Wednesday, November 18, 2020

Staying in the Game: Indie Video Game Studios During Lockdown

There is no doubt that all sectors of the entertainment industry have been severely affected by the pandemic, and the game industry is no exception, as it has historically relied on networking at large annual in-person events. When you can’t just pack your bags and head to some of the industry’s biggest events like GDC in San Francisco or E3 in Los Angeles, you miss out on the opportunity for those happy encounters that sometimes happen by the sandwich tray or the coffee machine. 

And then there are the parties. All those parties. Where a good chunk of the fun seems to be talking your way in when you're not technically 'invited'.


But because large in-person events are not an option in the current landscape, a number of online events for the video game industry have been emerging, like MEGA MIGS, the virtual version of the gathering that usually takes place in Montreal. And created specifically for these locked down and working from home times, Canada Games Online recently came together as a collaboration between the provincial interactive media associations across the country. 

These virtual industry gatherings bring game developers together with publishers, investors, and other collaborators. And as with most B2B events, the goal is to find new partners in order to reach new audiences and markets around the world. 

On this episode of the Now & Next podcast, we check in with a handful of game development studios to find out how they’re adapting to changes in their day-to-day operations during Covid-19, including finding fresh ways to network and get their name and game out there to the world. 

And I also talk to the head of one of Canada’s largest industry associations for game developers, La Guilde du jeu vidéo du Québec, and learn about the initiatives happening at the industry level to help keep things moving along amidst the business challenges brought on by the pandemic.

In this episode, you'll hear from/about:
  • Angela Mejia, the co-founder of Clever Plays Studio, on what the transition to working from home has been like for game developers (01:24);
  • Tony Walsh, founder and CEO of Phantom Compass, and Rob Segal, co-founders of Get Set Games, on the ease of attending virtual events (04:21); 
  • How the new Canada Games Online event came to be (06:45);
  • The gaming industry is a true ecosystem, meaning that the health of one part affects the health of the whole (10:45);
  • Nadine Gelly, CEO of Quebec’s LaGuilde, on Canadian game companies particular advantages in the new landscape (12:25)

Dig Deeper:

Friday, November 13, 2020

Going from Broadcasting to Podcasting

Thanks to Vocal Fry Studios for this profile that tells the story of my pretty accidental return to the microphone for Now & Next, the podcast I host that is now into its third season.

You can read the piece here. In the meantime, below you'll find a related Exhibit A and Exhibit B.

                            

Exhibit A: The 'couch studio' being used for the Covid-concurrent Season 3 of the podcast

Exhibit B: Cue the confetti... 

We made it as high as #3 on the charts in the "TV & Film" category on Apple Podcasts!

Tuesday, November 3, 2020

Veggie Burgers & Clean Grid Power: Eco-conscious TV & Film Production

At a time when fast food restaurants all over North America are serving veggie burgers and most retailers are charging extra for plastic bags, it seems reasonable to assume that the level of eco-consciousness is fairly high. And while that’s true to a large extent, there is still a long way to go. The film and TV industry is no exception, according to Clara George, my guest on this episode of the podcast.

Based in Vancouver, Clara is the VP of Studios & Sustainable Production Services at Sim International, a role she transitioned into after close to three decades working as a producer in film and TV. Clara has had a longstanding interest in environmental issues and has been active in a variety of sustainability initiatives over the years but it wasn’t until Covid-19 hit earlier this year that she made greening film and TV production her full time focus. While the Covid-19 restrictions might seem like a step back in terms of sustainability efforts, they’ve actually provided an opportunity for people to become more aware of unnecessary waste on set, and come up together with new solutions, as Clara explains in this episode.

Among the strides Clara George has made in sustainable production practices: shifting a number of BC-based productions to clean grid power, making a fleet of close to 100 hybrid vehicles available for short term rentals for productions shooting in Vancouver, and finding workaround solutions to the high emissions diesel generators that have been a staple on film and TV sets for several decades.

In this episode of the podcast Clara also shares some examples of how she’s been able to essentially ‘sneak’ more sustainable practices onto set, and explains that crew members and producers are learning to both think and behave differently when it comes to issues that have an environmental impact. And to top it all off , Clara says such initiatives either cost nothing to implement or, even better, end up saving the production money.

