‘Mulan’ release postponed in China due to Coronavirus

Walt Disney has announced to have postponed the release of Mulan in China due to Coronavirus (COVID-19). In FY19, Disney grossed $11.1 billion revenue from its movie releases. While 2020 also had a few big releases, it wasn’t expected to match The House of Mouse’s performance last year. But the outbreak of Coronavirus has stalled Disney’s momentum.

Mulan was supposed to be released in China this month, and it was expected to be one of Disney’s biggest releases of the year, but with theaters closed all over China, it has been postponed. Mulan is set to hit big screens on 27 March in the U.S. 

Mulan had a budget of $200 million and was specifically aimed at a Chinese audience given its significant roots in Chinese lore. China in general has been a crucial market and Disney relies on international markets to pad its studios revenue. Last year, The Lion King made $543 million at the box office domestically but generated $1.1 billion in ticket sales overseas. 

The spread of Coronavirus presently seems to have slowed down in China, with over 80,000 cases reported till date in mainland China. Apple has already reopened its factories and some stores there, so the situation in China may be stabilising, which might limit the impact on Disney.

Overall, Disney has certainly been affected by the worldwide outbreak, given its theme parks also been temporarily closed in Shanghai and Hong Kong, which makes up roughly half of the company’s annual revenue. 

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Viacom18 unveils Voot Select the new expansion of VOOT

Viacom18 today announced the expansion of its digital portfolio by launching Voot Select – the company’s newest foray into the subscription VoD services.  Voot Select will house edgy and disruptive stories crafted by new age and imaginative storytellers. 

To bring alive its vision for how digital India views content, Voot Select will house 30+ path-breaking Originals, global content through partnerships with some International studios, 1500+ cult blockbuster movies and stream over 35+ live TV channels. One can select this  service on VOOT,available for Android, iOS and web users for Rs. 99 per month or Rs.999 for an annual subscription. For a limited period one can avail the introductory offer of Rs 499 for the annual subscription, was revealed.

SudhanshuVats, GroupCEO&Managing Director, Viacom18

Speaking about the network’s platform-agnostic, content-first strategy Viacom18 Group CEO and MD Sudhanshu Vatssaid, “In a short span, VOOT has already emerged as one of India’s largest OTT platforms with 100 Mn MAUs and 100 Bn watch minutes. It is India’s most engaging platform with an average TSV of 50 mins. With projections of aggressive growth in Fibre to Home, Viacom18 is ready to go Digital First. VOOT Select is our premium SVoD offering developed to cater to this growing connected TV audience.We’ve put together a very compelling proposition and even pushed the envelope with publishing content 24 hours before TV, clutter-breaking originals and international content. The launch of VOOT Select marks a key milestone in our journey to become a future-ready, pipe-agnostic storyteller.”

Voot Select will house exclusive global content from some of the world’s biggest studios, through partnerships with CBS, CBS All Access, Showtime, Fremantle, Endemol Shine, Chelsea TV, Arsenal TV, Real Madrid TV, BBC and Sony Pictures, among others.

Gourav Rakshit, Chief Operating Officer, Viacom18 Digital Ventures

Speaking about Voot’s business strategy, Viacom18 Digital Ventures COO Gourav Rakshit said: “Voot is the outcome of Viacom18’s vision to create a future-ready digital business catering to the evolving digital entertainment needs of every Indian. It is with this focus and a content-first approach that we have built Voot Select as a premium platform providing an enhanced viewing experience for our users. Voot Select is ‘made for stories’ that are differentiated and compelling and with them, we are determined to be the most sought-after content destination for every Indian.” 

In addition to Voot Select Originals and Viacom18 network’s leading shows will stream 24 hours before TV, Voot Select subscribers will also have access to a vast selection of international content including some of the biggest shows from all over the world, global premieres, LIVE events, exclusive daily talk shows, fashion, sports and lifestyle shows and 1500+ Bollywood and regional language movies.

