#FeatureFriday: Where is the Indian Animation Industry headed? Experts weigh in

Indian animation is at an inflection point. From being outsourced service providers to content creators and intellectual property owners, the Indian animation industry has gone through quite a metamorphosis.

With a surfeit of channels like Disney, Pogo, Cartoon Network, Nick, Discovery Kids and Sony YAY! catering to more than 200 million kids, the kids’ genre has seen a conspicuous rise in viewership over the years.

Big players in the Indian animation industry, like Green Gold Animation, Cosmos-Maya, DQ Entertainment, Toonz Animation and others are increasingly gaining recognition globally, thanks to their continuous efforts to penetrate international territories with their original IPs, or acquisition of local companies, or setting up outposts in those regions.


“The advantage for India is that we have so many kids’ channels
and 
OTT players looking at us.”


Amidst the glory and success, the sector has had its own share of ups and downs. Animation enthusiasts and aficionados continue to pose questions like: Can the Indian animation sector enter the mainstream of animated content globally, just like any series or movie emerging from the US, Japan, Canada or France?  Additionally, when will the studios, broadcasters, and OTT platforms expand the animation landscape from a purely kids’ category to a diversified mix of family-oriented animated content or a genre that also caters to older audiences?

Nickelodeon programming head Anu Sikka

Shares Nickelodeon programming head Annu Sikka: “We started our journey in 2010 with local content. And we have come a long way exploring different genres, formats, target groups. However, we still have many more miles to go in terms of genres. In the next few years, I think the time will come when animation will no longer be perceived in India as a medium for kids because I think a generation that has grown up on animation is ready for adult animation.”

The generation she is referring to is Gen Z that consumed a diet of Indian and western animated content in the nineties. They were kids then; they are in their twenties now and have witnessed a paradigm shift in the zeitgeist. Having tasted kids animation, observers believe that they could have an appetite for adult animation as well, which spells opportunity for those in the sector.


“The only way we can go up the value chain is when we start telling our stories. With the belief, that our stories are strong enough.”


Sikka goes a little further. Says she:  “I think animation as a genre is something that is ready now to be consumed not just by kids, but it should be presented in a manner so that families and teenagers can also consume it.” While animation content has progressed by leaps and bounds from 2D flash and cell animation to 3D CGI and a larger share of kids’ eyeballs, revenues and the bottomlines have not kept pace.

Ronojoy Chakraborty – VP Programming – Sony YAY!

Sony YAY! Programming head Ronojoy Chakraborty says the advertisers will have to step up their investments in the kids: “Animation as an industry is growing at a healthy pace of 10 per cent but producers depend on broadcasters who in turn rely on advertisers for financing. The kids’ category is one-fourth the size of the entire general entertainment channel category and it only gets one-tenth of the overall advertising revenue. Once the monetary aspect improves, more animation programs will be commissioned including a variety of programs which is eventually going to help the entire industry. We are ultimately appealing to the citizens of the future.”

Reliance Animation COO Tejonidhi Bhandare gives another perspective. Shares he: “A lot of things are opening up for animation. When we talk about animation there are three separate categories that we talked about one is a preschool, then we have a six to nine years category and then there is a slightly older age-group that has actually not been tapped in India. Above all, we have family-oriented animation.  We need to focus on the talent and how we build up that talent. Talent and pre-production aspects are really critical for us right now.”

Reliance Animation COO Tejonidhi Bhandare

Creating a global IP

Over the past decade, India has given rise to a fleet of original IPS; out of which many have managed to strike a chord with the global audience yet media observers feel that’s merely the tip of the iceberg. Notwithstanding the enormous success, there is still a whole lot of ground to cover and inputs to absorb in the animation space before we can conceive many IPs capable of resonating beyond our borders.


How do we tell Indian stories that appeal to international audiences?


Sharing insights about the ways in which Indian animators can appeal to overseas viewers, DQ Animation COO Manoj Mishra says:  “The demands vary from country to country. As far as the US is concerned, it’s more of a demand for original programming which is coming in. As far as Europe is concerned, it’s all the classic shows that play an important role. If companies are not getting the desired ratings and monetisation domestically, you’ve got to go after  the audience that goes beyond India.”