In this episode, learn more about:
  • What can be done during COVID-19 in terms of sustainable production (01:28)
  • What made Clara rethink her entire career during COVID-19 and how she is working to instigate change at the city of Vancouver level (03:50)
  • How a few people can make a difference in terms of sustainability and a trick from Clara to encourage some initiatives on set (11:20)
  • Making sustainability a common goal in front and behind the cameras (13:35)
  • Clara’s pet peeve on set regarding waste in production (17:48)


Tuesday, October 20, 2020

Fake it to make it: Virtual production for film & TV

Special effects that create computer-generated characters and backgrounds are found everyday in the gaming world and they have been standard fare in higher end Hollywood productions for years. But now, using a combination of more affordable technologies and open source real time 3D game engines as a foundation, these techniques are starting to move closer to mainstream film and TV production.  With networked laptops, game engines that can render high fidelity worlds, and a late model iPhone most everyone can experiment with these new technologies.


The guests on this episode of the Now & Next podcast are producer Andrew Scholotiuk and director Dylan Pearce. They have a sizable portfolio of feature films, TV shows, and games to their credit, along with a Lumiere Award for advancements and innovation in digital filmmaking. 

According to Andrew, it’s not just the technologies involved in virtual production, but the completely new ways of approaching the work that are exciting. “It’s going to allow for new partnerships, new ways of working either within a region or to connect and produce and create without boundary. This isn’t just about transposing what we did in the past into this new technology, but what can we do with this new technology that we’ve never done before.” 

And while there are always costs and learning curves associated with new technologies, Dylan points out there is an indie way to approach virtual production, using green screens, game engines, inexpensive tracker systems, and even iPhones to obtain superior quality content that used to only be feasible with big studio budgets.

In this episode, learn more about: 
  • The role video game engines play in virtual production (01:15)
  • Andrew and Dylan’s current system for virtual production and how it works (03:24)
  • To what extent virtual production can help with rising costs under COVID-19 restrictions (09:25)
  • Indie ways to get into virtual production (12:24)
  • The skills needed to get into virtual production (18:10)


Download a transcript of the episode

Dig Deeper:

Read Edmonton 3D filmmakers win major Hollywood award on CBC to find out more about Andrew and Dylan’s Lumiere Award for 3D film
Toronto will soon be home to Pixomondo’s virtual production studio. The new facility is said to be the largest of its type in the world
Discover the potential of Unreal Engine 5 in developing virtual sets that appear larger than life;
Read Virtual filmmaking takes center stage in reopening Hollywood in the Los Angeles Times
Read Virtual Production And The Future Of Filmmaking—An Interview with Ben Grossmann, Magnopus in Forbes
Read The filmmaking technology behind ‘The Mandalorian’ is straight out of the Star Wars universe on Quartz
Read TFO Is Using A Video Game Engine to Make TV, And It’s Working by Patrick Faller on CMF Trends
Watch What Is The Uncanny Valley? by Mashable Explains on YouTube

Saturday, October 17, 2020

The podcast is back for Season 3!

In the tradition of the rock radio double shot, Now & Next, the podcast I host, just dropped 2 episodes  for the launch of Season 3. (By the way, if you haven't yet subscribed to the podcast, you can do that here.)

In Episode 1, Toronto-based serial entrepreneur Alex Kolodkin joins me to talk about how to make production as safe as possible while still in the midst of a pandemic.

After months of complete shutdown, film and TV production has now resumed in Canada’s major filming centres of Vancouver, Toronto, and Montreal. Not surprisingly, there is a ‘new normal’ in place.

While there have always been health & safety consultants on set, Covid-19 safety requirements are a lot more specific and constraining. Hint: they are more than just a matter of frequent hand washing and mask wearing. For example, “sneeze etiquette” is now a thing.

On top of physical distancing among actors and crew members, new guidelines now apply to everything from bathrooms and food to the number of consecutive hours spent on set or location.

