AMD unveils ‘Raise the Game’ bundle for Radeon gamers

AMD launched a new AMD Raise the Game bundle for Radeon gamers, delivering unbeatable value alongside some of the year’s most anticipated titles when purchasing select AMD Radeon graphics cards.

Promotional details include:

AMD Radeon RX 5700 Series: Gamers looking for the ultimate 1440p gameplay experience – complete with blistering framerates and stunning visuals – will receive Monster Hunter World: Iceborne Master Edition and Resident Evil 3 with the purchase of a AMD Radeon RX 5700 Series graphics card and select Radeon RX 5700 Series-powered desktop PCs.

AMD Radeon RX 5500 Series: Those looking to push the limits with breathtaking visuals and crisp framerates for outstanding 1080p performance with the new AMD Radeon RX 5500 XT will receive Resident Evil 3, Tom Clancy’s Ghost Recon Breakpoint and Warcraft III: Reforged. Further, purchasing select Radeon RX 5500 and RX 5500M-powered PC desktops and laptops nets gamers copies of Resident Evil 3 and Tom Clancy’s Ghost Recon Breakpoint.

Beginning from 4February through 25April 2020, the promotion is available worldwide, except in China, Cuba, North Korea, Syria, Sudan and Iran. Xbox Game Pass for PC availability aligns where launched. Gamers can redeem codes until 25May 2020, and titles will become available as they are released publicly.

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Guru and ADK Emotions sign co-development deal

Japanese ADK Emotions and Toronto’s Guru Studio have signed a co-development deal to produce The Ora Chronicles. Aimed at six to 11 year olds, the new action-adventure series revolves around five middle school girls whose destiny is to defeat a great evil that resides in the Earth’s core.

According to Guru VP of creative development Rachel Marcus, the show is a unique blend of Japanese anime and western visual styles and storytelling.

This is the first time Guru has ever signed a co-development deal with a Japanese company. Guru (producer on Netflix’s True and the Rainbow Kingdom and Disney Jr.’s Pikwik) will manage the international distribution, whereas ADK Emotions (Yu-Gi-Oh! Duel Monsters and Beyblade), will be handling all the merchandising and licensing rights.

Japanese animation style has been getting popular amongst kids and streamers too, with Netflix picking up several anime titles and entire catalogue from Studio Ghibhli; Hulu partnering with Funimation to grow its anime content and also HBO Max picking up Studio Ghibli films in the US.

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Giant Animation to spearhead the content at YouTube Originals free relaunch

Irish studio Giant Animation produced animated series will be spearheading YouTube Originals content, when it will be available for free to all viewers.

The series titled, Sherwood is a 10-episode animated series inspired by the legend of Robin Hood and set in a dystopian future where Earth has been destroyed by climate change and is ruled by the evil sheriff of Sherwood. In this retelling, Robin is a 14-year-old girl who uses technology and code to hack and do battle with the sheriff.

Sherwood was the first animated series commissioned for the YouTube Premium service, amongst others including Cobra Kai, Impulse and Step Up: High Water.

YouTube is now changing its approach to its Premium service and is making all of its YouTube Originals series free to all viewers globally. This is a significant change from its plans to charge a monthly fee for access to original content, and may prove a headache for other streamers.

Sherwood was co-produced by Baby Octopus in New York and Toybox in Auckland, New Zealand.

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Industry leaders announce launch of new global toy company, HUGE! Play

Toy industry leaders Kevin Mowrer, Adrian Roche and Dave Ciganko are on a mission to Change Everything because Everything has Changed in the launch of their new global toy company, Huge! Play. With the vision of creating game-changing new products and platforms that shift the way we play and learn with a strong focus on storytelling, Huge! Play is set to transform story-driven play and distribution models with a disruptive consumer-first approach.

Huge! Play is 100 per cent direct-to-consumer premium play products with their first offering to hit the North American market in 2021 with plans to expand globally shortly thereafter.

