Neil Young Sings "Fancy" with Crosby, Stills & Nash


Crosby, Stills, Nash & Young reunite for a stirring rendition of Iggy Azalea’s hit song, “Fancy.”

Subscribe NOW to The Tonight Show Starring Jimmy Fallon: http://bit.ly/1nwT1aN

Watch The Tonight Show Starring Jimmy Fallon Weeknights 11:35/10:35c
Get more Jimmy Fallon:
Follow Jimmy: http://Twitter.com/JimmyFallon
Like Jimmy: https://Facebook.com/JimmyFallon

Get more The Tonight Show Starring Jimmy Fallon:
Follow The Tonight Show: http://Twitter.com/FallonTonight
Like The Tonight Show: https://Facebook.com/FallonTonight
The Tonight Show Tumblr: http://fallontonight.tumblr.com/

Get more NBC:
NBC YouTube: http://bit.ly/1dM1qBH
Like NBC: http://Facebook.com/NBC
Follow NBC: http://Twitter.com/NBC
NBC Tumblr: http://nbctv.tumblr.com/
NBC Google+: https://plus.google.com/+NBC/posts

The Tonight Show Starring Jimmy Fallon features hilarious highlights from the show including: comedy sketches, music parodies, celebrity interviews, ridiculous games, and, of course, Jimmy’s Thank You Notes and hashtags! You’ll also find behind the scenes videos and other great web exclusives.

Neil Young Sings “Fancy” with Crosby, Stills & Nash

http://www.youtube.com/fallontonight

7 DIY Photography Tips Using Household Objects


Watch photographer Markus Berger demonstrate some creative and practical photography tips using only household objects!

Join the Cooperative of Photography: http://www.cooph.com
Facebook: https://www.facebook.com/thecooph
Instagram: http://instagram.com/thecooph/
Twitter: https://twitter.com/thecooph/

Photographer: Markus Berger
Model: Andrea Schernthaner
Cinematography & Editing: Andrea Schernthaner
Director: Matthew Rycroft

Music:
“Mojave Mayhem” by Badvertisement Inc.

Retribution (2014) – Star Wars Fan Film


Retribution is a Star Wars fan film written and directed by Georgia football player Chris Conley. Infinite Productions and Spirit World Productions set out to create the epic film in November 2013.

Directed by: Chris Conley
Post Production: Grayson Holt (http://www.graysonholt.com/)
Graphic and Title Design: Frank Martin http://www.vimeo.com/frankrobertmartin/
Music by Davis Harwell (DavisHarwellmusic.com)

Master Kroi: Jeremy Miller
Khari Vion: Chris Conley
Apprentice Killian: David Gridley (http://www.imdb.com/name/nm5681274/)
Commander Zarra: Leia Boone

This is a fan film for fans by fans we are not affiliated with Star Wars or Lucas arts. This project is non profit and just for fun.
#StarWarsUGA

If You Can Imagine It, You Can Make It

, by Rory Fellowes | Peoplestudios

CGSociety talks to Crytek, the makers of Ryse, Son of Rome and Crysis, about the converging worlds of film and games. Below are many videos that chart the fast paced and exciting developments in games. Additionally, Limbic (Tower Madness, Zombie Gunship) and Telltale Games (The Walking Dead, The Wolf Among Us) discuss the future of the industry.

Telling stories. Surely one of the most important among all those things that make life worth living, is the art of creating fiction, be it books, films, TV or the latest iteration, video games. What would life be like without the entertaining escapes that fiction provides? Creating stories by any medium, that the audience (we’re all part of the audience), can engage with, be moved by, even learn by, as if they are true and personal. That is what we who work in the media industries do for a living.

We tell stories.

As in all forms of fiction, in the creation of moving images we try to make it seem as if that world there on the screen really exists and matters. Sometimes because it is the real world we’re looking at (traditional cinema and TV), or it may be a virtual world (fantastical movies or reality games), or the style may be cartoony (arcade games and cartoons, graphic novels and so on). Whatever the medium, in all cases we hope the audience is willing to suspend its belief so as to allow those characters there on the screen to have identities and lives to live.

Being part of the process of making this happen is what practical and virtual FX is all about. It is what acting, in which I include animation, is all about. As Matt Damon once said, “My job is to make it real.” That’s our job too.

Games used to ignore the subtler aspects of storytelling (especially the acting!), and they struggled to make the look as good as movies, but these walls are falling now. We are at the beginning of a revolution, a time of Disruptive Technology, a revolution in movie media making to match the last great disruption, when Computer Graphics Imagery first came into being.