In BC the term ‘depopulating the set’ has been coined. It refers not just to limiting the number of people on set to the strict minimum, but also to new practices such as directors working remotely and following along on monitors as well as camera operators filming from cranes when possible.

Meanwhile in Quebec, there are new limitations on shootings involving close physical contact between actors, be it love scenes or fight scenes.

To help on-screen and off-screen talent adjust to such changes, Alex Kolodkin started the virtual company Safe Sets International. Since June 2020, they've been providing education and delivering certification for on set safety.

In this episode, you'll hear about:
  • What it’s been like for actors Andrew Bee and Ethan Berkeley-Garcia to go back to work (02:20)
  • The most high-risk situations and the new basic drill for people arriving on set (05:35)
  • The biggest resistance points to safety protocols on set (11:02) 
  • What motivated Alex Kolodkin to create Safe Sets International (12:35)
  • The flip side of COVID-19 safety protocols when it comes to production sustainability (15:06) 




In Episode 2, I'm joined by award-winning actor and founder of Reelworld Film Festival Tonya Williams to talk about ways to achieve meaningful and long-lasting racial representation in front of and behind the camera.

Canada is among the world’s most culturally and racially diverse countries. But what we see on the streets is rarely reflected on our screens. That’s why Tonya Williams, best known for her two-decade role as Dr. Olivia Barber on the long running-soap The Young & The Restless, has made it her mission to bring increased racial and ethnic diversity to Canadian TV and film productions.

Her first step toward this goal was founding the Reelworld Film Festival back in 2001. The initial objective of the festival was to showcase Black actors, writers, producers and directors in Canada. It has since expanded to include Indigenous, Asian, South Asian, Middle Eastern, and Latinx talent.

The festival’s 20th anniversary is coming up this October 2020 (14th-19th) and will be taking place online. Its newest feature, launched this summer, is an online database called Access Reelworld. It helps match racially diverse on-screen talent with writers, producers, and directors. Williams believes that now is the perfect moment for this kind of industry tool. The technology needed to build such a database has recently become much more affordable plus inclusion and equitable representation are top of mind priorities for producers, writers, directors, and networks.

On this episode of Now & Next Tonya also discusses how she defines success for the various initiatives she is driving and what she sees as the important work that still needs to be done.

In this episode, you'll learn more about:
  • Rachel Lui’s experience as an Asian actor (1:54)
  • How Tonya Williams' goals for Reelworld have changed over the festival’s 20 years (2:54)
  • Inspiring data collection and leadership hiring initiatives from the U.K. and the U.S. (5:52)
  • How the Reelworld Producers Program intends to solve the lack of representation of Canadian Black, Indigenous, People of Colour producers (9:02)
  • Why Tonya and many others are not fans of the acronym BIPoC (12:10)
  • The story of how the Access Reelworld database came to be (16:45)


Friday, October 2, 2020

Is the creative economy about the 1 percenters too?

This post is a follow up to one from last month that examined the overlaps between content creation and curation as new digital technologies take the place of the first generation of social platforms. 

Below, is Part 2, co-authored with Jad Esber, one of the co-founders of koodos, a VC backed startup that's  building tools to fill the gaps between consuming, creating, annotating, and categorizing online content.

And now, the hopefully awaited sequel to last month's post...

The internet has enabled us to pursue our passion and turn that into a financial reward of some kind, and that can be anything from making a bit of money on the side to making a decent living; see much-hyped Passion Economy. But -- it’s still a game for the 1%. 

People creating physical products and selling on Etsy and Shopify are prime examples of the commercial side of the passion economy. What could previously only be done at the level of a craft market can now be done on a global scale, and that's the case for the millions of people around the world selling their wares on those sites.

So when you look at creators using online tools to post creations to sell or monetize (whether, e.g. that's Etsy sellers or YouTubers or creators on Twitch etc.) the overall picture is another story of the top 1% of the 1%. A study done last year showed that there are about 17 million such creators in the US, with aggregate earnings of $7B, but fewer than 1% of those 17 million earn $10,000 or more per year.