“Questioning and innovating everything about bringing play to today’s audiences and leaving behind the baggage of the last 30 years of the toy business, is the vision we all share in launching Huge! Play,” said Huge! Play founder and co-CEO Kevin Mowrer. “Our radically simplified B2C model leans into the dominant rise of online purchases and puts us in a relationship that answers directly to parents, kids and fans without all the middle-men in the equation today.  This means informed innovation, with relevance and heart, that will change how we create play and expand their stories.”

With over thirty years of experience creating Emmy award-winning commercial kids IP, Mowrer is excited to forge a new future at Huge! Play. As a top consultant for some of the major entertainment and toy companies, he has expanded the commercial potential for many global kids and all-family IP and Stories. Along with holding multiple toy patents, Kevin founded Hasbro’s Entertainment division and ran their R&D department.

Similarly, Huge! Play co-CEO and co-founder Adrian Roche also brings thirty years of entrepreneurial global toy experience in senior executive roles. Roche was the managing director of Fisher-Price/Kiddicraft in the UK, then spent fourteen years as VP at The First Years /RC2 both in the UK where he set up the European business and later moved to the US to head up infant/preschool and licensing. He later ran preschool, Boys Toys and licensing at Mega Brands in Canada for nine years. In 2014 he was appointed president of North America for China’s biggest toy company, Alpha Toys and was responsible for setting up their US operations.

“It’s gonna be Epic and Huge!” said Epic Story Media el presidente and founder Ken Faier,“We’re excited by the opportunity to bring something new to fans of our properties. It’s the right combination of creativity, collaboration and execution to bring great products to market and get them into the hands of the kids who will love them.”

Rounding out its esteemed executive team, Dave Ciganko is Huge! Play’s chief development officer and co-founder. Ciganko’s spent 40+ years as a creator and executive at Fisher-Price/Mattel where he created globally successful products across all categories from infant through seven plus. He also holds multiple play and product patents. Ciganko’s strengths lay in creating story-driven, innovative toys, with global appeal and his deep relationships with licensors, inventor communities, technology partners and educational experts.

Roche added, “Over the years big changes have been disrupting and challenging the toy and entertainment industry. To succeed today it’s all about focusing on passionate audiences of specific IP. Mass isn’t really mass anymore. The changes in the audience, have freed us to think differently and our shared belief in innovation and exploration made Epic Story Media the perfect choice for our first partnership.

To further strengthen the business, Huge! Play has assembled a disruptive talent pool and an advisory board of experts who share the passion to rethink and reinvent every aspect of story-driven play.

In addition to the Huge! Play launch, the team is also very excited to announce a new partnership with Epic Story Media. The long-term partnership will create and produce innovative, direct-to-consumer premium toys for key IP’s from Epic’s slate. Each IP will be mutually selected on a case-by-case basis and the toys will be created, produced, and distributed by Huge! Play.

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Disney+ comes to India through Hotstar on 29 March 

The Walt Disney Company has announced that Disney+ will launch through Hotstar, the OTT service from Star India on 29 March. Disney India acquired Star India’s video streaming app Hotstar through Disney’s acquisition of Rupert Murdoch’s 21st Century Fox last year. 

Disney chairman and chief executive officer Bob Iger said during the company’s first quarter result webcast on Tuesday, that the much awaited streaming service, which launched in the U.S., Canada and the Netherlands on 12 November 2019, will be available in India through Hotstar in the country. Earlier it was scheduled that Disney+ would be available via Hotstar after the IPL (Indian Premier League) 2020. Hotstar’s VIP/Premium service, the subscription based video on demand service from the platform, is likely to be rebranded as Disney+Hotstar.

In India, the historic acquisition of 21st Century Fox by Disney enabled the merger of the entertainment network under Star India, including the sports network Star Sports, and the OTT service Hotstar. Until now, Disney has had no significant presence in the digital streaming space in India, and having Hotstar in the network gives it a distinct edge as it enters the market as Hotstar holds a very strong position in the space.

Hotstar brings in content from Star India and the erstwhile 20th Century Fox library, as well as HBO’s originals. Apart from this, it houses sports properties from domestic tournaments like the IPL, Indian Super League (ISL), and Pro Kabaddi, to the international matches under the Board for Control for Cricket in India (BCCI), and the International Cricket Council (ICC) among others.

