Rodeo FX reveals the visual effects behind the monsters of ‘Stranger Things 3’


Rodeo FX, lead vendor on the record-breaking third season of the Netflix hit series Stranger Things, is set to release three behind-the-scenes videos on 2 October that break down the visual effects that brought all the season’s creatures and monsters to life. Inspired by the iconic title creature from The Thing, the Duffer Brothers’ vision of the season’s terrifying Mind Flayer was modelled and animated by the Rodeo FX team. The team also delivered complex visual effects for environments, matter and substances, including imploding rats and moving goop.

From previs and look development to compositing, the Rodeo FX team worked on the seven effects-rich episodes of the eight-episode season. VFX Supervisor Martin Pelletier led almost 200 artists over 13 months to deliver above 400 shots, hundreds of CG assets, and all the new season’s CG creatures.

“After watching the first season of Stranger Things, I remember thinking that I had to work on that show one day. The third season was such a treat to be a part of. Working with the Duffer Brothers is a remarkable experience. They are really enthusiastic and it’s incredible to witness their creative process,” said VFX supervisor Martin Pelletier. ”

On set in Atlanta, and later at the post-production office in Los Angeles, Martin Pelletier met with VFX Supervisor Paul Graff and the Duffer Brothers on multiple occasions to discuss the artistic and technical challenges of bringing the season’s epic monsters to life.

This marks an important achievement for the VFX house, which paved its way in the industry following three Emmy wins for its work on HBO’s groundbreaking Game of Thrones. Having established its expertise in creature and animation work on It, Paddington 2, Bumblebee, Jumanji: Welcome to the Jungle, Fantastic Beasts and Where to Find Them, among others, Rodeo FX was tasked by Netflix with raising the bar with new monsters.

“Netflix trusted us with the biggest effects for their flagship show, which was both a tremendous honour and a great challenge. I’m incredibly proud of how our teams rose to the occasion and delivered truly hair-raising creatures and effects,”  said Rodeo FX president Sebastien Moreau.

The three making-of videos will be unveiled to the media via an exclusive, live, online presentation by VFX Supervisor Martin Pelletier and Animation Supervisor Yvon Jardel on 1 October, at 11:00 a.m. The presentation will showcase the Rodeo FX’s work, as well as feature anecdotes and stories from their team’s collaboration with the Duffer Brothers.

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DTS launches sound unbound to deliver better gaming experience with Microsoft Spatial Sound

DTS, a producer of high-definition audio solutions and a wholly owned subsidiary of Xperi Corporation, announced the global launch of DTS Sound Unbound, an application that supports Microsoft Spatial sound through its premium DTS audio solutions – DTS Headphone:X and DTS:X. Using Microsoft Spatial sound together with the latest version of Microsoft Windows 10, DTS solutions are now set to take immersive gaming to the next level with ultra-realistic, 3D audio that renders clear, rich, and dynamic audio for the most engaging gaming experiences optimised by DTS audio technology for speakers and headphones.

Designed to amplify engagement with a growing number of the most popular spatial gaming titles, DTS Headphone:X delivers a clear competitive edge to gaming enthusiasts of all skill levels. Already a standard solution in millions of devices around the world, DTS Headphone:X includes advanced spatial headphone integration that renders sounds from above, below, and close to the gamer with exceptional localized sound cues for truly immersive play.

“Building on our continued commitment to serve gamers with audio innovation, DTS seized on an exceptional opportunity to collaborate with Microsoft to leverage its spatial sound framework and bring a new and exciting audio solution to market.DTS Sound Unbound is the result of this valuable partnership and represents a meaningful step forward to extend our gaming audio lead even further with this tight integration inside Windows 10. With ongoing content support from Microsoft delivered to the largest ecosystem in the world, DTS Sound Unbound will enable an unrivaled and immersive gaming experience, benefitting not only DTS’ many licensing partners, but consumers alike,” said Xperi’s mobile business senior vice president and general manager Sumat Mehra.

Additionally, DTS Sound Unbound enables users to install the DTS:X audio decoder, now available for download through the Microsoft Store, which natively integrates within Microsoft Windows 10 devices to enable playback of DTS-encoded content through media players or web browsers running Windows 10.

