space-grown crop for the first time. This is a huge step in space farming, and NASA is looking to expand the amount and type of crops to help meet the nutritional needs of future astronauts on Mars.

Water RecoveryThere are no lakes, river or oceans on the surface of Mars, and sending water from Earth would take more than nine months. Astronauts on Mars must be able to create their own water supply. The Ares 3 crew does not waste a drop on Mars with their water reclaimer, and Watney needs to use his ingenuity to come up with some peculiar ways to stay hydrated and ensure his survival on the Red Planet.

On the International Space Station, no drop of sweat, tears, or even urine goes to waste. The Environmental Control and Life Support System recovers and recycles water from everywhere: urine, hand washing, oral hygiene, and other sources. Through the Water Recovery System (WRS), water is reclaimed and filtered, ready for consumption. One astronaut simply put it, “Yesterday’s coffee turns into tomorrow’s coffee.”

Liquid presents some tricky problems in space. The WRS and related systems have to account for the fact that liquids behave very differently in a microgravity environment. The part of the WRS that processes urine must use a centrifuge for distillation, since gases and liquids do not separate like they do on Earth.

NASA is continuing to develop new technologies for water recovery. Research is being conducted to advance the disposable multifiltration beds (the filters that remove inorganic and non-volatile organic contaminants) to be a more permanent component to the system. Brine water recovery would reclaim every drop of the water from the “bottoms product” leftover from urine distillation. For future human-exploration missions, crews would be less dependent on any resupply of spare parts or extra water from Earth.
The technology behind this system has been brought down to Earth to provide clean drinking water to remote locations and places devastated with natural disasters. 

Oxygen GenerationFood, water, shelter: three essentials for survival on Earth. But there's a fourth we don't think about much, because it's freely available: oxygen. On Mars, Watney can’t just step outside for a breath of fresh air To survive, he has to carry his own supply of oxygen everywhere he goes. But first he has to make it. In his Hab he uses the “oxygenator,” a system that generates oxygen using the carbon dioxide from the MAV (Mars Ascent Vehicle) fuel generator.


On the International Space Station, the astronauts and cosmonauts have the Oxygen Generation System, which reprocesses the atmosphere of the spacecraft to continuously provide breathable air efficiently and sustainably. The system produces oxygen through a process called electrolysis, which splits water molecules into their component oxygen and hydrogen atoms. The oxygen is released into the atmosphere, while the hydrogen is either discarded into space or fed into the Sabatier System, which creates water from the remaining byproducts in the station's atmosphere.


Oxygen is produced at more substantial rate through a partially closed-loop system that improves the efficiency of how the water and oxygen are used. NASA is working to recover even more oxygen from byproducts in the atmosphere to prepare for the journey to Mars.
Mars SpacesuitThe Martian surface is not very welcoming for humans. The atmosphere is cold and there is barely any breathable air. An astronaut exploring the surface must wear a spacesuit to survive outside of a habitat while collecting samples and maintaining systems.

Left: Actor Matt Damon plays NASA astronaut Marc Watney in "The Martian." Right: NASA invited the public to vote on three cover layer designs for the Z-2 prototype suit, the next step in NASA's advanced suit development program.
Credits: Giles Keyte/NASAMark Watney spends large portions of his Martian sols (a sol is a Martian day) working in a spacesuit. He ends up having to perform some long treks on the surface, so his suit has to be flexible, comfortable, and reliable.
NASA is currently developing the technologies to build a spacesuit that would be used on Mars. Engineers consider everything from traversing the Martian landscape to picking up rock samples.

The Z-2 and Prototype eXploration Suit, NASA’s new prototype spacesuits, help solve unique problems to advance new technologies that will one day be used in a suit worn by the first humans to set foot on Mars. Each suit is meant to identify different technology gaps – features a spacesuit may be missing – to complete a mission. Spacesuit engineers explore the tradeoff between hard composite materials and fabrics to find a nice balance between durability and flexibility.
One of the challenges of walking on Mars will be dealing with dust. The red soil on Mars could affect the astronauts and systems inside a spacecraft if tracked in after a spacewalk. To counter this, new spacesuit designs feature a suitport on the back, so astronauts can quickly hop in from inside a spacecraft while the suit stays outside, keeping it clean indoors.