After its debut in U.S., Canada and the Netherlands in November 2019, Disney+ launched in Australia, New Zealand and Puerto Rico a week later. The streaming service will launch on 24 March in markets across Western Europe—including the UK, Ireland, France, Germany, Italy, Spain, Austria and Switzerland. Additional Western Europe markets like Belgium, the Nordics and Portugal, will be able to access Disney+ in summer 2020.

Disney+’s library includes classic movies and shorts, popular series, recent theatrical releases and a growing slate of original content from Disney, Pixar, Marvel, Lucasfilm and National Geographic. Furthermore, a rich slate of new originals from Marvel Studios like The Falcon and The Winter Soldier and WandaVision will premiere on the service in August and December, respectively, besides the highly popular series The Mandalorian, from Lucasfilm, in October.

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Netflix orders a new series from ‘Resident Evil’ franchise

After the success of The Witcher, Netflix is now eyeing more gaming properties as potential source material for original content. As per  an earlier Deadline report, an adaptation of the zombie-horror game Resident Evil series has been in development at the streaming powerhouse. 

The Resident Evil franchise is currently grabbing eyeballs with new games like Resident Evil 3: Nemesis taking fans back to the roots of the iconic horror survival gaming franchise. New report suggests that production on the new Resident Evil series is reportedly to begin this summer, in June.

Though none of this has been officially confirmed, a couple of reports suggest that the series will have a first season consisting primarily of eight episodes. Shooting will be going on floors in April possibly in South Africa. Fans are still awaiting official confirmation, the series would be produced by Constantin Film and Netflix.

According to Redanian Intelligence, the Resident Evil Netflix show will consist of eight 60-minute episodes. This will be a departure from the feature-length films based on the franchise we’ve seen before, the brainchild of German film studio Constantin Films and Paul W. S. Anderson, who served as writer, director, and producer over the course of the six-film series.

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Disney+ garners 28.6 million paid subscribers in Q1 of the 2020 fiscal year

The Walt Disney Company has announced that Disney+ has gathered 28.6 million paid subscribers surpassing 25 million predicted by Wall Street analysts, s of 3 February.

Launched in November 2019, Disney+ revealed that it already had more than 10 million subscribers after the day of launch. This recent number is released by Disney chairman and CEO Robert ‘Bob’ Iger during its revealing of the company’s earnings for the Q1 of the 2020 fiscal year. So these numbers reflect subscriber counts as of December 28, 2019.

Disney also released subscriber numbers for ESPN+ (6.6 million) and Hulu, where it owns a controlling stake (27.2 million for subscription video on-demand only, 3.2 million for SVOD and live TV, 30.4 million total). In comparison, Netflix said last month that it has 167 million paid subscribers worldwide. Some credit also goes to TechCrunch’s parent company Verizon providing certain customers with 12 months of Disney+ service for free.

“We had a strong first quarter, highlighted by the launch of Disney+, which has exceeded even our greatest expectations. Thanks to our incredible collection of brands, outstanding content from our creative engines and state-of-the-art technology, we believe our direct-to-consumer services, including Disney+, ESPN+ and Hulu, position us well for continued growth in today’s dynamic media environment. We believe the subscriber growth to date and the overall reaction to Disney+ reflects a variety of factors that include the uniqueness of the service, an excellent user interface and the high quality of our brands and content. Although our volume will increase, we remain focused on providing quality content from our core franchises and brands, not just quantity, as we continue to build our portfolio, ” said Iger in a statement.

Disney said during its quarter, its direct to consumer and international business (which includes streaming) saw revenue increase from $0.9 billion to $4.0 billion year-over-year, while the unit’s operating loss increased from $136 million to $693 million. Disney attributed these growing losses to “costs associated with the launch of Disney+, the consolidation of Hulu and a higher loss at ESPN+.”

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Charuvi Design Labs create immersive animated film on Guru Nanak

To commemorate  the 550th birth anniversary of Guru Nanak Dev ji, the ministry of culture and IGNCA commissioned an immersive show to be screened at Sultanpur Lodi. Delhi-based Charuvi Design Labs created the one of its kind show, which offered an incredible experience for the viewers.