Ferzad Palia, Head- Voot Select, Youth, Music and English Entertainment, Viacom18

Speaking about the unique proposition of Voot Select Viacom18 Voot Select, Youth, Music and English Entertainment, head Ferzad Palia, said: “Voot Select has been carefully crafted and designed for today’s ‘on-demand’ generation. We’re proud to give to India a destination that has the country’s largest showcase of stories ranging from Hindi & Regional Originals, LIVE Television channels from across the world, the widest variety of top-drawer international content to ‘24 hour-before-TV’ premieres of our TV network content. Ad free, Multi-screen access and a solid recommendation engine will further add to a great entertainment experience for our subscribers.”

 

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The history of the slot machine

The slot machine is the most popular casino game ever made. Whether land-based or online, there are thousands if not millions to choose from. They have been around since the late 19th century and have become a big part of the gambling industry ever since.

1891

The birth of the slot machine can be traced back to the late 1800s. The first-ever slot machine was produced by the New York-based company, Sittman & Pitt in 1891. The game had 5 drums with a total of 50 playing cards. The machine could be found in many bars and cost a nickel to play. The player would insert their money and pull the lever to play. Payouts were achieved from lining up poker hands on the reels. In order to increase the house edge, 2 cards were removed from the standard 52 card deck, the ten of spades and jack of hearts. This way the odds to get a royal flush was dwindled by half. The machine did not have a direct payout mechanism, so winners got their prizes from the bar. The prizes were usually free drinks and cigars.

1887-1895

Charles Augustus Fey is known as the creator of the first-ever mass-produced slot machine. There is no exact detail regarding the date in which his first machine was made, although it is believed to have happened between the years 1887 and 1895. Fey designed a machine that would allow automatic payouts. In order to do this, he needed to make it simpler to read a win for the machine. This was managed by replacing the current 5 drums with 3 reels. He also replaced the playing card system with a simpler 5 symbol system – hearts, diamonds, spades, horseshoes and a liberty bell. The biggest payout was awarded for 3 liberty bell symbols, hence, the machine was called the Liberty Bell. The machine built a huge popularity. And considering Fey did not patent his design, it was later copied by countless other slot machine manufacturers.

1902-1908

Slot machines were officially banned by the state in 1902, despite this, the Liberty Bell continued to be manufactured. Considering cash prizes could not be distributed any longer, the era of the fruit machine had been born. These machines used fruit symbols, and prizes were paid out in chewing gum and sweets of the corresponding flavour. In early 1907, Chicago based manufacturer Herbert Mills produced a slot machine named the Operator Bell. One year later, the machines could be found in endless tobacconists, shops, bowling alleys, and salons. The BAR symbol we recognise nowadays was introduced to the slot machine at this time and was based on the Bell-Fruit company logo.

1964

The first fully electromechanical slot machine called Money Honey was released by Bally in late 1964. The reels were operated electrically using a motor, however, the game was still started by pulling the traditional lever. For players at that time, it would have been too unfamiliar to play the game without pulling that lever. This was the first-ever slot machine with a bottomless hopper, which allowed it to give an automatic payout of up to 500 coins. The game was extremely popular and led to the increasing dominance of electronic slots. Soon after, the familiar lever was removed from newer slots.

1976-1978

The first-ever true video slot machine was developed in the year 1976. It was manufactured in Kearny Mesa California by a Las Vegas Based company called Fortune Coin. It used a modified 19 inch Sony TV for the display. The game was first made accessible in the Hilton Hotel, Las Vegas. Soon after, it gained its huge popularity in the Las Vegas Strip.

1996 – Present day

1996 was the year in which the Slots industry had reached its next and most recent milestone. The release of Reel ‘Em by WMS Industries. This was the first video slot to be featured on a computer, and the Online Casino was born. One can now enjoy or learn all about slots anywhere they are with just a click of a button or a tap on the phone at websites like https://www.indiaslots.com/ and many more.

 

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Whistling Woods International offered an array of creativity

When art meets technology, it can create wonders and the students of Whistling Wood International proved this right with an amazing array of creativity. Whistling Woods’ AVGC department hosted an art exhibit of its students in the campus over the weekend. The institution which is known for its successful alumni from the filmmaking industry, also is home for budding animators and comic artists. 