Visually and in narrative creation, the worlds of film and games are converging. In this article I will address the visual aspect of this convergence, in the next article I will be focusing on new developments in narrative, where I have come across some unprecedented ideas and techniques that are emerging in this new world of media delivery and reception.

Apart from one year when I was the Animation Lead (i.e. the only animator)  in a (small and now defunct) Games company up in Derry in Northern Ireland, my background is all in film, for cinema and television. I watch movies and TV. I don’t play video games. I gave the team up in Derry a lot of good laughs when, for instance, I struggled to get past the first two guards in Crysis. Eventually I got up a few stages, but it took a long, long time…

 

Driving The New Technology

I bought my first computer when I was in my early thirties, so they are still a kind of miracle to me. But I always understood the impact they would have on our culture, our society, our world.

When I was trying to get into the CG industry back in the early 1990s, it was clear to me that games would be the main driver of the development of computer graphics technology. This was partly because the games industry’s audience was young, and (producers take note) it has long been my opinion that if you want to market research the next decade or so, talk to kids aged between five and fourteen, because it will be those generation’s consumer demands, their expectations when they join the great consuming masses, that will drive the direction of any aspect of society’s development. And as stated in the title of this article, if it can be imagined, it can be made. Those kids are imagining their little heads off right now. In the modern, technologically advanced, secular world, everything is up for grabs.

I also thought games would take the lead in developing and exploring the technology of CGI because it was a new industry, unconstrained by the old men and the old ways, old traditions, that were likely to hinder the film industry’s efforts to grasp the possibilities of CGI and make use of them. I have discovered in the conversations I have been having on behalf of CGSociety, it is their interest in the technology that played the main part in what first excited and motivated the people who work in the CGI industries. They just love to mess with computers!

So what happens next? What might we see in the not too distant future?

 

The Visuals

I turned first to Cevat Yervil, the CEO of Crytek, the long standing games and game engine developers, and most recently, makers of the excellent Ryse, Son of Rome. I had attended a talk that Cevat presented at FMX 2014, “Creating Emotional Cinematic Experiences In A Real-Time Environment” and was keen to follow up on what he had talked about then.

Cevat founded Crytek about 15 years ago. “I started the company as a hobby project, and then, when it looked like it could be something of a business or I could actually earn money from my hobby, then I asked [my brothers] to join. Faruk joined first and then Avni joined about a year later. And then, in essence, we started Crytek in the form of how it is today.”

Faruk Yerli, Cevat Yerli, Avni Yerli

I have to say this arrangement impressed me on two counts. First, the Yervils as brothers in arms. In my own family I doubt we could run a bath together without arguing over it, but clearly this Turkish-German family works well together, though Cevat did add that their elder brother and sister keep well away from the company!

Second, the fact that Cevat, as he told me, started out just having fun, working for nothing more than his own amusement. It reminded me of Peter Mitev and Vlado Koylazov starting the Chaos Group while they were still in college. This is a common trait in games companies, and back in the 1980s and 90s it was the same for CG VFX companies. Friends got together and programmed stuff on home computers and it all grew from there. It was much the same for the film industry back in the first couple of decades of the last century, before the money got big and businessmen and their corporate methods took over. The difference now is that in most if not all the games companies I have come across over the last twenty years it is the creators who still run the business. The result of changing times and more business savvy heads on CGI artists, I guess. Those brains being trained in the wonderful, mystical (to me, at least) world of mathematics probably helps…

 

A Different Approach

“I was always fascinated by the technology,” Cevat said. “So if I say my primary goal was to make games, I always wanted to  make [games that were] technologically more advanced than what the market was giving. So back then I played all the games, I said “Eh, there must be a better way to do this.” And then I wondered what kind of different experiences can we achieve with a different approach to the technology. That was always the sense of how to look at it. The heart of it.”

I asked what he meant by a different approach.

“Well, for example, when we started making Far Cry there was a certain goal of what we wanted to achieve. We wanted more open, wider environments, and I wanted to have daylight and sunlight, that I had just seen at this point [during] a vacation. I was in the Maldives and I said, “Hey, it would be great to have this kind of environment for a game”, in an ironic way because it was very peaceful and I said this could be interesting as a combat area.”

When we spoke recently, Louise Ridgeway of Rare Ltd reminded me of that company’s breakthrough success, Goldeneye 007, released in 1997 (I’ll be reporting on that conversation in the next article).