Reliance Animation COO Manoj Mishra

Having paved the way for domestic content with India’s most popular homegrown IP Chota Bheem, Green Gold Animation has championed the IP revolution and made massive waves worldwide. Especially with its recent benchmark IP Mighty Little Bheem that has been rocking on Netflix at number one in the preschool category.

Says Green Gold founder Rajeev Chilaka: “What I would love to see is more successful studios. As someone who has been running a studio, for the last eighteen years or so, I realise their pain. In the sense, at first, you have to deal with the cash-flow problem which every studio has. On the other hand, we have challenges like having to constantly keep on upgrading. Every year, the hardware that releases is far better than before. We also have software upgrades. Pretty much, by the time you do all this, you know, you can’t pay salaries. Then there are new technologies being invented. New creative ideas are coming through. We will make content for teenagers to sixty-year-olds to young adults; all that will happen, Yes, but most importantly, we need more successful studios.”

Green Gold founder Rajiv Chilaka

Highlighting the problems that afflict the animation scene, he says, “Another problem that we want to eradicate is that we need more young guys coming in who are as passionate as we saw in the batches of 2005-2010. We need more young blood coming into this industry. The advantage for India is that we have so many kids’ channels and OTT players looking at us. We have the opportunity to reach out to the Indian diaspora. I think we need to do global shows.”

Co-productions

The world is steadily shrinking into a global village and co-productions treaties are testaments to that. Digital platforms have played a key role in facilitating the reach of content to different parts of the globe. Cosmos Maya’s content has aired in more than 150 countries, reaching almost all corners of the world.

Cosmos Maya senior VP revenue and corporate strategy Devdatta

Says Cosmos Maya senior veep revenue & corporate Strategy Devadutta Potnis, “We produce to the tune of 50 half hours of animation per month. And the fact that India is growing so much on all fronts, digital is coming up, broadcasters are also growing, there are many opportunities. So that’s really a great area for us to be there in. We just finalised nine new shows in the domestic market. A couple of months before that.. we had signed off three European co-production deals. As far as co-productions are concerned, there are virtually 12 new shows going on at the moment.”

Addressing the regnant need to grow up the value chain in the co-production space, DQ Animation COO Manoj Mishra expresses: “What I feel very strongly is that we don’t need to be the minority co-production partner on international shows; we need to be the lead producer. We need to have stories coming out. We need to have those partners getting tied up from Europe or US or other parts and we need to have those anchor broadcasters from the international community. And we have been successfully doing it. On our shows like Jungle book Robin Hood, Peter Pan or The New Sammy Show which we just released in China on CCTV and it’s the number one there at this moment.”

Reflecting on the subject of creating globally-relatable content, Sikka points out, “The only way we can go up the value chain is when we start telling our stories. With the belief, that our stories are strong enough.”

Demand for Government Subsidies

While the governments in the west have facilitated the cause of animation with an enormous amount of subsidies, the same can’t be said about India. Speaking about the importance of government subsidies in the animation sphere Potnis says, “In the last couple of years I have had conversations with studios from Ireland, Canada and Australia. And just to kind of compile the kind of support that they get by way of subsidy amount; the tune of the volume that they get is like 30 to 40 per cent of the budget. And we stand nowhere in that sense. What these international producers find fascinating is the volumes that we deliver because one has to play on the strengths. We don’t have the government support, as evolved an audience and spending power. One thing that co-productions have helped us do is scale up on the quality front. I think the greatest story ever is an Indian story. It has all the masala. In the era of  OTT platforms, there are many opportunities.”

OTT platforms

While roaring successes like Pakdam Pakdai, Jungle Book and Mighty Little Bheem have managed to capture imaginations across the globe, we are yet to ride the international wave in the larger scheme of things. Indian storytellers are beginning to get a firmer grasp over global sensibilities; traces of which can be found in the OTT specials and co-production deals that are being increasingly stitched in service of richer and resonant animated content streamed for global consumption.

Given the rapid digitalisation, efficient workforce, cheap data rates and cost-effective production environment, we are sure the industry will scale greater heights in the years to come!