RoverOnce humans land on the surface of Mars, they must stay there for more than a year, while the planets move into a position that will minimize the length of their trip home. This allows the astronauts plenty of time to conduct experiments and explore the surrounding area, but they won’t want to be limited to how far they can go on foot. Astronauts will have to use robust, reliable and versatile rovers to travel farther.

Left: A Mars Ascent Vehicle (MAV) is a key mode of transportation on the Red Planet in "The Martian." Right: NASA is currently working to on a vehicle that will be able to navigate tough terrain with the Multi-Mission Space Exploration Vehicle (MMSEV).
Credits: Giles Keyte/NASA

In "The Martian," Watney takes his rover for quite a few spins, and he even has to outfit the vehicle with some unorthodox modifications to help him survive.
On Earth today, NASA is working to prepare for every encounter with the Multi-Mission Space Exploration Vehicle (MMSEV). The MMSEV has been used in NASA’s analog mission projects to help solve problems that the agency is aware of and to reveal some that may be hidden. The technologies are developed to be versatile enough to support missions to an asteroid, Mars, its moons and other missions in the future. NASA’s MMSEV has helped address issues like range, rapid entry/exit and radiation protection. Some versions of the vehicle have six pivoting wheels for maneuverability. In the instance of a flat tire, the vehicle simply lifts up the bad wheel and keeps on rolling.
Ion PropulsionSlow and steady wins the race, and ion propulsion proves it.

While the Dawn spacecraft is visiting the asteroids Vesta and Ceres, NASA Glenn has been developing the next generation of ion thrusters for future missions. NASA's Evolutionary Xenon Thruster (NEXT) Project has developed a 7-kilowatt ion thruster that can provide the capabilities needed in the future.

Credits: NASAIn “The Martian,” the Ares 3 crew lives aboard the Hermes spacecraft for months as they travel to and from the Red Planet, using ion propulsion as an efficient method of traversing through space for over 280 million miles. Ion propulsion works by electrically charging a gas such as argon or xenon and pushing out the ions at high speeds, about 200,000 mph. The spacecraft experiences a force similar to that of a gentle breeze, but by continuously accelerating for several years, celestial vessels can reach phenomenal speeds. Ion propulsion also allows the spacecraft to change its orbit multiple times, then break away and head for another distant world.

This technology allows modern day spacecraft like NASA’s Dawn Spacecraft to minimize fuel consumption and perform some crazy maneuvers. Dawn has completed more than five years of continuous acceleration for a total velocity change around 25,000 mph, more than any spacecraft has accomplished on its own propulsion system. Along the way, it has paid humanity's first visits to the dwarf planet Ceres and the asteroid Vesta.
Solar PanelsThere are no gas stations on Mars. No power plants. Virtually no wind. When it comes to human missions to the Red Planet, solar energy can get the astronauts far. The Hermes spacecraft in the book uses solar arrays for power, and Mark Watney has to use solar panels in some unconventional ways to survive on Mars.

Solar panels on the International Space Station.

Credits: NASAOn the International Space Station, four sets of solar arrays generate 84 to 120 kilowatts of electricity – enough to power more than 40 homes. The station doesn’t need all that power, but the redundancy helps mitigate risk in case of a failure. The solar power system aboard the space station is very reliable, and has been providing power safely to the station since its first crew in 2000.

Orion, NASA’s spacecraft that will take humans farther than they’ve ever gone before, will use solar arrays for power in future missions. The arrays can gather power while in sunlight to charge onboard lithium-ion batteries. In case no sunlight is available – for instance, if Orion were to go behind the Moon – there would still be plenty of power to allow it to operate.

RTG

For more than four decades, NASA has safely used Radioisotope Thermoelectric Generators (RTGs) to provide electrical power for two dozen space missions, including Apollo missions to the Moon. Spacecraft such as the Mars rover Curiosity and the upcoming Mars 2020 rover use an updated, next-generation model for electrical power.  
RTGs are “space batteries” that convert heat from the natural radioactive decay of plutonium-238 into reliable electrical power. The RTG on Curiosity generates about 110 Watts of power or less – slightly more than an average light bulb uses.  