DTS Sound Unbound launched this week supporting the latest Microsoft Windows 10 for PCs. It is also expected to be released on Microsoft’s Xbox at a future date.

The post DTS launches sound unbound to deliver better gaming experience with Microsoft Spatial Sound appeared first on AnimationXpress.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials

Here are seven quick ways you can change a textures color in Redshift, Arnold, or Octane renderers.

In this tutorial, Chad Ashley will show you seven quick and easy ways to tweak bitmap materials. From color correct nodes to ramps, you’re sure to find a quick way to change a materials color.

These tips work in Redshift, Arnold, and Octane on bitmap materials like the ones in the Everyday Material Collection or Modern Surface Material Collection.

Let’s dive in.

Tutorial Breakdown

So the easiest way to tweak the color of a bitmap based material is probably going to be through the actual base color, the texture itself.

In our case we’re using Redshift, but you should be able to follow along with just about any renderer that supports these sorts of workflows. So I’ve got, one of the materials from the Modern Surface Material Collection by Greyscalegorilla.

1. Color Multiplier

We’ve got a concrete loaded onto our object right now. I’m just got this shader ball going and we want to tint the color of this concrete. The easiest way to do that, and the way that I do it most of the time is by grabbing that image texture and jumping over to the adjust tab.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials - One

And under the color multiplier, you’re going to see we have a white color here. So whatever is in this color swatch is going to be multiplied onto the texture here. So let’s go ahead and isolate that guy so we can actually see what’s going on here. Grab our color multiplier under our image texture, and let’s just maybe find a color that we want to tint and just slowly start to bring in some of this, this green color, maybe a little bit more blue in there. All right? And that is literally the simplest way to do it.

And like if you’re not familiar with this workflow, this will definitely help you tint to or add a little bit of color to any bitmap based material. But there’s other ways, there’s lots of other ways to do this. And I’m going to show you another way that I like to do it, which is going to be using a color correct node in between our base color texture and the material.

2. Color Correct Node

So let’s just grab that material and we’re going to throw that onto our shader ball. And you can see I’ve already got one set up here. We’ve just got our base color texture going into our color correct node and then that’s going out to my material. But I want to actually look at this out to the surface first so I can just see what it’s doing.

So the color correct node, if you’re not familiar with it, I highly recommend playing around with. It’s very powerful, very, very nice. In fact, a lot of the renders have these. So from here we can adjust the gamma, the contrast, the hue shift, saturation scale. In our case we want to play around with the hue shift and the saturation scale. We have a fairly, well, it doesn’t look like it has any color actually. So let’s go ahead and change that.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials - Two

Let’s give it like a saturation scale of maybe like three and then we’ll start to bring in some of this hue shifting to find maybe that same sort of color that we were after before. Maybe a little bit more blue. There we go. Maybe bring out saturation scale up to like four, maybe up to like eight even. And this is just yet another way to be able to control the look and color of that, of that base color. So again, we can just mess around with the gamma here we have just a little bit more control than the other method. And of course we’re adjust the contrast. Maybe you want to bring that gamma level down a little bit. And now let’s take a look at all of that out to our material. And there we go. We have something that started off like this and let’s go back here and just tweak that back to normal.

So we can just have an A/B here. All right, so that’s where we started and that’s where we ended up. So again, it’s just another way to to tweak and I’m not done yet. There’s one more method that I think is actually a really cool method that I recommend everybody trying out.

3. Color Gradient

So we’re gonna try this other method for tweaking the color, which is going to be using a gradient. So let’s grab that material. We’re going to throw that onto the, onto the thing here. You can see I’ve already got it set up. So let’s just jump into the color gradient. Now what am I doing here? I’m actually piping my base color texture into a ramp. And in that ramp is going to be driving the diffuse color. So let’s just build this from scratch ramp. Let’s grab a ramp here.