[embedded content]

Now look at Far Cry, released in 2004.

[embedded content]

“At that time all the games were close quarters, in corridors and dark environments, because in dark environments you could hide detail. You don’t have to make everything look nice because it’s dark. In brightness you can’t hide, you have to be beautiful in all aspects. So technologically, in 2000, 2001, making a game that was bright, open kind of thing, was technically a very demanding approach and we had to [find] an efficient way of doing it. Now to be a little bit technical about it, all other engines at that time were using techniques such as BSP Rendering or Portal Rendering. We introduced the idea of a quadtree renderer which allowed us to have vast landscapes, and our engine was based on a height map renderer, so height maps for terrain generation and quadtree for structuring the height map so that so we can get automatic LODs (Level of Detail). So that approach alone has allowed us to make terrains that are kilometres, miles wide in each dimension as opposed to BSP Rendering or Portals, which were designed only for rooms with doors, and couldn’t give you anything with outdoors.”

 

A Brighter World

I recalled that when I was in that games company playing Crysis the veteran gamers surrounding me all pointed out the light and the detail in the foreground and the extent of the environments. The shoot ‘em up aspect was almost a secondary issue. There were plenty of FPS games out there, but as Cevat said, all set in dark arenas, Goldeneye 007, Doom and suchlike. The excitement was the field of fire you could command (and so could the AIs, which made staying alive far more difficult. Well, that’s my excuse).

[embedded content]

Cevat explained, “Largely this comes from the way we approached the technology from the get go, as in like, we just said, “OK, BSP and Portals are going to die out”. BSP Rendering and Portals were introduced through Wolfenstein. Portals were introduced mainly through the Unreal Engine. And still to this day they are using this in simplified form because back then BSP and Portal rendering were to optimise software rendering, as in pure software rendering without any GPU assistance.

“So what we have done is, we have used software rendering but with some kind of CG accelerators, and utilised a bit more mobile approach. Today the foundation of CryEngine is pretty much still the same foundation, a Height Map renderer, with quadtree structures, but they are heavily optimised for more detailed data structures. Now we also have some kind of voxel structures added to it to allow 3D terrains, not just 2D Height Maps, so like, terrain that has a cave and other things and improve the data structure so that [you can have] millions of [plants, leaves, grass and trees and so on]. To support those we have refined data structures from Far Cry to Crysis, right up to today. Crysis was the first game where we introduced a data structure that allowed us to have dynamic plant life, truly dynamic plant life, as in destructible trees and physical vegetation. All this was pretty much not possible back then with BSP and Portal, and that’s why at that time we outpaced the leaders in that area, with little effort.”

 

Ryse, Son Of Rome

Which brings us to Ryse: Son of Rome, Crytek’s latest release and a giant leap forward in the look and feel of the gaming environment. If film and games are converging, in terms of visual quality, graphical quality, this is nowhere better demonstrated than in this gorgeously flamboyant story of a man of destiny, a Roman General returning to his beloved Rome with justice and revenge in mind. The interesting thing (for a movie maker like me) is the amount of time and attention that has been given to making the characters’ performances authentic and engaging.

[embedded content]

Needless to say, it is gory and the gameplay is fast and furious, though there is also dramatic timing and passion  in the performances. “In Ryse we did go over the top; actually not as over the top as it could have been! When I compare now the latest 300 movie [Rise Of An Empire], then we are quite harmless.” He laughs. “But anyway, the context of the setting, the context of [ancient] Rome, and the reality that you are fighting with swords and other sharp killing devices, in a sense, it wouldn’t have worked in the style and the proximity of the experience, it would have not worked to be more tame about it. Actually, it was counterproductive if we did. We tried that. And likewise, it felt too much over the top if we did more than that. So it felt just like it is the right balance to be realistic, and be about Rome, and the old Games of Rome and the true life of Roman soldiers or gladiators. That was the primary focus, to really reflect as much as possible, authentically, or believably, plausibly, what it is like to be in the shoes of a guy like our hero Marcus Titus, a General in the Roman Army.

“My take on violence is that it should never be the primary element. Violence should be aesthetic, that supports the narrative or the mission or the objective and if it is not needed, it’s not needed. It’s a tool, it’s nothing else. It’s not a goal. It’s a part of the solution, a means to an end, let’s say. If you look at Crysis for example, we have what I would call an hygienic approach, a very clean approach and most of our games are like that.”