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HyperX Launches Cloud Alpha S Gaming Headset in India at Rs.13,200

HyperX, the gaming division of Kingston Technology Company has announced the launch of HyperX Cloud AlphaTM S gaming headset in India. The new addition to HyperX’s gaming headset lineup features custom-tuned HyperX virtual 7.1 surround sound1 and bass adjustment sliders for three levels of bass fine-tuning providing listeners with a richer audio gaming experience. The Cloud Alpha S headset will be available in India through e-tail and retail outlets at Rs. 13,200.

The Cloud Alpha S offers the design and sound quality features found in the HyperX Cloud Alpha including dual chamber technology that separates bass frequencies from the mids and highs for more accurate audio. The custom-tuned HyperX virtual 7.1 surround sound with an advanced audio control mixer feature enables surround sound and the ability to adjust the mix between game and chat audio.

In an official statement, HyperX said, “The Cloud Alpha S marries stunning 7.1 surround sound with the same top-notch aesthetics and comfort as the original HyperX Cloud Alpha. With these new enhancements, HyperX is expanding its line of Gaming headsets to meet the needs of a range of gamers at all levels.” 

The Cloud Alpha S features signature HyperX comfort with premium memory foam ear cushions, upgraded breathable leatherette and a durable aluminum frame. The headset also comes equipped with a detachable noise cancellation microphone, braided cable, spare set of fabric ear cushions and travel bag. 

CLOUD ALPHA S SPECIFICATIONS: 

Headphone

  • Driver: Custom dynamic, 50mm with neodymium magnets
  • Type: Circumaural, Closed back 
  • Frequency response: 13Hz – 27kHz 
  • Impedance: 65 Ω
  • Sound pressure level: 99dBSPL/mW at 1kHz
  • T.H.D.: ≤ 1 per cent
  • Weight: 310 g
  • Weight with mic: 321 g
  • Cable length: 1m
  • Connection type: 3.5mm plug (4 pole)

 Microphone

  • Element: Electret condenser microphone
  • Polar pattern: Bi-directional, Noise-cancelling
  • Frequency response: 50Hz – 18kHz
  • Sensitivity: -38dBV (0dB=1V/Pa at 1kHz)

 USB Audio Control Mixer

  • Weight: 57 g
  • Cable length: 2m

1 Virtual 7.1 surround sound effect output as a two channel stereo signal to be used with stereo headphones, compatibility for PC.

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Gaumont and Submarine collaborate to co-produce animated series, ‘Pol the Pirate Mouse’

Gaumont Animation and Amsterdam-based Submarine have partnered to co-produce an animated series, Pol the Pirate Mouse, based on the children’s book of the same name. Written by renowned writer Tingue Dongelman and illustrated by Denise van Leeuven, the project was presented by Bruno Felix of Submarine at the recent Cartoon Forum.

“We’re incredibly excited to work with [co-founder and managing director of Submarine] Bruno Felix and the talented team at Submarine to develop this heartwarming story for TV. When Courtney Arumugam, our VP of Creative Development in our UK office first brought the book to us, we instantly fell in love with it. Brilliantly written by Dongelman and illustrated by Leeuven, Pol’s story, about moving to the forest and making friends, will appeal to children everywhere as they fall in love with these adventure seeking characters.” commented Gaumont Animation and Family president Nicolas Atlan.

Pol the Pirate Mouse (52 x 11’) that is targeted to kids aged two to five, revolves around Pol, a mouse who doesn’t let her limitations get in the way. In reality, she has no right to be a pirate. She’s tiny, has a sleepy eye that she needs to keep covered up, and she’s nowhere near the ocean. But she doesn’t let any of this get in the way of her dream – to be the first pirate mouse of the forest. And it’s this unusual and surprising combination that makes Pol such a unique series. Pol’s family has just moved from the city to the country- she’s never seen a forest before, and her new woodland friends have certainly never seen a pirate before. None of this stops them from banding together as crew members on Pol’s majestic vessel, traveling on wondrous woodland adventures down rivers and streams on the lookout for new discoveries. To Pol, everything in the forest is an unknown treasure, from a lily pad to a pinecone, and her pals love helping her find ways to have fun with them. And even when they don’t manage to find something new, the journey itself can be reward enough, as Pol knows that a magical memory is also something to be treasured.