In "The Martian," the crew buries the plutonium-based RTG power source for the Mars Ascent Vehicle far away from the Hab in case of radioactive leakage. To prevent any leak, as suggested in the movie, Plutonium-238 has several layers of strong, advanced materials that protect against release even in severe accidents. The RTG mostly emits alpha radiation, which can only travel a few inches in the air and does not penetrate clothing or human skin. It could only affect human health if it were broken into very fine particles or vaporized, and inhaled or ingested. The isotope is manufactured in a ceramic form, so accidentally inhaling or ingesting it is unlikely, particularly as it does not dissolve in liquids. 

In reality, the natural radiation environment on Mars is more extreme than the radiation produced from an RTG.  Ionizing radiation raining down on Mars from space is far more hazardous to human health.  Current Mars missions are analyzing the Martian radiation environment so that mission planners can design protection systems for future astronauts. 
Future explorers will need assured, reliable and durable power sources for survival in place before they arrive.  Power system options might include a mix of more efficient radioisotope power systems, solar power, fuel cells, and nuclear fission.

The Journey to Mars

Human spaceflight is a dangerous business. NASA is working to send humans to Mars in the 2030s, but there are many milestones to accomplish to ensure that astronauts come back to Earth safely. Astronaut Scott Kelly, currently aboard the International Space Station for one year, put it perfectly: space is hard. The margin for error is virtually zero for every aspect of spaceflight. However, we learn so much along the journey to Mars that furthers our understanding of the universe, and everything we do and learn is brought right back to Earth to benefit humanity.

Last Updated: Sept. 11, 2015

Editor: Steve Fox

​

Story Telling Wednesday

10/28/2015

 
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Every Wednesday we post about the value of story telling.  For San Francisco based story tellers, those in the know and those growing into their comfort zone, I thought I would share resources to refine your art.

Event Brite here:  https://www.eventbrite.com/d/ca--san-francisco/storytelling-workshop/

lists great workshops in and around the Bay Area.

For example a story telling workshop with the esteemed Paula Junn is coming up in November at CIIS.

If you have a life, you have a story! We want to hear it!
This workshop will help you turn your experience into a 3-5 minute story! We will use sensory detail, journalistic questions, pauses and more to enhance the experience of telling and listening to stories.

Having prompts always help, so we will work with three (Where I am From • First Time • Learned the Hard Way)*. We will end with sharing the stories we crafted during this workshop.

Stories must be:
-       Your story, based on your experience
-       True
-       It must fit into a 3-5 minute time frame.

NO performance experience needed!

* Not limited to these prompts. These are designed to help you think of experiences to turn into stories.

Paula Junn is an interdisciplinary artist who works with stories, photography, and jewelry. She firmly believes in the power of storytelling as a tool to build communities. She aims to build an intentional, healthy community everywhere around her.
Read more
WHEN
Friday, November 13, 2015 from 7:00 PM to 9:30 PM (PST) - Add to Calendar
WHERE
California Institute of Integral Studies - 1453 Mission Street. Area 5. San Francisco, CA 94103 - View Map

About Paula Junn:


Paula was born in North of New Jersey in the year of the boar. After she spent her childhood in New Jersey and Maryland, her family moved to Seoul, Korea when Paula was six. Her education was primarily done in standard Korean schools (from elementary to high school). Growing up she had dreams to be a comedian, a writer/poet, a linguist, but never an Artist.
​

At the age of eighteen, she returned to the U.S. to pursue college and further studies. It was in college that she discovered that she had an artistic side and started to foster that side via imaginative drawing, photography, poetry, dance, and singing. Through working with different modalities is when she discovered the healing power of the Arts. She truly believes in that power to this day. 

Paula lived in Boston for eight years from 2006-2014, but she has since relocated to Oakland, California to pursue a Master of Fine Arts degree at California Institute of Integral Studies for the Creative Inquiry & Interdisciplinary Arts program.  