Drag that down through our bitmap material or a bitmap texture into the ramp input. Let’s look at the output of that ramp. Immediately you can see that it’s automatically given it a source of auto. So it basically is using the alt is basically what it’s doing. So what this is doing is it’s remapping the values of this texture into a ramp. So black to white, right? So that’s what we’re getting here. In fact, if I’d just like bring that knot up, we’re actually increasing the black level, bringing that black level up. We can do the same thing with the white. So basically we’re in it right now, we’re clamping it, we’re just clamping this material or this texture rather. So let’s just bring that back down to a normal state. But what’s interesting about this is now you can start to remap these values. You can add other colors.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials - Three

So if we wanted to come in here, let’s say, and dive down into this ramp and let’s just bring this up so we could see a little bit better load preset. Let’s grab a rainbow and maybe we want to double those knots and then maybe double them again. And now all of a sudden you can see that we’ve got this crazy rainbow color being remapped onto our concrete. So what makes the why that’s useful is because now you can start to introduce other colors. You can start to introduce other values. So here on the ramp that I had up here before, it’s just a simple kind of a Brown to like a dark Brown to get this kind of mud look. Let’s go and look at this. So now this starts to look a little bit more like dirt, a little bit more like clay, like some sort of like dry lake bed material.

So, yeah, that’s just another interesting way of doing a manipulating your base texture, your base color into something else without having to get really crazy with all the nodes and without having to do a whole lot. These are nice simple techniques that you can use throughout your workflow.

4. Ambient Occlusion Diffuse Color

All right. In the next part I’m going to show you some other interesting ways of manipulating your image based textures to get more out of bitmap based materials. So we talked a little bit about using the adjust color multiplier on your bitmap based material. But we can go a little step further. We can actually put some AO in here without having to like create another shader or maybe add AO through like a layer note or something like that. We can do that directly into our diffuse color. So how do we do that? Let’s grab an AO, dropped that in.

Let’s go ahead and look at the output of that AO just so we can see it a little bit better. I do like to sometimes put the AO into a ramp so that I have a more visual sort of way of manipulating that AO. Let’s go ahead and look at that. And now just the ramp is just going to allow me to be able to clamp it down and maybe adjust some of these values in a more friendly way.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials - Four

So let’s throw this ramp into that color multiplier. Okay. So we’ll look at the output of that and now you can see we’ve got AO being multiplied onto our shader ball. And this is great, a great way to add a ambient occlusion to your material without having to dive in too heavily to the other aspects of your shader. Maybe you don’t have to use like a layered material.

You don’t have to do a layered RGB texture. It’s just an easier way of of getting that look. And of course, because I have it in a ramp, I can come over here and just the, just the black level up if I want to just like bring this black level up here, maybe something like this. Yeah, that’s pretty good. And remember, you can tint this too. You can actually start to put in a little bit of color in here just to kind of make it feel maybe a little bit dirty. There you go. Maybe a little bit like sand or something. Maybe it’s a little bit more in the reds. So that’s just another way to add a little bit more interest to your diffuse color.

5. Color Offset

So another thing that you can do, and this is kind of a cool technique that I use quite a bit. If I want to add like a sheen to something, I’ll just drag this material up. We’re gonna look at that. So let’s say this, this concrete material is very rough and it has a really nice fresnel sheen to it, right? And the way that we’re doing that is a bit different. The way that we’re doing that with our diffuse color is that we’re going into that adjust tab, but we’re not messing with color multiplier. We’re messing with color offset, which is essentially gonna lift the black.

So we’re using a fresnel node in Redshift here to give us that fresnel angle of incidence ramp. So let’s just go ahead and make one really quickly. Let’s grab a fresnel drop that in. Let’s go and look at the output of that fresnel. And the fresnel’s going to be using the index of refraction, which is totally fine if we we’re, if we decrease this, we’re going to, I’m not that far down.

If we do like a 1.1 you’re going to see that it’s a, it’s sort of clamp there. And if we kind of increase that, we’re going to get more of that, of that white color creeping over to the front of our object. I want to probably keep this like a 1.4 or something like that cause I’m just trying to get like a sheen. Like there’s a thin layer of dust or maybe there’s just some particulate on the surface that’s like breaking up. The, the angle of incidence here. Okay. So what do we deal? We could put this into a ramp to make it more easy to control. In fact, I think I will do that. Actually no I won’t. I’ll keep it simple. So let’s throw this for now right into the color multiplier but the color offset. So we’ve already got one plugged in here.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials - Five

Let’s just drag that right down into there. Let’s look at this color the base color out to our surface here. Okay, cool. So now we can adjust how much this is affecting our object. We can come over to that, the front facing angle. So now it’s kind of like basically turning this whole front a little bit whiter and we wanna bring that down. But now here’s this perpendicular color. This is where we’re going to start to have some fun. We could add like a, a tint to that if we wanted to. Maybe something a little bit warm to make it look like there’s a little bit of dirt on there. Maybe bring the intensity down, something in here. And now we’re adding a little bit of a sheen to this and we didn’t have to do anything. We didn’t have to like create another material.