Felix added, “We love to tell stories that inspire, surprise and delight. With Pol the Pirate Mouse, we hope that our characters share the same wonder as their pre-school audience, with them both discovering the world around them for the first time. The series will be funny, action-packed and at the same time sweet and considered. This is all brought to life by Leeuwen’s rich and beautiful designs that children will want to explore and get lost in. The Submarine team of 2D and 3D artists have created an animation style that helps to tell cinematic stories while staying true to the hand-drawn style of Denise’s work. Doing this with the support of a strong and established partner like Gaumont, is a great help. With the experience in their team we can create a series that is memorable, heart-warming and full of joy.”

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Red Bull returns with M.E.O. season two

Open to all, won by one – The Red Bull Mobile Esports Open is a tournament series exclusively for mobile gaming. The first season last year was a great success and the second iteration is forecasted to go bigger and better. Having already started in August 2019, players from more than 30 countries are currently competing in national tournaments geared towards finding the best regional talents. The winners of these qualifiers will be invited to represent their country in an all-expenses-paid trip to the world finals. At this final in Q1 2020, the best players will engage in an ultimate battle for the crown in their respective game in front of a live audience.

For this season, Brawl Stars and Clash Royale from publisher Supercell are returning for the tournament. In addition, Blizzard’s fast-paced strategy card game Hearthstone makes its Red Bull M.E.O. debut. Supercell is a Finnish developer founded in 2010. The company is well-known for its mobile games that enjoy great popularity all around the world like Clash Royale and Clash of Clans. Blizzard Entertainment is one of the most accomplished game developers in the world, having created some of the most popular game franchises such as Overwatch, Warcraft, and StarCraft.

Red Bull has also teamed up with two new partners for M.E.O. season two. FACEIT is a gaming platform and tournament organiser who will provide the servers and tournament administration for the online qualifiers. With M.E.O., FACEIT is now expanding the reach of its platform to include competitive mobile games. Paysafecard, Red Bull’s second new partner, provides an accessible and secure way to pay electronically and makes in-app purchases easier than ever.

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One Animation and Future Today launch ‘Oddbods & Friends’ OTT app

One Animation’s complete content portfolio, including non-dialogue hit Oddbods, is now available in a custom branded app from American multi-platform video distributor Future Today.

Singapore-based One Animation first launched Oddbods & Friends as a global YouTube channel in 2018. The channel was also released on the YouTube Kids app. To date, Oddbods content has amassed more than 12 billion views on YouTube and the series airs in 180-plus countries on networks including Disney, Cartoon Network, Nickelodeon, Netflix and Amazon.

Future Today co-founder Vikrant Mathur said, “One Animation prides itself on creating and delivering quality programming that not only educates but provides a full spectrum of entertainment that both children and their parents can enjoy in a safe environment. We are proud to be a partner in the launch of Oddbods & Friends and do not doubt that kids will clamor to access this content!”

Additional companies taking advantage of AVOD opportunities in the kids space right now include UK-based KetchupTV and Viacom-owned PlutoTV.

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Netflix to release animated series on Hindu deities

“Ghee Happy”

Netflix has greenlit Ghee Happy, a new animated preschool series created by former Pixar animator/director Sanjay Patel. The 20 x 11-minute series is currently in production after a year of development. Each episode starts with a Sanskrit word and then follows five Hindu deities (Kali, Saraswati, Krishna, Kārtikeya, Ganesha) reimagined as kids together at a daycare overseen by their guru.

“These are not my parents’ gods. Most people have come across traditional imagery of the Hindu deities—and this isn’t that,” says Patel. “This is through the lens of an artist who has roots in both in India and America. This is a modern, playful, inspired adaptation, so it’s very bright, fun and poppy.”

Patel has worked on a number of Pixar films as an animator, including Monsters Inc., RatatouilleCarsToy Story 2 and the Incredibles 1 & 2. He also directed the Academy Award nominated short film Sanjay’s Super Team inspired by his own childhood. But it was his book, The Little Book of Hindu Deities, that caught the attention of the Netflix team. They came to him and asked him to create a preschool series in the same vein.

“All of my work has had this connective thread—which is me trying to figure out a way for me to connect to my cultural roots,” added Patel.

Stepping away from films and into a TV series for the first time was a big shift for Patel, but he says this was the best way to be able to tell as many stories as possible, which also made Netflix a natural partner. He hopes to reach kids in India and the United States with these stories.