Whistling woods International – Mumbai sem 2 student Avighna Rangnekar said, “This exhibition helped me understand the various facets of organising events and also learning different types of animation. This exhibition also helped me get closer to my colleagues as it made us understand the strengths and weaknesses of each other and how to tackle them.”

The students find it easy to approach the faculty as they are very friendly and ever ready to solve their problems and queries.

The exhibition which displayed a wide range of artworks, saw some experts from the industry come and guide the students on various topics. Studio Eeksaurus founder Suresh Eriyat gave a visit to this amazing exhibit and shared his views with the students. He also spoke to them about the various aspects of animation.

Suresh Eriyat with the students

Paper art, clay models, 3D sets, graphic novels, character designs, storyboarding,  games, virtual reality and animated features were amongst the many artworks showcased. The department covers courses including 2D, 3D animation; stop motion; comic; pre—visualisation; 2D, 3D video game design; and virtual reality, and gives a working space to over 140 students.

“The games surely fascinated me more than the other topics presented. I was taken aback by the games that were created by my classmates at such a level. It was truly inspiring,” said Mehek Gursahani.

The institution provides these various segments to give rise to artists’ imagination. The first year is a foundation course, giving knowledge to the students about various segments they can choose from in the second and third year. “As a teacher I am relieved as students choose what they want to and I just guide them. The later years of the course become a process of self discovery,” said Whistling Woods International AVGC department head Yusuf Mehta.

Though the curriculum is pre-planned, courses like pre-visualisation started due to high demand from students, as many are interested in just creating concepts. Mehta focuses on giving weightage to the Indian culture. “We emphasise on exposing this generation to their roots, their tradition and culture. We take students to monuments, art galleries and exhibitions. This creeps into their works,” added he.

The department with the tremendous response received this year has decided to have this exhibit annually. Such displays are a motivation for students and give them a boost to create something better everyday. With a creative sense like this and a supportive faculty, sky’s the limit and these students are the living proof.

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IGX is back with its fifth edition

India’s largest and longest-running consumer gaming festival, IGX, an initiative by Event Capital, powered by Western Digital and co-powered by Loco is scheduled to take place on 21 to 22 March 2020 at NESCO, Mumbai. IGX is India’s ultimate fan experience for gamers to come and explore the world’s most exciting and fastest-growing market. From hands-on gaming experiences to panel discussions and workshops to cosplay showcases to multi-platform e-sports competitions, IGX has something for everyone.

Commenting on the upcoming festival,  IGX  founder Sameer Desai,  said ” Over the last five years, IGX has delivered an unparalleled gaming experience to Indian consumers through blockbuster games, cutting-edge hardware, multiplatform esports, panels and workshops, cosplay and more. We look forward to welcoming gamers and industry leaders to the fifth edition of IGX this month for an experience never before seen in India.”

IGX brings together the biggest brands from around the world and the hottest games across all platforms under one roof. Also, one can meet top gamers present at the festival like Dynamo Gaming, TSG, Neon Man, Rawknee, Alpha Clasher amongst others. It represents all things gaming and some more! The festival previously has attracted over 120 brands and over 90,000 visitors over the previous editions.

Speaking on this, Event Capital CEO Janak Vora said, “We are delighted to bring the fifth edition of IGX in India and Event Capital being a frontrunner, creating an IP for this genre on this scale. This event includes various experiences where participants will get a chance to meet the top gamers at the one-of-a-kind event. 2020 is all set to be the year when Gaming technologies will become more affordable and accessible. We look forward to give the best experience to everyone and make it bigger than ever.”