We didn’t have to do any sort of layering the with like a layer material or layer node. So let’s just jump that into the into the surface here. Perfect. Okay. So that is working pretty well. So that’s just another way to start to manipulate your, your bitmap-based material, diffuse color, using the adjust tab. And like I said, this is going to be possible in, in Arnold, in Octane other renders that support the image based textures with the color multiplier and color offset. Okay. So we can go one step further. Now that we’ve seen what we can do with the color multiplier and the color offset, we can go one step further to create maybe a bit more of an aged look, a bit more of a, of an older kind of concrete look.

6. Curvature Ramp Color Offset

So if I jump into this material and let’s go ahead and look at that one. You can see I’m using a very similar technique that I did with the fresnel. I’m using this time a curvature that’s being piped into a ramp that’s now driving the color offset. And what’s that’s doing is it’s taking the edges of our concrete and making them a little bit more white. And this is gonna make it look like the concrete has aged a little bit more and you can get more crazy with the curvature. In fact, I have a lot of videos on YouTube talking about how to add wear and tear to your materials using curvature. But we’re not gonna dive into that. Let’s just start from scratch here. Let’s grab a curvature. Let’s go ahead and look at the output of that. And there we go. I’m not going to get too crazy with the settings, but obviously you would want to mess around with the radius.

I’m going to put this into a ramp so that it’s easier to control and see. All right, this is drag that right in. Let’s look at the output of that. All right, so now I can come over to this ramp and I can tweak it’s it’s clamping. I’d actually want to just bring the white down. Perfect. Something like that. Now if we just put this right into the color offset, let’s look at the output of our base color. All right, we’ve got our ramp here. We can start to adjust maybe how harsh that is. That’s good. We can even tint this. Although I don’t think we need to because it’s just not something that, you know, I don’t, it’s just not something that I would do a, the other thing that you can do here with the curvature, if you want to get crazy, you could actually just, let’s just peel off a copy of this.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials - Six

I’m just holding down control and let’s look at the output of this and maybe we want to change this from a convex to concave and there we go. And now maybe we want to increase the radius to maybe like 0.8 something like that. Maybe it’s like 1.2 somewhere in there. So just so that we’re getting a little bit more of that. And I think I want to spread it even more than that. So let’s just bring this up to like two. There we go. So now if we take this ramp and we just inverted, Nope, not inverted, we want to invert the colors. I don’t know if I can do that actually. Well there’s a, there’s a feature request for Maxon. All right, we’ll just do it manually really quickly here. Now I’m just going to clamp this black down. We’re going to throw this into the color multiplier and look at the output of that.

And now we’re just creating a little bit of dirt inside of the crevices of our concrete and maybe we want to bring this up to like four, something like that. Now if we look at the output of that material, we’ve got a little bit more interest here based on where we were before, which is going to be, I’ll just throw this original material on and where we ended up, it’s just a little bit more visual interest and we didn’t have to do a whole lot. In fact, it’s pretty simple right now we’re just piping everything into our base color texture that’s going out to our diffuse color. And of course you can use these things to do crazy combinations. I’m not going to get too crazy, but I do have one here where I do a combination and let’s just go ahead and throw that up on here.

So this is using the exact same material and other MSMC concrete. And all I’ve done here is through a little bit of AO into the color multiplier. I threw a curvature and a ramp like we did before into the color offset. And then I used an AO to color multiply the roughness because it’s not just the, the diffuse color you can mess with. You can put these techniques into use anywhere that’s using a bitmap. Obviously not for the the normal map. You don’t want to be throwing curvatures into your normal map. So again, we started with something simple like a concrete like this and you can very easily manipulate it into something like this without having to do a ton of work. And without having to create some crazy spaghetti nodes. Oh, and also I forgot to mention there’s a ramp that’s actually changing the entire color of our concrete to give us this look.