Ghee Happy is part of Netflix’s recent push into preschool content, including DreamWorks Dragons Rescue Riders and Go, Dog. Go!, Atomic Cartoons’ Hello Ninja, Kickstart Entertainment’s StarBeam, 7ate9′s What-To-Doodles and The Dodo’s Izzy Bee’s Koala World.

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BHOY

Profitable sectors for Indie game developers to explore

There are over 2.5 billion gamers worldwide who will spend over $152.1 billion on games in 2019. It’s a buoyant and ever-growing market, which has produced around 8.7 million indie workers across the globe. These are often individual developers or small indie studios, designing, producing and publishing games digitally. While the market in India is still relatively new, it’s a burgeoning area of development.

Indie studios usually have a minimal budget and also need to distribute and market their own games. Although providing creative new ideas, the vast majority of successful games are down to pure luck. Most indie games are unheard of and fail miserably. There are remarkably few who make a lot of money. Salaries are volatile and usually below the minimum wage, with any earnings being reinvested in the business.

There are no guarantees either as game developers have to build a reputation from scratch to attract attention. As a career, it means that the market will always shape the future, and indie developers need a robust plan for how to adapt to the rapid changes.

That’s the overall power of having a niche market. Indie producers need to find the perfect one, then create games and market them to fit securely into it.

Online Casinos 

Online casinos are a great place to start. The massive advancements in technology and the ability to access a worldwide audience has triggered a huge growth in online gaming. As a result, there is a healthy competitive environment and a wide range of different markets up for grabs. Gaming software companies are plentiful. But it can be a profitable sector for indie developers, as there are multiple opportunities to find a niche.

As with any other product, creating great games is not enough in a crowded marketplace. The main priority is to reach people. Proving that your game deserves their attention means communicating in inventive ways. Marketing through review sites can be a smart move, as many casino brands harness traffic from affiliate sites. Being featured on an independent online casino review portal can generate colossal exposure, while not being too difficult to achieve.

Hyper-Casual Games

Hyper casual games is a fairly new genre which is becoming increasingly popular. They appeal to a worldwide audience and are often created for mobile. Lightweight, with simple mechanics, their attraction is universal themes and instant gameplay. In literal terms, they are true “tap to play.” Extremely replayable, highly engaging and hugely addictive to players, hyper-casual games currently dominate the download charts.

Kawaii Games is an example of hyper-casual games that have been made available via partnerships with programmers and other artists. This represents a superb opening for indie developers. Games can be developed faster, with lower comparative costs, and mass appeal. Hyper-casual games also use ads for monetisation. Banner and video ads all present significant opportunities to impress users and drive revenue. 

Games For Switch Consoles 

Every Indian player has heard of Nintendo Switch, the infamous video game console developed in 2017. It’s a form of hybrid console which can also be used as a handheld portable device. In 2018, after a long silence, Nintendo finally acknowledged indie developers and branded themselves as an ‘indie-friendly’ platform. As a result, the majority of indie studios have re-designed and re-packaged their games, resulting in some huge successes.

This year, Switch is showing some disappointing game launches, even with good marketing and visibility. Similarly to using Steam or the App Store, it’s challenging to be striking and enticing amongst so many games. However, Nintendo outlets remain receptive and responsive to indie game developers. As 2020 looms, with the prediction of more games transitioning to Switch, it’s one area to watch.

Multi-platform

A multiplayer game is usually played online and can vary in the number of players who can join. Most support around five to 50 players simultaneously, while the Mass Multiplayer Online games can welcome thousands of competitors. Social functionality on these games is the main draw, allowing players to interact. Real-time chat, notifications and leaderboards update positions and show the number of connected players.

Many games today provide a layer of multiplayer capabilities, making it an option for indie studios. Platforms like Steam and Valve focus on these and allow any developer to publish games. With the rise of Itch.io and Epic’s new store, offering favourable revenue sharing, the future looks exciting. Indie developers are finally starting to have a more diverse choice and some highly viable distribution platforms.

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CAKE to launch Netflix original ‘Legend Quest’ at MIPCOM

Leading kids’ entertainment specialist CAKE, has announced to bring Netflix Original Legend Quest to MIPCOM this year.