Being India’s largest and longest-running gaming festival, IGX has become synonymous as a destination where all gamers can come together to enjoy and celebrate their passion. From free-play zones featuring the latest blockbuster games and experiential booths showcasing cutting-edge gaming technologies to competitive tournaments across popular games, the event is sure to be every gamer’s dream come true. IGX is also known for hosting the country’s largest gaming cosplay competition. In 2019, gaming was all about going mainstream in India penetrating across ages, gender groups, and geographies. 2020 is all about expanding that growth. Primarily driven by online and mobile gaming, the sector has had a steady growth at a CAGR of 22 per cent and is likely to touch $1 billion in revenue by the end of 2020 in India.

Talking about the collaboration, Viacom18  Voot Select, Youth, Music and English Entertainment, head  Ferzad Palia said, “At MTV, we are always looking to diversify our offerings for the youth and esports as a category has seen substantial growth in India over the past few years. We have seen great success with esports content on MTV in the past. As the unscripted entertainment destination of Young India, we are delighted to present IGX to our audience, both on television and on digital”.

MTV is the official broadcast partner for the fifth edition of IGX. The channel will be airing a 30-minute episode of the gaming extravaganza. In partnership with India’s Biggest Gaming Festival, MTV viewers will witness the coming together of the most exciting gaming technologies, latest blockbuster games, conversations around industry and culture of gaming, entertainment and tons of experiences on 27 March 2020 at 10 PM. Digital natives need not fret as IGX will also be available on Voot.

 

 

 

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Essential Education: An evening of learning and opportunities

Irrespective of any industry, creativity is required everywhere. To succeed in the competitive market, clear innovation, guidance and unleashing the creative potential of students is of utmost importance.

While it is not a topic alien to the institutes which groom students to their career, a carefully curated event was brought in place by AnimationXpress in association with Adobe to discuss the topic further.

On 28 February, 2020, the Crowne Plaza in Pune played host to “Essential Education”, which was a one of a kind event which aimed at bridging the gap between the universities and the industry for which they prepare their students.

The event commenced with a brief note from Adobe India and South Asia head of education and digital media Supreeth Nagaraju. He shared how the landscape of creativity is changing and how Adobe aspires to bridge the creativity gap to help students develop the right skill set for employability.

Followed by this the event, attended by 12 of the top institutions from Pune including the likes of Symbiosis Centre for Media & Communication, Ajeenkya DY Patil University, P. A. Inamdar College of Animation and Maharashtra Knowledge Corporation and more, delved into its namesake panel, “Essential Education”. Moderated by industry veteran and Punaryug Artivision found Ashish Kulkarni, the panel also brought in a plethora of industry professionals from various fields. The panel included Girgit Studios MD Swarup Deb, Endocrine Films founder Vaibhav Raj Shah, philmCGI MD Anand Bhanushali, Sumo games art manager laxmikant Sharma and Reliance Games head of animation Rahulkumar Kekane.

The panel touched upon topics like the importance of student being industry-read when they join, creating original content, the what-abouts of the industries of the respective panellists and creative in the digital age in general.

The panel concluded with an elaborate Q&A with the decision makers of the institutions present there, which was as interactive as it was informative.

Followed by that, the fireside chat between Supreeth Nagaraju and Cognizant interactive Director Suhas Bendre further delves into the topics on how to train students for a more competitive tomorrow and how to adapt into the digital way of things.

Finally, Adobe senior solutions consultant Guru Vaidya brought in the swansong to the evening with his detailed presentation on creativity and how Adobe’s provides platforms and tools to bring out just that.

With a crisp and yet interactive evening completed, the attendees took the conversations offline at the dinner and networking session, marking it as a successful start to the series of events coming ahead.

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Coronavirus outbreak : Impacts in the gaming industry

The coronavirus outbreak has disrupted life worldwide with 88 948 confirmed (1804 new) cases as per WHO 2 March situation report.  As the tech industry, including gaming, rely on China for production and materials, a ripple effect in the industry is being observed. Here are some of the ways how coronavirus has affected the gaming industry.

 Events cancelled/postponed
The coronavirus outbreak has become a worldwide phenomenon and because of which events are being cancelled and postponed around the globe to prevent further spread of the coronavirus. The first major cancellation was Mobile World Congress, which had expected to draw 100,000 people to Barcelona.  The cancellation of events continued with Intel’s Intel Labs Day then Facebook’s annual Global Marketing Summit in San Francisco and more. The remarkable one which has tremor the gaming Industry was the postponement of The Game Developers Conference (GDC), San Francisco.