And that roughness started off pretty rough. But if you notice here, here’s another quick tip. This isn’t necessarily about diffuse color, but these techniques can apply to roughness as well. So if the roughness material that let’s just go ahead and tweak this back down. I’m going to actually take the AO out of here just for a second just so I can show you this. All right, so this is the, the a a, the roughness as it comes in with this concrete material. And if you’re not familiar with this technique this is the best way to sort of adjust the roughness level of a bitmap base material, whether it’s Everyday Material Collection or Modern Surface Material Collection. In this case, you can actually just come down to the color multiplier and start to push this down, which is essentially going to make the entire roughness value lower, which is gonna make our materials shinier.

So if we wanted to like, you know, make it a very sort of shiny concrete, we could do that very easily right there. So that’s just an another way to drive that. In our case, I’m using the AO so that it’s actually bringing a lot of roughness into the, the sort of, the crevices of our object here and lowering the roughness on, on these like outer parts here. So it kind of makes it look a little bit more worn.

7. Color Multiplier and Color Correct

All right. So last but not least, I just wanted to show you one other example. Let’s go ahead and throw this last example on here. We’ve been looking a lot at concrete, but it actually, these techniques work in areas or materials that already have a significant amount of color in them. So if I like take off this color correct node and pipe that directly into my material and I bring all these values back down to normal, this is where this plywood material starts in the MSMC.

And let’s say we want to make it look like it’s stained like a stained wood. Well, I would start with maybe adding a color multiplier to sort of get me somewhere close where you’re doing like a yellow stain here that looks pretty good. And then what I would probably do is throw it into a color correct node and sort of take it the rest of the way. And that would be to adjust the gamma a little bit, maybe bringing a the level scaled down somewhere darkening up a little bit there just to kind of play around and get what I get, what I want out of it.

7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials - Seven

And again, we started off with something that already had color in it and we just use some of these same techniques to, to tweak those colors. All right, let’s get back out here. Okay.

So in summary, Oh and also one last tip, if you haven’t figured this one out, this is a nice way to organize the node inputs and outputs of your of your, of your materials and nodes in red shift. Or you can just drag anything up to reposition it. So if it’s not a sitting where you want, you can just drag that up to make it look nicer. Okay. So that about does it.

We covered lots of different ways to manipulate image-based, a bitmap-based materials in Redshift. A lot of these techniques will carry over into other renders. If you have a specific way that you like to manipulate a colors, a bitmap based materials, and I didn’t show it, let me know in the comments. I’d like to hear what you guys do and how, how you guys tweak your, your bitmap based materials. All right, thanks again and I’ll see you next time.


Want to learn more about the materials used in this tutorial? Check out the Modern Surface Material Collection, available now in the store or included with active Greyscalegorilla Plus memberships.

The post 7 Easy Ways to Change a Textures Color by Tweaking Bitmap Materials appeared first on Greyscalegorilla.

RAD – Random Absorbed Dose of Fruits

Discovery Kids launches ‘Fukrey Boyzzz’ inspired by ‘Fukrey’ franchise

Dreams can be extremely powerful! And when desi-jugaad is applied to achieve those dreams, it leads to unimaginable chaos! That’s what Discovery Kids’ newest show Fukrey Boyzzz all about which was  officially launched on 25 September. A sneak peek at the animated series was presented at the ‘Kids, Animation and More’ Summit on 30 August, organised by Animation Xpress. 

Present at the launch of Fukrey Boyzzz was the lead cast from Excel Entertainment’s movie Fukrey: Richa Chadha, Varun Sharma, Pulkit Samrat, Manjot Singh, film director Mrigdeep Lamba and film writer Vipul Vig. Excel entertainment co-founder Ritesh Sidhwani, Discovery South Asia managing director Megha Tata and Discovery Kids head Uttam Pal Singh were also present on the occasion.