Created by leading Mexican studio Anima, Legend Quest (26 x 25’), was premiered successfully on Netflix in 2017 in 190 countries and was the first animated Netflix original series to be produced in Latin America. Under the agreement, CAKE will handle worldwide distribution excluding Latin America. The title is available in 18 languages.

CAKE CCO and managing director Ed Galton said, “We are delighted to be working with Anima once again and re-introducing this successful series to a wider international audience.  Legend Quest already has an established fanbase following its premiere on Netflix and with global adventures, mythical creatures and a colourful cast of fantastical characters, it has all the ingredients of a hit international show.”

Legend Quest (26 x 25’) follows 12-year old Leo, a reluctant hero who joins forces with a supernatural group of misfits when his hometown mysteriously vanishes into another dimension. Don Andrés, an eccentric yet amicable old knight; the unflappable Teodora; Alebrije, a shape-shifting, mythological creature; Finado and Moribunda, two lively, ever charming sugar candy skulls. Together, this intrepid group travel across the globe on a magical ship across time to the most famous and mystical places on Earth to defend the world against evil forces in this Mexican folklore inspired fantasy adventure comedy series.

Based on the characters created by Ricardo Arnaiz and the very successful Las Leyendas film franchise, Legend Quest is executive produced by Fernando de Fuentes and Jose C. Garcia de Letona of Anima, (Cleo & Cuquin and Here Comes The Grump).  

Legend Quest is a unique comedy series that explores mythical legends around the world with a thrilling twist. We are excited to work with CAKE again and are confident they will help us reach new audiences all over the world which will surely enjoy it,” added Letona.

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APC Kids and Ferly inks global partnership deal with Toy Plus for ‘MiniMecs’ 

Ferly, the entertainment company founded by former Rovio executives and co-creators of Angry Birds and APC Kids, the children’s entertainment division of leading co-production and distribution company APC Studios, have signed master toy license agreement with Toy Plus for the CGI comedy-adventure series in development, MiniMecs (52 x 11’). The deal will see Toy Plus develop toy vehicles, figurines and playsets based on the series, aimed at the show’s target demographic of kids aged four to eight years.

Commenting on the partnership, Ferly CEO Laura Nevanlinna said, “We’re building MiniMecs into something truly enjoyable and immersive for kids and aspire to do that equally well in animation, toys, apps, and games. Having the creative Toy Plus team with us on this journey is a natural way of ensuring the physical and the digital are seamlessly interlinked.”

MiniMecs is an original series created by Ferly, co-produced by APC Kids’ studio Zephyr Animation along with Canada’s Yellow Animation, which is slated for 2022. APC Kids and Ferly share global distribution rights to MiniMecs, while Ferly manages global consumer products and gaming rights. Actively seeking broadcast partners, Ferly and APC Kids recently pitched the show together to a full audience at Cartoon Forum, kindling the interest of major networks.

APC Kids managing director Lionel Marty added, “We feel the timing is right for independent, experienced companies such as Ferly, Toy Plus and APC Kids to join forces, each bringing to the table their respective talent on content creation, toy manufacturing and international distribution, and develop together, from an early stage, genuinely exciting, high-profile, original properties such as MiniMecs.”

 This new series builds upon Zephyr Animation’s current partnership with Ferly for Gone Gills, a 3D CGI series which will also be co-produced by Yellow Animation and follows three prehistoric creatures as they find themselves stranded in the strangest place in the history of the world – the present!

The synopsis goes like – In every home around the world, unbeknownst to humans, a tiny team of special operatives, called the MiniMecs, make sure everything in your house runs smoothly and trouble free. When Lili and Pete, two rookies fresh out of the MiniMecs Academy, are assigned to a brand new home filled with state-of-the-art smart technology that proves to be anything but reliable, they have their work cut out to keep things moving! Cyrus, the old-school team leader, and Joanna, the team’s plumbing and pipe expert, both realize this isn’t going to be a pleasure cruise when Pete gets accidentally spotted by a kid named Justin…

 Toy Plus president Josue Rosenzweig who negotiated the deal, mentioned, “We really consider this property very unique and we are sure that with all these players in place it will be a huge success for 2021.”

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