Of the 30 million+ YouTube channels only about 20,000 or so have a million subscribers or more, which is where one needs to be to be 'in the game', so to speak, and in that 20,000 figure are the broadcasters and media organizations and recording artists who are already major brands, with infrastructure and marketing budgets, so that's now a really challenging place to make one's mark.


Above is an example of the distribution of views on YouTube for 2019, from Pex.com. I think people tend to think there are more YouTube stars or YouTube millionaires than there actually are, but the numbers show that close to 90% of videos posted get under 1000 views and not even 3% get between 10,000 and 100,000 views. And to get over a million views puts you in the 0.1%. I think people think there are a lot more PewDiePies out there than there actually are and these numbers back that up.

The bright side of these stats is that there are hundreds of thousands of people in the US alone able to earn at least a nice 'side hustle' level of money, if not a living, doing things that were either not doable from a logistical point of view or not feasible in the sense that a broadcaster or publisher was probably never going to give them the go-ahead to do a show or write a column.

Is there any good news? Yes there is. The GDP of the creator economy is expanding. 

1% of artists are getting 90% of streams. But, the more important stat is that that 1% is now 16,000 artists and the 99% represents about 160,000 artists. A huge uptick compared to the previous world. We’re seeing:
  • More & more consumers becoming creators and curators (with greater incentives & easier to use tools)
  • Better methods to monetize creative output online 
  • An increased willingness to pay online creators

In terms of how these dollars will be distributed, we will likely see a flattening of the head, with wealth being distributed more equally across creators. However, only slightly.

We’re seeing an obvious shift to a more creator-centric model. Patreon estimates that their creators will be earning at least $1 billion a year. A story about AWAL recently reported that somewhere between about 100 and 300 of the artists on AWAL earned over $100,000 last year and that AWAL's parent organization, Kobalt, believes there could be as many as 100,000 artists in this tier in the next five 5 years.

Markets naturally pick winners and talent is distributed by a very skewed power law. Most people only want to see content from the best creators. And we generally have similar assessments of what the best is.
However, what constitutes content, talent, and even creation, has never been more voluminous or varied. And at the center of all of this is the question of taste.

For the first time, possibly ever, we're seeing all tastes represented, expressed, distributed, and consumed. Wattpad is a good example with its (very) long tail of sub-genres. Everything from Christian zombies and vegan vampires to angry mermaids, and more recently angry mer-men. 

TikTok is another great example. They’ve helped to keep a huge range of distinct subcultures, with their different tastes, separated. And in the words of Eugene Wei: “one person’s cringe is another person’s pleasure, but figuring out which is which is no small feat”.


With platforms’ higher resolution of taste preference, creators have more opportunities and more choice between monetizing by earning a little off of each fan from mainstream content or earning a lot off of deeper connections with a smaller set of fans through niche content (see e.g. SignalFire’s recent report on the economy of creators).

In the end, it comes down to curation. Curation involves multiple vectors, and taste is the term for the component vectors of curator preference. As soon as taste enters the definition of talent, so does distribution and market segmentation. The idea that creation is for the 1% and the winner-takes-all dynamic relies on creators being judged simply by an excellence (or talent) standard. And curation only determines the size of the pot. But when creators are judged by a taste standard, curation and creation are intertwined. And we’re seeing more of that now than ever - and with that, we’ll see large welfare gains and more opportunities for people to make money creating and curating online.

Sunday, August 30, 2020

Curation & Creation: 2 sides of the same coin?

On the menu of the various things I've been keeping myself busy with is serving as an advisor to a Boston-based startup called koodos. koodos is a venture-backed startup out of Harvard and MIT that’s building tools and incentives for people to curate on the internet. They’ve started with an experience that allows users to curate music and add commentary using emojis, and have reached thousands of users that actively do this every week.

In this week's edition of the koodos newsletter part 1 of a 2-part interview I did with co-founder Jad Esber on the current state of content curation and creation, and how the two are overlapping more than ever.

What does it mean to curate in 2020?