Paula was involved in a nonprofit storytelling organization based in Boston called massmouth, inc., and she is ever so grateful to have been part of such a powerful movement of storytelling. 

Her goal in life is to be helpful to someone, somewhere, any time in this life, but she is working on the present the most. 

Re-posted from Common Sense Media:  The 10 Most Violent Video Games of 2015 (and What to Play Instead) When you need to say no.

10/27/2015

 
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I strongly believe in providing quality entertainment to children, and that includes taking a stand against the aspect of the industry that addicts young men to violent video games.  Much can be said about the degradation of values and compassion that arises from hours spent killing, maiming and torturing avatars.  

Common Sense Media is a valuable resource for parents looking for alternatives and education.  This list is provided to alert parents to the most violent of games, so that if and when their kids come home after a session at a friend's house, they have some context for judging the quality of the play.

Re=posted from my respected colleague at Common Sense Media.

The 10 Most Violent Video Games of 2015 (and What to Play Instead)
When you need to say no -- and these games prove that sometimes you have to -- it helps to have solid alternatives.
Jeff Haynes Senior Editor, Video Games & Websites |
Dad of one

10/26/2015
Categories: Violence in the Media
Senior Editor, Video Games & Websites | Dad of one

If you want to be engaged in your kid's hobbies, you try to understand as much as possible about them. But when the video games your kid wants feature ultra violent content, it's tough to keep an open mind.
Game companies don't exactly make it easy for parents to say yes. In 2015, we saw some of the most violent video games ever released. Plus, older violent games such as Gears of War: Ultimate Edition andResident Evil: The Definitive Edition were re-released with visual upgrades that intensify the more violent moments, including blood and gore splattering. And let's not forget the classic ultra violent game franchises Grand Theft Auto, Call of Duty, and Halo, which remain incredibly popular with young players.
But there is good news: Plenty of family-friendly games came out in 2015, and they're engaging, expansive, and imaginative.  
We've listed 10 of the most violent games released in 2015. For the most part, these are well-designed and technically flawless, but they should be reserved for mature audiences. Fortunately, we've also provided less violent alternatives you can feel good about saying yes to.
If you don't want any violence in your video games, check out our Nonviolent Video Games list, and always check out our reviews on the newest games.
Battlefield: Hardline
The latest chapter in the Battlefield franchise steps away from armed conflict in a war zone into armed conflict between cops and drug dealers. Players take on the role of a police officer attempting to dismantle drug networks. Players can use pistols, shotguns, and rifles to blast criminals, and firefights are frequently intense, with lots of blood spilled and characters screaming in pain. Cut scenes show execution-style gunshots to the head, as well as a character fed to crocodiles. There's a wealth of profanity, and characters are shown consuming large amounts of alcohol and snorting drugs. On the bright side, Battlefield: Hardline lets players choose to take a nonviolent route, tasing and arresting criminals instead of killing them.
Alternate first-person shooters: Portal 2, age 10+; Metroid Prime: Hunters, age 13+
Bloodborne
This extremely challenging third-person action-RPG was designed to test a player's skills -- and patience. You're tasked with hunting down and destroying creatures that were once human, using pistols, axes, scythes, and other devastating weaponry. There's loads of combat, and buckets of blood will pour from every strike against you and your targets, and it frequently stains the ground; in fact, blood acts as both currency as well as the basis for health potions, which is important because players will frequently get killed by beasts that defy description.
Alternate action-RPGs: Ni No Kuni: Wrath of the White Witch, age 11+; Xenoblade Chronicles 3D, age 13+ 
Dying Light
This first-person survival horror game is notable for its action sequences and creative gameplay. The player is cast as a soldier who's airdropped into the large fictional city of Harran, Turkey, to investigate the cause of a zombie outbreak. Players can use parkour-inspired moves to evade and attack the undead, along with weapons that can electrocute or incinerate them. You'll be covered in blood and gore as you decapitate and dismember; in a sly twist, you can even become a zombie and hunt down other players in multiplayer matches.