[embedded content]

 

 

The Converging Worlds of Film and Games

“The primary goal here [at Crytek] is to have the gaming world learn from the movie world. When I gave a talk for the first time to moviemakers, a couple of years ago, the essence of it was that moviemakers have peeked at the games industry and have looked at how to create worlds and actually, how to create a design IP in a sense, in a different way than they used to do. They used always to create a screenplay and then you create a film out of it, but when you look at productions such as John Carter or Avatar or Alice In Wonderland, there is much more focus, actually key focus on world creation. And for us, that’s always the case, in the games industry. But what movies have always done better is to tell a drama, narrative, characterisation, and that’s what we focused on, tried to understand, how we can do that with CG assets or CG graphics in a better way.

“And then I was exposed for the first time, in 2010, to [James Cameron and Larry Kasanoff’s production company] Lightstorm’s visual production of Avatar. I was in a, I will say, lucky position to have been [able to learn] how they did the entire production, from Virtual Production to what they called their “templates”. And then how they went from templates to final rendering, and how the entire project was [achieved with] motion [and] performance capture. We were actually doing something very similar already but not to the same degree.

So then we expand our pipelines, which eventually become the pipelines for Ryse, to introduce for the first time, virtual production, first time to introduce performance capture into the gameplay not just cinematics. The entire game was performance captured, and virtual production-based developed.”

 

Virtual Production

Virtual Production is the cornerstone of the way Disruptive Technology is transforming the film industry. The key elements were first developed by Lightstorm and WETA in the making of Avatar. In other versions of Virtual Production that I have seen so far, the previsualisation is viewed on iPads or similar devices, feeding off inputs from the various sources (as in Kevin Margo’s making of short about his film Construct ), but I had spoken to Jon Landau at FMX 2014 in Stuttgart, Germany and he told me he didn’t refer to previs any more. “We call it visvis”, he said, because their version of the concept is an in camera view, where the director can see his virtual characters in the context of the virtual world to which they belong, directly in the eyepiece of the camera.

Cevat credits the production team on Avatar with inventing Virtual Production. “They put it in a shape and form that people started using across the world. From an outside perspective, when you watch Avatar for the first time you don’t realise what happened there exactly. Once you look behind the scenes you realise that no-one had done anything like that before. For us, for cut scenes in games, [in the past] we assembled them in a very rudimentary form. We captured one actor at a time, all the action of the body. Then you had the voice actor, you animated the face, and you were lucky to get a believable scene out of it.

“With Ryse we actually made it like a theatre play. We put the actors into a volume [motion capture studio] and then we just said, “OK, Go,” in one flow. We had a virtual camera guy and we had the actors running in and when the actors had performed their roles, we either reshot the v-cam if needed or we kept the v-cam that we had shot, because the data was in 3D space and the performance was captured, everything was captured in one take, which vastly improved the outcome of not only our storytelling, but also it was pretty much the same process that Avatar used three years earlier than us in their production.

[embedded content]

 

 

Other platforms

Meanwhile, games are moving into new platforms, beyond the PC and console where they have grown up over the last twenty years or more. I spoke to some games industry professionals for these two articles, two of whom I met at FMX 2014 in Stuttgart last May, and one whom I have known for a few years as a friend of friends of mine, meaning we have only met online, but heck, this is the 21st Century, we can make friends online, can’t we?

The first I talked to was Iman Mostofavi. Along with Volker Schoenfeldt and Arash Kashmirian, Iman is one of the founders of Limbic Software Inc., a fairly young company based in Palo Alto in California, but with a worldwide network of artists working for them.

Volker Schoenfeldt, Iman Mostofavi, Arash Kashmirian

Limbic focuses primarily on mobile games.

“Our games are in a variety of genres,” Iman told me, “from strategy gaming to action gaming, and even a few children’s games. However, on the mobile platform, the specification of the hardware is much more limited than console and PC, so we definitely have fewer resources to work with, and as a result the games are in general more simple and limited in scope.

[embedded content]

[embedded content]

“And also the demographic of the types of players who play games on mobile. [They] are more interested in a shorter gameplay experience than when they sit down and turn on their Playstation and wait for it to do all the updates and so on. Definitely the session lengths are much shorter on a mobile device. As a result we have to design our games for these smaller bite-size sessions and gameplay experiences.”

It occurred to me the Cloud could overcome some if not all of those limitations. Iman agreed, with reservations.

“Sure. There are companies such as onLive [a Cloud streaming games service]. They send a video stream to the iPad [or whatever platform you have] and the iPad becomes merely a controller and monitor that allows the user to play the game with really amazing immersive graphics on a simple mobile device. Yes, it is possible. I’m just not sure if the market is there yet so it would be hard for a company to get the return on their investment making such a game, only targeting a mobile audience. There isn’t any precedent for that, as far as I know.”