The event, which has run since 1988, was expected to take place from 16 March to 20 March but the outbreak has made it organisers to postpone the event. Due to the coronavirus outbreak, there have been high-profile withdrawals by companies that had planned to attend GDC 2020. The postponement of the event happens when companies like Sony, Microsoft, Epic Games, Unity, Activision Blizzard, Amazon, and Facebook, including Oculus, all cancelled their plans to attend the show, citing health concerns related to the spread of the novel Coronavirus.

The official post reads, “We want to thank all our customers and partners for their support, open discussions and encouragement. As everyone has been reminding us, great things happen when the community comes together and connects at GDC. For this reason, we fully intend to host a GDC event later in the summer. We will be working with our partners to finalize the details and will share more information about our plans in the coming weeks.”

New gaming trend
 Online games and short video apps have been among the few beneficiaries of China’s virus outbreak, raking in millions of views and download as people stuck in self-quarantine at home seek entertainment and ways to beguile their time. As of February investors have seized on the trend, with shares of Chinese game publishers, such as Tencent, rising two per cent in Hong Kong on Tuesday, outstripping a rise of one per cent in the benchmark, while in New York, NetEase rose nearly 3 per cent.  In addition to that strategy simulation app Plague Inc., which jumped to the top of the charts in Apple’s app store, retained its popularity followed by Rebel Inc. topped China’s iOS download chart recently because of the outbreak, doomsday games have topped the charts.

The game, which allows users to create and evolve a pathogen to destroy the world, generated 78,000 downloads in January, up from 16,000 in December, according to Sensor Tower. Chinese citizens are avoiding coronavirus by playing doomsday games at home.

However, the pandemic simulation game Plague Inc. has been taken down from Apple’s App Store in China — after finding renewed popularity due to the coronavirus outbreak. Sales of Plague Inc. recently surged, particularly in China, eight years after its release, amid concerns over the coronavirus, officially called COVID-19. The app reportedly topped the charts for premium iOS games in China and also climbed up in the rankings in other countries such as the U.S. and U.K.

Gaming tech companies temporarily closing operations
The tech sector is currently feeling the impact of the coronavirus, with companies closing offices, stores, and factories in China as well as restricting employees from nonessential travels to the country. Earlier this month, major tech companies announced they would temporarily shut down all corporate offices, manufacturing factories, and retail stores across China. These companies include Apple, Samsung, Microsoft, Tesla, and Google. (Google has also closed offices in nearby Hong Kong and Taiwan.) As many products are manufactured in China (or use parts from Chinese vendors), experts are also warning customers to expect shortages for various smartphones, VR headsets, cars, and other tech accessories.

Apple has closed down the production of iPhone and AirPods, Facebook has also stopped taking new orders for its latest Oculus Quest VR headset, citing the outbreak for the delay.

Production on the Nintendo Switch for the entire Japanese market is in flux, leading to shortages of Switch consoles, accessories, and games. Pre-orders for the new Animal Crossing: New Horizons Switch model now have no release date in Japan. Orders of Ring Fit Adventure, which is out of stock in the country, won’t be filled anytime soon either. Nintendo said other accessories like Joy-Cons are also affected. According to Digital Trends, the company does not expect delays in other regions, including North America and Europe. Nintendo makes its hardware for Japanese gamers in China, where the coronavirus has killed hundreds and continues to spread.

The Quest had been on backorder since around the holiday season; retailers had initially said the headset would be available again in early February, but the date has been pushed back to as late as 10 March 10th for the 64GB version.

For fans of the niche gaming ROG Phone II, Asus has also warned customers that the device won’t be available again until further notice due to the coronavirus. Other Chinese brands that expect to see production delays include Oppo, Xiaomi, Lenovo, and Huawei.