‘Fukrey Boyzzz’ Press Conference

Commenting on the launch, Tata mentioned, “Fukrey Boyzzz is an apt representation of our ambition in the kids’ genre. We will continue to innovate and invest heavily in the genre with an aim to be a consistent top three player. We are also working towards skinning the Fukrey Boyzzz IP in multiple ways including launching branded merchandise.”

Inspired by the popular Bollywood franchise, Fukrey, Fukrey Boyzzz revolves around Choocha, Hunny, Laali and Bholi Punjaban. Nobody knows more about the power of dreams better than these three! The friends come together to do some masti which ultimately leads to ‘Fukrapanti’. 

Every time Choocha has an outlandish dream, Hunny tries to make sense of it by putting together an equally outlandish ‘desi jugaad’. While Laali tries to warn them, Bholi Punjaban is always in fray to sabotage the whole plan. But somehow, these motley crew of misfits manage to weasel their way out of trouble and get some good laughs along the way. Fukrey Boyzzz is a wonderful funny production that captures the innocent and harmless mischief of kids. 

(from left to right) – Pulkit Samrat, Varun Sharma, Manjot Singh and Richa Sharma with their animated versions

“The launch of Fukrey Boyzzz opens new horizons for us. We are making our foray into animation and are enamored with how this series has shaped-up. I am extremely excited to have characters from our film Fukrey spread joy to everyone with their crazy antics at school,” Sidhwani added.

Discovery Kids, one of the leading kids’ channels, has already made a name for itself in the business with the huge success of Little Singham, animated series inspired by Bollywood’s supercop brand Singham. This time, the channel has partnered with Excel Entertainment to create this fun-filled laughter-riot.

Speaking about the show, Singh said, “We are on a bold and fun journey to invest, invent and innovate our content to endearingly engage with as well as expand our audiences. In the kids’ genre, there is a plethora of content targeted at four to eight years, however there is a prominent white space for content targeted at pre-teens broadly bracketed between eight to 14 years old. With Fukrey Boyzzz and it’s hilarious ensemble of Choocha, Hunny, Lalli and Bholi, we are launching a new contemporary series which will have a much wider appeal. In fact, we are confident that this innocent fun feast will attract co-viewing – parents watching along with their children.”

 Discovery Kids will launch Fukrey Boyzzz in six languages – Hindi, Tamil, Telugu, Malayalam, Kannada and English. The kids’ channel will launch an aggressive marketing campaign based on the core ethos of the show ‘Friends + Masti = Fukrapanti’. 

Fukrey Boyzzz is created and produced by award winning production house ‘Paper Boat Design Studios for Discovery Kids. Fukrey Boyzzz begins from 12 October, 2019 at 1:30PM and 7:30PM every day, only on Discovery Kids.

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New Hitman 2 Map, Haven Island released

 The newest location in Hitman 2, Haven Island released recently. Haven Island packs a new sandbox environment that’s out for expansion pass owners. Check out the full Mission Briefing video below.

Haven Island, located somewhere in Maldives, has three different targets for Agent 47 – Ljudmila Vetrova, a former confidence trickster and the public face of Haven Island; Tyson Williams, the founder and CEO of the island; and Steven Bradley, a technical wizard and the brains behind Haven Island’s proprietary software platform.

Hitman 2 is a stealth video game developed by IO Interactive and published by Warner Bros. Interactive Entertainment for Microsoft Windows, PlayStation 4, and Xbox One. It is the seventh entry in the Hitman video game series and is the sequel to the 2016 game Hitman.

Along with Haven Island, expansion pass owners also get access to the Special Assignments Pack 2. Haven Island is clocked in at a download size of 3.5GB on consoles and 2.5GB on PC, while the Special Assignments Pack 2 has a download size of 8.5GB on consoles and 7.5GB on PC.

The post New Hitman 2 Map, Haven Island released appeared first on AnimationXpress.

IFSG:Fantasy sports players watch more sports compared to non-fantasy sports players

The Indian Federation of Sports Gaming (IFSG), India’s first and only self-regulatory industry body for the sports gaming sector, released a study on ‘Fantasy Sports: Measuring its impact on actual sports consumption’

In a custom study commissioned to Nielsen by IFSG, 1169 respondents were covered from cities such as – Delhi, Mumbai, Pune, Kolkata, Ahmedabad, Chennai, Bangalore, and Hyderabad. Out of the total sample size of 1169, 566 respondents were Fantasy sports Players and 603 respondents were Non-Fantasy Sports Players. It was also found that 37 per cent of Fantasy sports Players consume more than six to eight hours of real-life sports content per week to stay abreast with knowledge on players and match conditions turning passive sports viewers into active participants of a match.