I have friends who are relying on their iPads more and more, using their PC almost only as a server. The move to mobile devices as the platform of choice seems to me the way the audience is going. I suspect they will start to want to play fully immersive games on their iPads just because of their habit of having their iPads always open in front of them.

Iman agreed that was a possibility. “Absolutely. Habit is important. I think if you measure the amount of time people spend with any given device it’s clear time spent with tablets and phones is dominating, it’s taking away time spent with traditional sources such as television, and even console gaming. I’ve heard of people who actually play on their iPads while they’re waiting for their consoles to load, or download something, or update something. So you’ll see both the mixed use, in that scenario as well as people who play long, multi-hour sessions on an iPad. It really depends on the game and the gamer. There’s the whole “casual” audience which are interested in lots of simple games. There is an audience for story-driven content. Telltale Games’ The Walking Dead was one of the first really successful games I’ve seen do that on mobile, where there is an interactive component that had not quite been pulled off on mobile platforms before. So, you’ll probably see more of that since, as far as I can tell, it was a success. I hope they will follow up on that.”

I asked Iman to speculate about where the technology might go next.

“As far as the mobile development world is concerned, I would say games that take advantage of Augmented Reality and Virtual Reality. For example, Google has this project called “Tango”.

“[Project Tango] is all about new types of sensors, new types of cameras that are being placed in upcoming mobile phones, and eventually they will be in iPads as well. Those new types of cameras allow for new types of gameplay as they are cameras which process depth information, kind of like Microsoft Xbox Kinect, how the Kinect works, only brought to a mobile device. If you have that type of device on your phone or on your iPad it opens a whole new realm of possibilities for the types of games you could play outdoors.”

[embedded content]

“Right now it’s anyone’s guess what type of creative games could be created with the ability to have a precise depth map of the world around you, which has not been possible before with just the regular colour cameras that are on cellphones today. That’s something that we’re excited to play with. It’s probably still going to be a few years out before those types of phones with those type of sensors are mainstream, but that is where definitely new kinds of gameplay experiences will be developed.

“On consoles and PCs you will see animations improving, immersive graphics improving, it will become hard to even tell it is a video game anymore, it will seem more and more as if it is live action, real life acting. You will see gaming and movies merging more and more into one. Already it is harder to tell them apart, if you play some of the more recent games made by Rockstar, like Grand Theft Auto. Those games are practically movies. They have the budgets of blockbuster movies, they have as many people working on them as those kinds of movies, and often they have the same quality of actors and voice acting, and stories being written, and they’re essentially merging into one type of thing. Just different flavours of the same kind of [media experience]. One is more interactive, one is meant to be consumed while sitting in your chair eating popcorn, the other you’re holding a controller, you can direct the action a little bit.”

 

Capturing and Analysing Motion

My brother David was involved in computer development back in the 1980s, and I remember him then talking about ‘outline recognition’, getting a computer to see a moving figure against a static background, and what a problem that was for a computer. Since then OrganicMotion, and Kinect and other markerless systems have come along and progress in the last couple of years has been rapid. But all of the current systems rely on the static world remaining static in the camera view.

I asked Iman how could a mobile device distinguish the movements of living creatures from the general movement of all the elements in the picture if you have a handheld camera, as you would with a mobile phone or handheld iPad?

“It is a very challenging problem. We take it for granted that our human eye is able to work in varied environments and track different objects and just do very simple things whereas it’s actually a very challenging task for a computer. Kinect has a much more simplified problem in that it is working [from the console’s static point of view] in a static environment, in someone’s living room, in which the only changing variable is the people moving around in front of the Kinect.

“On a mobile device if you’re able to completely change the environments that the device is in you will definitely find cases where the technology will break, where it will be unreliable. That’s why I said it is a pretty early stage thing, but if you constrain the types of things you’re trying to do enough then it is something that can be used today.

“Also, the way they will make it reliable is they will have multiple types of sensors, more than just would be on a Kinect. I believe they also have gyro sensors, and compasses and all kinds of other sensors to help orient the device, along with Google maps, which it uses so it knows where you are, and maybe it will know some landmarks. They try to integrate as much of that information [into the programme].”

We talked about the kinds of games that could be created using such a platform, running down the street pursuing a virtual enemy you can see but no-one else can (they’ll think you’re mad!); or in your home or office.