Delay in Game launches
 China is key to the game industry’s supply chain with a third to a half of art creation for Western game developers done in the country, according to Jefferies estimates published in a research note on Feb 4. With the coronavirus deadly widespread the central government forced to extend the Lunar New Year holiday and impose factory and business shutdowns resulted in the delay of game launches.

Switch players must now wait for a version of the game The Outer Worlds. After announcing the 2019 title would come to the Nintendo Switch just last month, Private Division said on Twitter that the game is delayed. Virtuous, the Singapore-based studio working on the port has experienced no health issues, the publisher assured, but its office remains closed.

The upcoming game Eve Echoes, stipulated that the COVID-19 epidemic has “hindered the developer’s schedule,” said official twitter post and while an official release date has yet to be decided, the game is expected to be launched at the end of 2020.

Blockbuster games that were initially slated to come out in March were Final Fantasy 7 Remake and Watch Dogs Legion are both delayed. Also, Doom Eternal which was another game that was delayed but is finally coming out on the 20 March. Also games like Ori and the will of the wisps, Ring Fit Adventure, Animal Crossing: New Horizon, Half life Alyx, Persona 5 Royal and so on.

Esports tournaments cancelled/postponed
 Multiple esports events of several different games are currently being affected by Coronavirus, they are either been postponed or have been cancelled.The Overwatch League has officially cancelled all matches in February and March scheduled to take place in China, due to the coronavirus outbreak. In a statement on Twitter, the Overwatch League said the decision was made “to protect the health and safety of our players, fans, and staff.”

Some organisations have begun to cancel events, these include the League of Legends Pacific Championship Series opening, which was set to begin on 8 February and has now been indefinitely postponed. A Pokemon Video Game Championships event in Hong Kong scheduled for February 2 has been cancelled entirely. The WESG Asia-Pacific Finals for Counter-Strike: Global Offensive, set to take place in Macau, have also been cancelled Followed by PUBG League, CrossFire, CrossFire Mobile, and so on. Also recently AESF announced the postponement of the inaugural Asian Esports Federation (AESF) e-Masters Chengdu 2020 due to the outbreak of the coronavirus two Indian teams who aimed to travel for the quarter-final is waiting for the new dates of the tournament.

The Indian division of AESF Esports Federation of India (ESFI) director Lokesh Suji said, “For us, the well being and safety of our esports athletes is the top priority. Though the teams were very excited and energized to represent India at e-Masters, this situation was an unfortunate event. All our thoughts and well wishes are with the people who have been affected by the virus and pray for their speedy recovery.  The event has just been postponed, it will eventually happen. On the bright side players now will have more time to practice”

Temporary relocation of esports players
 The Chinese teams for the Overwatch league-Guangzhou Charge and the Shanghai Dragons — have announced a temporary relocation to South Korea due to epidemic spread.

Only time can unfold what will be next. Till then stay safe!

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Tycho – Weather (Official music video)

BEND REALITY

French animation studio, Prima Linea shuts down

Prima Linea, the well-established French animation studio has closed down. Founded in 1995 by Valérie Schermann and Christophe Jankovic, the company was liquidated on 7 February, according to trade publication Le Film français.

Prima Linea’s catalogue includes Zarafa, Fear(s) of the Dark, and last year’s The Bears’ Famous Invasion of Sicily, which has earned it a nomination for European Producer of the Year at next week’s Cartoon Movie forum. It also handled the animation on The Red Turtle, a project led by Studio Ghibli and Wild Bunch.

The feature directorial debut of renowned illustrator Lorenzo Mattotti, The Bears is said to be the cause of Prime Linea’s demise. On its release in October, it underperformed, effectively bankrupting the company.

But this is not the end for Schermann and Jankovic. In 2015, they spun off their animation studio from the production company to form 3.0 Studio. It will continue to function as a service studio: among its upcoming projects is the animation debut of Michel Hazanavicius, the director of the Oscar-winning The Artist. Whereas Prima Linea was based in Paris and Angoulême, 3.0 Studio will operate only in the latter, a small city closely associated with animation and illustration.

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