This is the first study that attempts to understand the relationship between playing Fantasy sports and consumption of real-life/actual sports. Owing to the convergence of sports and technology, the Indian sports fans are enjoying a truly immersive and engaging viewing experience. With the advent of affordable smartphones and high-speed internet access, there has never been a better time to be a sports fan in India.

Commenting on the findings of the Custom Nielsen study commissioned by IFSG, Anwar Shirpurwala, CEO, IFSG said, “India is a sports loving nation. Alongside cricket which remains our most watched sport, we are witnessing increased viewership of sports like Kabaddi and Hockey as well as the advent shorter format sports leagues like IPL, Indian Super League (ISL), Pro Kabaddi League (PKL). The fantasy sports platforms are enabling casual fans to engage with the sports they love becoming core sports fans. The growth of the Online Fantasy Sports Gaming platforms is resulting in a growth in the viewership of various formats of sports. The findings validate the strong potential of Fantasy Sports in contributing to the growth of sports ecosystem of India.”

Key Highlights from the IFSG study are:

● Kabaddi is followed more by fantasy sports players as compared to non-players. Out of 566 respondents from metro area who are Fantasy sports players: 37 per cent players followed Kabaddi whereas out of 603 respondents, 31 per cent non-players followed kabaddi sports

● Players mainly follow Cricket on TV & Online: Out of 566 respondents from metro area who are Fantasy sports players, 80per cent players follow cricket on TV at home, 73 per cent players follows on the internet (Apps), and 57 per cent players follows on the internet (Online). Followers prefer new age mediums like apps and websites to follow their favourite sport

● Fantasy Sports Players like following scoreboard of matches online more than non-users. Out of 566 respondents from metro area who are Fantasy sports players-

78 per cent of respondents follow the match while it is ongoing by following an online scoreboard or using online apps
66 per cent follow cricket players & team news online so that they understand which players are performing well
66 per cent discuss with friends about the matches/ tournaments
61 per cent eagerly await the coin toss before the match starts

Out of 566 respondents from the metro area who are Fantasy sports players and 603 respondents who are non-fantasy sports players-

37 per cent players spend more than 6-8 hours on TV/Online VS 8per cent of non-players
32 per cent of players spend more than 3 hrs watching a sports match VS 14 per cent of non-players
80 per cent users agree with browsing information about sports, matches improve their strategy
62 per cent of respondents watch different types of leagues, even when their team/country is not playing

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KFC: I Love You Colonel Sanders, A Finger Licking Good Dating Simulator

T-Mobile and Microsoft team up on project xCloud game streaming

Two major players, aiming to change the gaming game.  T-Mobile and Microsoft announced a technical partnership to deliver the future of gaming with Project xCloud, beginning next month. The companies are working together to optimise the game streaming experience in the U.S. and learn more about the way gamers play games on mobile devices by streaming popular Xbox console titles over LTE.

The deal combines Microsoft’s expertise in cloud and gaming with the strength and reach of T-Mobile’s LTE network today and vision for broad and deep 5G in the future. The public preview of Project xCloud will enable consumers to experience Xbox games streaming over LTE to a smartphone or tablet.

T-Mobile Chief Technology Officer Neville Ray said, “mobile game streaming is the future and has the potential to unlock console-quality gameplay anywhere. I for one want to be at the forefront of that revolution driving it forward.That’s why Microsoft chose T-Mobile and we answered … so T-Mobile customers can be some of the first to give this revolutionary service a try and to make sure our network is primed for the mobile game streaming future!”

Project xCloud is Microsoft’s game streaming technology that empowers gamers to play console-quality games anywhere they are, on the mobile and tablet devices they already own. Microsoft’s approach to game streaming combines nearly 40 years of gaming experience with resources and investments from across the company, including Azure’s cloud footprint and an array of content from Xbox Game Studios. The technical partnership allows both companies to work together to better optimize the gaming experience for players in the U.S. Supported by T-Mobile’s newest, most powerful LTE signal, 600 MHz, cloud gaming will let gamers experience console-quality games on their smartphones and tablets from virtually anywhere they want to play. No signal goes farther or is more reliable.