“Basically, you can create an interactive game taking place within the world you’re in. You could bounce a virtual ball against a real wall, or if it could detect a window or a door you could have zombies or aliens invading your space, and you could have a virtual defensive weapon and you could aim and shoot, and that’s another game idea right there. We’ll see a lot of these obvious ideas, [like] the ones we just came up with right off the top of our heads in the last couple of minutes!”

 

Unreal Worlds, Real Lives

Up until now I have been thinking about the convergence of film and games in terms of the visuals being photorealistic, but this is no more the whole story than it would be to say film is always live action based. Feature length animation is an obvious example of where film goes in a different direction, both in 2D and 3D but still sets out to tell stories which have emotional meaning. The same goes for games.

Telltale Games has a reputation for narrative games based on TV and Film USPs. I spoke to Dennis Lenart about their productions. Most of our interview will be included in the next article because we talked largely about narrative, but I am reminded here that Telltale does not try to create real world simulations. They deliberately set out to use graphic styles. They rely on animators and their own proprietary toolset to create the performances in their games, whereas, it seems to me, the general inclination in the movie and games industries is towards motion and performance capture. The Walking Dead is probably Telltale’s most popular game right now, but I suspect The Wolf Among Us is going to be right up there with it, if it isn’t already.

[embedded content]

[embedded content]

The point here is that although this is a highly graphical style of image, the movements, and more importantly, the performances and the story, the characters and their emotional lives are all intended to engage the audience as if they are real, and their stories are meaningful.

Louise Ridgeway told me that she cried when she reached the end of the first series of The Walking Dead. I’ve cried at a lot of films, we expect to do that, don’t we? But for this to be now a possibility for games, even games with cartoon characters, is to my mind a breakthrough with ramifications for the future of storytelling in visual media.

But that is something I will discuss in my next article!

 

Related links

Crytek

Limbic

Discuss this on CGTalk

IAF forays into mobile gaming with ‘Guardians of the Skies’

The Indian Air Force (IAF) recently on 3 July launched a 3D mobile in a bid to target the youth brigade of the nation to think of a career in the air force in the future.

Launching the 3D mobile game ‘Guardians of the Skies’ (GOTS), Air Marshal S Sukumar hailed the event as a significant milestone in encouraging youth to join IAF and also expressed concerns over tapping the best of the human resources from the upcoming generations.

“It is indeed a significant milestone in our consorted campaign to connect to the best of the boys and the girls among the nation’s youth and motivate them to join the air force so as to become great patriotic men and women ready to serve the country in any situation,” he stated.

“We are getting the numbers, but we want to attract the best of the boys and the girls to join the Air Force,” added Sukumar, who is also the Air Officer-in-charge Personnel.

GOTS, which is freely available on android, windows and iOS platforms for mobile, has been conceptualised to showcase the might of the air force in a virtual format with users being offered gripping air combat scenarios and realistic graphics.

“The game is targeted at the youth, to give them the feel of the excitement that we in the Air Force experience everyday in our lives,” he said, adding “only the information (of IAF) available in public domain has been utilised in the development of the game.”

The game has been developed by Threye Studios for the IAF following an open tendering process with its first phase launching on last Thursday and the next phase to be launched in October.

GOTS features a storyline where the IAF is engaged in defence missions against a fictitious nation named ‘Zaruzia’, which is politically and economically unstable and has also witnessed a military coup.

IAF had issued a tender in July 2013, seeking bids from mobile game developers for this game. Interestingly, the founding team of Threye comprises a retired fighter pilot, who was part of the Kargil campaign. Sameer Joshi is an ex-NDA and ex-IAF fighter pilot with multi-aircraft and multi-national flying experience and also the creative director at Threye.

When AnimationXpress.com logged onto the game page to understand the kinds of reviews that the game has been getting, it’s rather surprising that the same studio which launched Operation Morning Glory (and it has a striking resemblance with GOTS as well) has managed to get nearly 10,000 plus downloads within the span of 5 days.

The multiple downloads can be attributed to the tie-up with the IAF as well, since the youth is really keen on battle games and there is a feeling of patriotism that comes thorough with this association. There have been reports of a few glitches and bugs as well, but the studio is trying its best to fix those in the updates.

The game size is another issue being on the higher side with a 44 MB file size, as it takes long if not using Wi-Fi connectivity or 3G connection speeds. But, it’s certainly a great attempt by the Indian Air Force to seriously grab the attention of the youth of the nation with such ventures and things like these must be supported and encouraged by all the stakeholders of the industry.