Things have changed dramatically since the top down, industrial strength days of content creation and content curation e.g. I worked in radio in the 1980s and 1990s (yes I'm that old but don't tell anyone, ok?). In those days — and I only think it's worth talking about the 'old days' to the extent that it informs what's going on currently — there was extremely limited access to the system, whether for artists, fans, or people who wanted to be in the industry. Only so many spots were available on charts, only so many jobs were available in the industry. A world of engineered scarcity you could say, but engineered that way because of the cost of taking something from inception to success took a lot of people, and a lot of connections, and cost a lot of money. In those high barrier to entry worlds, whether music, journalism, film, fashion, whatever, there were a relatively small number of what could be thought of as 'tastemakers' and generally broadcast media (whether radio or television or newspapers or magazines) were used to disseminate those tastes. Again, a lot of meetings, a lot of marketing, a lot of money.

In the past 10 years or so things have flipped. No to low barriers to entry. Is that good news or bad news? It's both, because it means nobody can say no to your idea but it also means hugely increased competition. We see things like 50,000 tracks a day, yes each day, being uploaded to Spotify, 4+ million creators on Roblox, over 7 million Twitch streamers, over 30 million YouTube channels. And then there's the world of TikTok, which is harder to categorize as what exactly is a TikTok video in relation to the categories we generally use to think about these things. At any rate, all this is the inverse of the world of a handpicked 10 or 20 bands getting signed every year or TV shows getting greenlit or games getting made.

So the new game is not about getting in the door, so to speak. The door is wide open. But damn that front hallway is packed. The new game is about doing something so new, so captivating, so must see/hear/do that hundreds then thousands and hopefully millions will come along with you. In theory it's a from the ground up system (and certainly was in the early days of online content creation) but in practice it's about building taste communities and fan communities but it's also about algorithms and discoverability and those things are complex and dynamic and therefore require strategies and know how and budgets in order to optimize them.

In terms of technology's role in all of this, it has given us algorithms, it has given us recommender systems, it has given us machine learning and AI, and we need all those things because as the numbers cited above indicate, everything is happening at previously unthinkable scale. But can the technology alone be the curator? Is there a role for human touch in there? We're at the point now, about 10 years into this tremendous flurry of creative activity, that we're only now starting to see the strengths and also the limitations of the coming together of technology and curation. There are all sorts of new categories and new use cases for slicing and dicing things for recommendation and curation, new ways of thinking about end users, and how they may have many different personas at different points in time and therefore there are many different use cases for content for each individual.

Is there a living to be made from curating online?


I think we're already seeing that in various places and ways. The playlist makers at Spotify are effectively curators. When there are 50,000 tracks uploaded daily and something like 50 million in total we need that layer of curation. This is what radio used to do, what music magazines used to do, what the front rack of the record store used to do (for those that remember record stores). Now, the playlist makers that are making a living are generally employees at Spotify, as opposed to independent music curators online, but we also see people like Anthony Fantano and his Needledrop channel on YouTube, which has over 2 million subscribers and about 640 million views and he's one guy sitting at home reviewing albums...he also does live events on Twitch (and used to do live events in person in pre Covid times). Here's a guy who created his own niche, on his own, and it was different enough from what either legacy media or other digital media outlets were doing that he now pretty much owns this space of album reviews. And the new crop of Substack writers is another example. Many are both creating and curating. Adding opinion and expertise to the world of over abundant content and adding enough value that people are willing to pay.

Patreon has been a great enabler of similar activities too. They've paid out over a billion dollars to creators ince their inception and half of that was in the last year or so. I'm also very impressed with what Cherie Hu has been able to build there, as a kind of curator of market intelligence, and generator of insights, about the new, technology-driven music industry. Another example of someone, working as just 1 person, who has been able to build what appears to be a nice cottage industry online, in a space where there was no shortage of 'noise' or conventional (whether legacy or digital) covering the sector but there was a shortage of smart commentary and insights, and people are willing to pay for this. And then in the broader sense there's influencer marketing, which is now a $10B industry, and it could be argued that many of the influencers are performing a curatorial function, of fashion or travel or sports or makeup or whatever their area of interest may be.

Read Part 2 here.

Oh, and if you're interested in more musings on digital communities and internet culture in 2020 there's more to dig into on the koodos newsletter, that can be found here.