“We chose T-Mobile as our technical partner for the Project xCloud preview in the US to leverage their mobile expertise as we embark on the next phase of our cloud gaming journey.T-Mobile’s strong network performance, excitement for gaming, and partnership will help us better understand how to meet the needs of gamers,” said Project xCloud corporate vice president Kareem Choudhry.

Starting in October, Microsoft will invite a limited number of players into the Project xCloud public preview to stream popular Xbox titles over T-Mobile’s advanced LTE network to their smartphones and tablets. Starting with Android, the preview will include Gears 5, Halo 5: Guardians, Sea of Thieves and Killer Instinct with more titles and devices coming over time. Microsoft will combine its expertise in gaming with the reach of T-Mobile’s advanced nationwide LTE network and extensive experience in streaming services to leverage learnings from the U.S. Project xCloud preview and ensure they are delivering the best game streaming experience to customers.

The Un-carrier envisions a future of gaming that’s even more robust and immersive with broad and deep nationwide 5G from the New T-Mobile, if regulators approve the proposed merger with Sprint. While game streaming will work on today’s LTE networks, broad and deep nationwide 5G opens the future possibility for an enhanced gaming experience with cutting-edge game streaming technology such as augmented reality, virtual reality and artificial intelligence.

T-Mobile delivers network performance that’s neck-and-neck with competitors and now covers 326 million people with LTE — 99 per cent of Americans. That’s all thanks to unprecedented investments in people and technology over the last three years, including adding one million square miles of new LTE coverage, adding more than 25,000 towers and cell sites, hiring more than 3,000 full time engineers and upgrading every single LTE cell site across the entirety of the network to deliver LTE-Advanced speeds and performance. To achieve these network enhancements, T-Mobile spent nearly $30 billion, with $7.99 billion dedicated to purchasing 600 MHz airwaves covering 100% of the U.S. — the company’s largest investment ever.

T-Mobile and Metro by T-Mobile customers will need an unlimited data plan, a smartphone or tablet running Android 6.0 or higher with Bluetooth 4.0; a Microsoft account; and a Bluetooth-enabled Xbox One Wireless Controller.

On all T-Mobile plans, during congestion, the small fraction of customers using >50GB/mo. may notice reduced speeds until next bill cycle due to data prioritisation. No signal is more reliable (traveling far and deep) than 600 MHz; capable device required, coverage not available in all areas.

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Cosmos-Maya’s ‘Harry’ secures global deals ahead of MIPCOM

Cosmos-Maya has secured a raft of key global deals for its brand-new animated series Harry ahead of its global launch at MIPCOM. The 26 x 22’ comedy adventure series for 4-9 year olds is available in all major languages worldwide.

Produced in 3D animation, Harry is the eponymous story of the anthropomorphic lion Harry and his friends, who run a circus troupe in an all-animal world. The sole objective of Harry’s life is to spread joy and goodwill by entertaining the good people of Laddison County and Bratwood Forest. His noble intentions are put to test by Belle the cat, who is after Harry’s circus land, and the goon buffalo Tony, who nurses antagonism from Harry foiling all his vicious plans.

“Children worldwide love anthropomorphic animal characters, and Harry sits alongside beloved favorites like Simba in The Lion King and Alex in Madagascar. The character ensemble of the show is unique, and the organic narratives and catchy numbers make Harry a captivating watch. We are confident that kids the world over will love our Harry as well, as he entertains everyone with his antics while spreading the message of goodwill and fun!” said Cosmos-Maya CEO and series producer Anish Mehta.

As the characters and narratives go beyond aspects like race, gender and nationality, Cosmos-Maya has ensured that the show is relatable to a wide range of audiences.

Amazon Prime Video has secured exclusive SVOD rights to the show in India, while a leading Pay-TV channel has picked up rights for its channel in India and Indian subcontinent. Spectrum Film in Indonesia has picked up the show for major territories in South East Asia.

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