L V Prasad Academy travels to Thiruvananthapuram with a new campus

L V Prasad Film and TV Academy recently announced the launch of its new campus in Thiruvananthapuram. It’s an institution that provides academics surrounding Media & Entertainment Education.

The classes will commence from September 2014. The Alumni of L V Prasad Film & TV Academy include some successful film makers and professionals with participation in major feature film projects including: Ganesh Karthik (Assisting Gokul Krishna on the remake of “Band Baaja Baarat” for Yashraj films), Tegveer Singh (creative director RPSB animation studio) and Ashwath Nair (Narrative game designer at Zinga games).

“Malayalam Films have always been appreciated highly and holds a high place in Indian Cinema. The Thiruvananthapuram campus of L V Prasad Film & TV Academy is being launched with an objective to provide opportunities for the artistic and dedicated youth of Kerala to develop new skills and build a career in the film industry. The courses will help the students to grasp the complex world of digital technology while addressing the constantly evolving expectations of today’s global audiences,” stated Prasad Group MD Ramesh Prasad at a press conference.

The courses that will be offered at the academy in Thiruvananthapuram are two-year full-time post-graduate diploma programmes in film direction and cinematography with plans to add on more courses in the subsequent academic years. Students will be encouraged to absorb all aspects of film making in the first year to get a better understanding of cinema as a combined effort.

Students will get an opportunity to produce short films, documentaries, computerised animation and music videos as part of the course. The art academy will also have multimedia classrooms, sound recording theatres, editing suites, shooting floors, auditorium, outdoor shooting equipment and a modern library

To enhance the learning experience for the talented students several short term courses and master classes are scheduled for the academic year.

The academy has already received in principle approval from some of the biggest names in Indian Cinema to join its Academic Council and Advisory Board.

Warner Bros. elevates John Stanley to handle a wider portfolio

The top bosses at Warner Bros. are really pleased with John Stanley and as a result Stanley has been elevated to overlook leadership of Warner Bros. Digital Distribution UK along with Warner Bros. Consumer Products UK, in addition to his current role.

The announcement came from Warner Bros. UK, Ireland & Spain MD Josh Berger, to whom Stanley will continue to report. “In this well-deserved appointment, John’s new broader remit reflects our commitment to cross-category selling, a concept that he has spear-headed to tremendous success over the years. With our products being increasingly sold across many different platforms, John is well-positioned to maximise the sales of our key franchises in one joined-up operation,” Berger stated.

Under Stanley’s leadership, Warner Bros. has consistently delivered above market growth performance in its Home Entertainment and Games businesses at retail, through a more unified and innovative approach to customer-focused operations, which Stanley was instrumental in introducing.

Stanley joined Warner Bros. in February 2007 as MD Warner Home Video UK. Prior to that, he spent 11 years at Twentieth Century Fox. During his career he has also held senior sales and marketing roles in the Music Industry and Field-marketing sector.

Reporting to both Stanley and Pilar Zulueta, EVP & GM, EMEA, Warner Bros. Consumer Products is the recently-appointed, Preston Kevin Lewis, GM, Warner Bros. Consumer Products UK.

Warner bros. set to throw a Hollywood style bash for Batman’s 75th b’day

Come 23 July this year, the caped crusader turns 75 years old… the date is officially Batman Day and Warner Bros. has prearranged a VIP studio tour including Batmobiles, masks, capes and other souvenirs of the ‘Dark Knight’ in order to mark the occasion in Hollywood.

“The world has no heroes… Batman gives you some hope and some faith,” said actor Danny DeVito in an interview with AFP. DeVito played the role of the caped one’s nemesis, the Penguin in the 1992 feature Batman Returns.

Batman is the creation of artist Bob Kane and writer Bill Finger and was born in May, 1939 who was then tasked by DC Comics in the midst of creating a new superhero in the wake of the success of Superman.

Unlike Superman, the new hero was given a dark side, and rapidly became a global pop culture icon, decades before the latest generation of superheroes like Captain America, Spider-Man or Iron Man took to the big screen.

While Superman represents the archetypical hero with superhuman powers, a brightly coloured costume and appears in daylight, Bruce Wayne is a wealthy tycoon who changes into a mask and dark cape to bring justice to Gotham City when the sun goes down.

Bruce Wayne has remained popular through the decades thanks to the varied formats, from the 1960s TV series Batman with Adam West and Burt Ward, the success of which rekindled sales of the original comic books.