This was curated by IGNCA and was inaugurated in the presence of Government of India minister of food processing industries Harsimrat Kaur Badal and minister of State ministry of railways Sh Suresh Channabasappa Angadi.

The film, directed by Charuvi Design Labs founder and director Charuvi Agrawal showcases the life and teachings of Guru Nanak Dev ji in a sophisticated and delicate manner, and encapsulates scenes from his early life, travels (Udasis) and life teachings at Kartarpur.

“I was thrilled and a tad intimidated at the same time on receiving this interesting project.The idea of directing a film to commemorate Guru Nanak’s birth anniversary was very exciting but I knew it would be a very different kind of project. There was a bit of trepidation on how to approach the making of the film with the restrictions that would come from the Sikh faith on animating the Guru.But the challenges themselves turned out to be a blessing,” mentioned Agrawal.

The 13-minute animated film, which is created for a panoramic viewing was made in a short span of three weeks, with a team of artists including Aniruddh Kapruwan, Anush Singh, Chaman Kumar, Gaurav Gohsain, Furbu, Kanika Thakur, Maanya Dhar, Naveen Kumar, Pankaj Swani, Pranav Mahendra, Shubham Bairagi, Subham Sharma and Surender Singh. Design Habit’s Amardeep Behl worked as the principle designer for the animated film, with line producer Supreet Singh; production manager Snigdha Bhardwaj and technical director Vikram Kumar Verma.

Keeping in mind the short time-span in hand, the team started off by ensuring a well-planned and organised schedule from day one. “With absolute creative control over the content, keeping intact the sensitivity in mind, we made decisions faster and kept progressing ahead,”  said Agrawal.

The team at CDL received substantial material from the experts for the research of the film.  A rich library in connection to the key events in the life of GuruNanak Dev ji was provided to the team, to keep the representation of various scenes as close as possible.

The pre-production played a very crucial role in setting the base panels and overall compositions for the film. The team simultaneously experimented with few visual styles and cracked the same in 3D in order to give a distant look and feel to the film. For speeding the rendering process, the creative team embraced Unreal Engine in their production pipeline.

The film was showcased to a repeat audience of 250 in an interval of 20 mins and is appreciated all over, with praising motivation from minister of tourism Prahlad Singh Patel.

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Global Game Jam Mumbai chapter concludes with seven new games

The weekend long 48 hrs of Global Game Jam(GGJ) Mumbai chapter came to an end with seven games from seven teams in Mumbai. This time at the Mumbai Chapter more than 40 people participated with a mix of game designers, game artist and programmers.

The Global Game Jam is operated by Global Game Jam, Inc., an international non-profit corporation based in San Luis Obispo, California, US, with a mission to foster game design and game education through innovative events.

The weekend witnessed a global creative buzz in gaming, while at the same time game developers explored the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed into a 48 hour development cycle. The main purpose of  organising GGJ was to celebrate gaming and to encourage people from diverse backgrounds to participate and contribute in the global spread of game development and creativity.

The GGJ Mumbai Chapter kick-started as usual on a Friday late afternoon gathering, where everyone watched a short video keynote with advice from UnderDogs Studio founder and CEO Vaibhav Chavan, after that the secret theme ‘Repair’ was revealed. Post that all worldwide sites were then challenged to create games based on the same theme, and everyone had to complete the game development by Sunday afternoon.

Earlier in January 2019, GGJ had 860 locations in 113 countries where 9,010 games were created in one weekend globally. This year GGJ started on 31 January and went on till 2 February at the respective locations and Mumbai Chapter closed with seven games by seven diverse groups.

GGJ is also for celebrating gaming bond by helping foster new friendships, increase confidence and opportunities within the community. The jam is always an intellectual challenge as GGJ stimulates collaboration and it is not a competition. Here are glimpses from the GGJ Mumbai chapter:

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LOGAN Partners with Footlocker and Nike to Launch Animated #DiscoverYourAir Campaign