Alternate open-world games: Lego City Undercover, age 9+; The Legend of Zelda: Ocarina of Time 3D, age 10+ 
Hatred
This is one of the most controversial releases in recent history, thanks to its content and plot. Notable as the first Adults Only-rated game to be released through Steam, the game was clearly designed to provoke a response. The premise makes Grand Theft Auto seem tame: Players play as a sociopath who attempts to kill innocent bystanders and police officers with guns, flamethrowers, and bombs to satisfy his hatred of humanity. Blood and gore is rampant, as are characters begging for mercy before they're executed, frequently during profanity-laced rants.
Alternate top-down action games: Halo: Spartan Assault, age 13+; Lara Croft and the Guardian of Light, age 13+
Mad Max
Based on the postapocalyptic films, this game takes an open-world approach to Max's journey through the wasteland -- and he delivers loads of violence from start to finish. Players can drive over enemies in cars, snap necks, and impale other characters with harpoons thrown from moving vehicles. Cut scenes offer characters having their throats slit, along with piles of bodies, lots of profanity, and drugs being inhaled.
Alternative action/adventure games: Axiom Verge, age 11+; Dark Souls II: Scholar of the First Sin, age 14+
Metal Gear Solid V: The Phantom Pain
The last chapter in the long-running stealth action franchise focuses on the hazards and effects of war. Though players have the option to use nonviolent methods to subdue opponents, they can use firearms, explosives, and knives. There's torture, scantily clad women, references to rape, and derogatory language toward women.
Alternate stealth-action games: The Swindle, age 10+; Republique, age 15+
Mortal Kombat X
The 10th installment of the popular and controversial fighting-game series offers more intricate gameplay mechanics and features than ever before. Though the title focuses on split-second timing, counters, and projectile attacks, it also has some of the most brutal violence, including executions, in series history. Spines are snapped, heads are crushed, players are diced into cubes -- and these are some of the tamer fatalities. Mortal Kombat X is a sophisticated and technically complex fighting game that requires a lot of skill, but it's definitely not for kids.
Alternate fighting games: Super Smash Bros. Wii U, age 11+; Playstation All-Stars Battle Royale, age 13+
Onechanbara Z2: Chaos
The latest installment in the long-running action hack-and-slash franchise pits players against hordes of zombies and other monsters. Players use swords, chain saws, and firearms to dismember and destroy creatures; limbs and corpses litter the ground. Blood frequently sprays into the air after successful hits, triggering special "Blood Frenzy" attacks. And, in addition to the gallons of blood and copious profanity, the game dresses its heroines in revealing bikinis.
Alternate hack-and-slash adventure games: Gauntlet: Slayer Edition, age 13+; Castle Crashers Remastered, age 14+
The Order: 1886
This visually striking third-person shooter is set in an alternate London. Cast as knights of the Round Table, players fight to keep society safe from werewolves and rebellious humans. Knights use pistols, knives, and futuristic weapons to make blood erupt from enemy wounds. The game opens with a torture scene and features topless women in a brothel, a scene with sexual intercourse, and full-frontal male nudity.
Alternate third-person shooters: Splatoon, age 10+; The Red Solstice, age 13+
Until Dawn
This is one of the most striking (and, needless to say, violent) adventure games to be released in years. Set in an isolated mountain lodge, it lets players control a set of teens who are being hunted and picked off one by one. Characters frequently die in brutal fashion; teens are shown beheaded, dismembered, sliced in half, and more. There's also loads of profanity and lots of sexual innuendo.
Alternate story-driven adventure games: Anna's Quest, age 10+; King's Quest, age 10
+

Kid's Media News from Eloise and Bernadette Peters!

10/26/2015

 
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On Tuesdays we look for news in the kids' media space.  Here's some fun from Playbill.com for the early morning Tuesday readers in the kids' space.    More fun to come in the morning!

From http://www.playbill.com/news/article/bernadette-peters-narrates-new-collection-of-eloise-stories-arriving-today-368933

Three-time Tony winner Bernadette Peters narrates a new collection of Kay Thompson and Hilary Knight's classic "Eloise" stories — "Eloise," "Eloise in Paris" and "Eloise in Moscow" — for Simon & Schuster Audio.