“The passion of fans is very, very high, it’s a way of life,” said Jim Lee, artist and co-editor of DC Entertainment, at the presentation of the Warner Bros. exhibition.

“People tattoo images of Batman all over the body. It’s amazing to see how Batman has become a huge part of pop culture, he has really captivated the imagination of the entire world,” he added.

Overall the seven Batman films (including the first four in 1989, 1992, 1995 and 1997) have made $3.7 billion around the world, according to the boxofficemojo.com.

In terms of merchandise, apart from the usual T-shirts, baseball caps and posters, Batman video games have recently became a rage among the young fans of the superhero.

At the recent E3 video games conference in Los Angeles, studio Rocksteady tempted fans with their new game Batman: Arkham Knight, in which the hero has an ultra-light Batmobile which can transform into an armored tank.

In 2016, Batman will be back on the big screen, for the first time along with Superman, in Batman v Superman: Dawn of Justice. Ben Affleck will play the caped crusader, although some have been cynical about his casting.

Green Gold Animation’s ‘Mighty Raju: Rio Calling’ premieres 13 July on Pogo

Cartoon Network’s sister channel Pogo continues its 10-year celebration party with a slew of new and engaging content lined up for its viewers. Riding high on the soccer fever, the channel has lined-up new movies and contests across the month.

Starting off the bash is Green Gold Animation’s Mighty Raju: Rio Calling which will make its grand premiere on Pogo. In this new movie, Mighty Raju’s adventures take him to Rio where his wit and powers are put to test in a face-off against school bullies, soccer rivals and skate boarding capoeira fighters! It’s time to have fun with soccer, samba and samosas! Mighty Raju: Rio Calling premieres on 13 July at 12:00 pm.

Along with the premiere the channel will also be running a contest for the fans, who will stand to win goodies at the end of the contest. Keeping up with the soccer fever, the network has launched a new gaming competition called Pogo Soccer League. One can log onto www.POGO.TV to play along and kids need to play the game of the week and achieve the highest score. The four week long gaming competition will felicitate winners with football kits and many other exciting prizes.

Additionally, there are a host of other new shows and movies that will be launched across the month! A new show called Krishna the Great starts on 21 July and will air every Monday to Friday at 12:00 pm. Lights Camera POGO! gets even more entertaining with a brand new movie every Sunday at 12:00 pm. With Chhota Bheem:Khatron Ka Khel on 6 July, Roll No. 21 and the Quest for Swarnamani on 20 July and Bheem Tussi Great Ho on 27 July, the movie mania continues.

Lastly, kids will get to enjoy the monsoons with back-to-back Chhota Bheem marathons in Bheem Aaya Baarish Laaya every Monday to Friday at 5:00 pm and new episodes of Chhota Bheem every Sunday at 9:00 am.

Also read:

Rajiv Chilaka’s mighty challenge

FutureWorks snoops around with ‘Bobby Jasoos’

After the recent success of its association with the AR Mugugadoss’ helmed ‘Holiday’, the Mumbai based VFX studio is back in the news for collaborating with the recently released Born Free Entertainment Production’s ‘Bobby Jasoos’.

Speaking to AnimationXpress.com FutureWorks creative director Abhishek De says: “We have collaborated with Born Free Entertainment earlier to create the animation of their logo and we have recently re-done it for them as well. Both Dia and Sahil are wonderful people and they always have been supportive of our creative inputs for their projects.”

The production house approached the studio with a mnemonic of a little girl and wanted to incorporate the same in the film but was not too sure on how to use it. “They had come up with a mnemonic, which was like a design, where they had a little character that was representing ‘Bobby Jasoos’ as a child, so I kind of kept that in mind while creating the title sequence for the film,” adds Abhishek.

The complete pre-production work on the title sequence took nearly six weeks, but once the design and look was approved the 10 odd artists working on the sequence managed to wrap up the final sequence in just about three weeks.

Abhishek expounds: “Since the title track was not really fitting into the film well, we thought it would be best used in the title credit sequence where we can use the animation as well and create a sort of a back story for ‘Bobby Jasoos’.”

Apart from the title sequence, FutureWorks has also executed over 60-70 VFX shots which include: matt painting composites, green screen composites along with a few day to night composites as well. “There is a very pivotal character in the film, who has a missing toe and this is a very integral part of the narration and the idea was to make it more believable,” he reveals. “These are small little things but it was needed to go in the flow of the film. And since they went to Hyderabad to shoot the film, we didn’t want things to look hyper real but only add to the narrative of the feature.”