The collection, which celebrates the 60th anniversary of the very first "Eloise" publication, is available in special book and CD combinations as well as an audiobook-only collection beginning Oct. 27.

"I am so thrilled to be part of this beautiful project," Peters said in a recent statement. "'Eloise' was my favorite book as a little girl. What a joy to bring Kay Thompson's words to life through these wonderful characters, and of course, to inhabit my enormously talented and dear friend Hilary Knight's drawings. Especially little Eloise!"
"We have been proud to publish Kay Thompson and Hilary Knight's iconic character for sixty years, and we are delighted that Bernadette Peters has agreed to join us in giving Eloise a new voice for a whole new generation of children," added Jon Anderson, executive vice president and publisher, Simon and Schuster Children's Publishing.
"Bernadette Peters perfectly captures the wonderful, timeless voice that is Eloise," stated Chris Lynch, president and publisher of Simon & Schuster Audio. "These audio editions are truly delightful family listening experiences."
​

With more than six million "Eloise" titles sold since the publication of the original in 1955, generations have been charmed by the little girl who lives at the Plaza Hotel in New York City. This character has been the subject of two television movies, an animated television series and, most recently in March, an HBO documentary, "It's Me, Hilary," produced by Lena Dunham and Jenni Konner.

For more information visit Audio.simonandschuster.com.

- See more at: http://www.playbill.com/news/article/bernadette-peters-narrates-new-collection-of-eloise-stories-arriving-today-368933#sthash.ggG7nZqQ.dpuf

Gender Equity Monday - WiFT - Streep Writer's Lab Held in September.  Writers to watch in 2016

10/25/2015

 
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​​

​On Mondays we look for news in the media, animation and film world that rings the bell for gender parity for women.

News from earlier this spring about Meryl Streep's Writers' Lab was a double whammy of opportunity for women and for women over 40.  Last month, in September, the lab was held for 3 days.  We are waiting excitedly for the result of the lab, so in honor of this groundbreaking endeavor, here's some news from that project, and the list of women selected so you can check out their work over the coming year(s)!  

Go forth, be equitable and make movies!

From IndieWire!

http://www.indiewire.com/article/meryl-streeps-writers-lab-selects-12-female-screenwriters-20150810

New York Women in Film & Television (NYWIFT) and IRIS, a collective of women filmmakers, have announced the selected screenwriters to participate in the inaugural year of The Writers Lab. The program is the only kind in the world devoted to providing script development for women writers over the age of 40 and is fully funded by Oscar winner Meryl Streep. The Writers Lab is presented in collaboration with the Writers Guild of America, East (WGAE).

Receiving over 3,500 submissions and overwhelming praise from women writers across the globe, the program has decided to expand the number of total participants from eight to twelve. Members of the WGAE were active participants in the judging process. Other support for The Lab came from Final Draft.

The 12 chosen participants for the The Writers Lab 2015 are:


Sarah Bird, "Daughter of a Daughter of a Queen"
Vanessa Carmichael, "The American"
Tracy Charlton, "Raised Up"
Kellen Hertz. "Ashburn"
Anna Hozian, "Anchor Baby"
Lyralen Kaye, "St. John the Divine in Iowa"
Jan Kimbrough, "The Glastonbury Cow Party"
Billie Mason, "The Cargo"
Peres Owino, "Basketweaver"
Gretchen Somerfeld, "Face Value"
Janet Stilson, "Jaguar Trail"Kim Turner, "It Goes Like This"


The eight mentors attached to The Lab include: Jessica Bendinger ("Bring It On," "Aquamarine"), Caroline Kaplan ("Time Out of Mind"), Meg LeFauve ("Inside Out"), Darnell Martin ("Cadillac Records"), Lydia Dean Pilcher ("Darjeeling Limited"), Gina Prince-Bythewood ("Beyond the Lights"), Mary Jane Skalski ("Win Win") and Kirsten Smith ("Legally Blonde").

The 2015 Writers Lab will take place September 18-20.

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