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E3: How Take-Two CEO Strauss Zelnick Turned a Profit Without a New ‘Grand Theft Auto’ Release (Q&A)

Strauss Zelnick
Dorothy Hong

The gaming giant exec addresses the rising cost of talent and “L.A. Noire.”

[by Georg Szalai, Hollywood Reporter]

Video game maker Take-Two Interactive Software recently released the well-reviewed L.A. Noire, a crime drama with a cinematic feel. The title has provided the latest shot in the arm for Take-Two, which also publishes the hugely popularGrand Theft Auto franchise and surprise hit Red Dead Redemption. Chairman and CEO Strauss Zelnick is a former CEO of music major BMG Entertainment and was a top executive at Fox and Columbia Pictures before co-founding ZelnickMedia in 2001. He took over Take-Two’s board in 2007 with the support of shareholders to clean up the company amid probes into its business practices. Indeed, the publicly-traded Take-Two, which employs more than 2,000, turned a profit for its most recent year despite no new GTA release. With video gamers gearing up for the E3 show June 7 to 9 in Los Angeles, Zelnick, 53, a married father of three who lives in New York, spoke with THR about 3D, his company’s digital future and what Hollywood can learn about keeping talent costs down.

The Hollywood Reporter: L.A. Noire uses new face-recognition technology and motion capture. Is this going to change the gaming industry?

Strauss Zelnick: Just the thought that we can do that already is a big breakthrough. There are 200 actors in L.A. Noire, which is really brand-new to the industry. There has been live action incorporated in video games, but not to this extent. What that implies going forward remains to be seen.

THR: How widespread will this technology become?

Zelnick: It is sort of like 3D in the movies. Does 3D apply to every movie you make? Probably not. I don’t know that Hangover II would benefit from being a 3D movie. But to the extent you benefit from great human realism in a video game, that opportunity is beginning to exist.

THR: Using actors, is there a risk of rising talent costs?

Zelnick: Yes. What that probably means is that we are going to keep pushing the envelope on creating characters in the computer that look real so that we can own our stars. In five or 10 or 15 years, video games will look like live-action. If you look at our basketball game and stand back by 10 feet, it is very difficult to distinguish from a televised game of basketball.

THR: Unlike some game makers, you own much of your intellectual property. How many of your brands are your own?

Zelnick: We own basically all of our IP. On the sports side, we own the software, but the properties are licensed. As far as our entertainment IP, we do have some licensed properties, for example our Nickelodeon properties, but generally speaking, we own our intellectual property. That allows us to control it and gives us a higher margin than a competitor who has licensed properties.

THR: When will 3D become a key contributor in gaming?

Zelnick: It’s a little complex because you’ve got the glasses issue. But, of course, technology is coming where you can have a 3D experience without glasses. The physics in Avatar don’t have to work, but the physics have to work in the video game business because if you create a motion and the physics don’t work, it won’t fit with the gameplay, and it will be a bad experience.

THR: Will entertainment companies buy game firms?

Zelnick: I don’t understand how the big diversified media companies can’t be exposed to interactive entertainment. We are the only growth area in the entertainment business, and the world and the demographic is moving towards interactive entertainment. The average age of a video game player is 36 and almost 50/50 male-female. If you include social gaming, it is very much a female business for that. Time Warner has a pretty meaningful business, but still a small portion of its revenues. Disney has just made some changes in its interactive entertainment business. News Corp./Fox has very limited exposure. Viacom has no exposure to speak of. It’s a bit of a mystery to me why the traditional entertainment companies don’t feel interactive is highly relevant to them when what they do is create the best entertainment properties and distribute them around the world. But that benefits us, so it’s OK.

THR: Take-Two in its latest fiscal year made 9 percent of its revenue in digital rather than traditional packaged form. How key is digital to your future?

Zelnick: We are platform-agnostic. All our properties are digital, but what we are quibbling about now is whether we deliver it over a wire or on a physical disc. That, to me, is a detail. The economics of digital distribution are fine; there is a benefit to not having physical inventory. At the same time, retail is an important marketing partner. The record business lost a lot when people stopped browsing in the record stores. Is our strategy to transition to digital? No. Is our strategy to be everywhere the consumer is? Absolutely.

See the original post here: http://www.hollywoodreporter.com/news/e3-how-take-two-ceo-194895

Multiplexes add a third dimension to business with 3D

[Lakshmi Ajay & Varada Bhat / Ahmedabad/mumbai, Business Standard]

The success of India’s first stereoscopic 3D film ‘Haunted’, and a bevy of others in the offing from both Bollywood and Hollywood has prompted several multiplex operators to increase their number of 3D screens.

The Vikram Bhatt-directed horror flick stole the thunder while vying with well-marketedfilms in month of Mayandcollected over Rs 24 crore. And over 150 3D screens are all set to come up-some which are upgradation of old screens and others which are brand new-in the next five to six months. This simply that out of1050 screens in India, 30 percent will be 3D compatible.

Big Cinemas is planning to double the number of its 3D screens in next 6-8 months.Similarly, Cinemax plans to come up with 30 new 3D screens this year while PVR has a total digital screens count of around 90 as on date, 30 of which are 3D.

 

Cinepolis, the Mexican multiplex brand that has forayed into Indian markets, has already set the bar by having all the screens converted to 3D. “We are coming up with 50 screens this year and all will be 3D. The cost of 3D production has gone down, so we will definitely see richer content coming from the industry,” says Deepak Marda, Associate MD and Country Head, Cinepolis India.

According to Ranjit Thakur, CEO, Scrabble Entertainment, who works closelywith multiplex operators to install 3D screenstherewill be around 300 screens by the end of the financial year2012. Scrabble has 147 screens under its belt.

However, the rush for 3D is not just restricted to metros, but also in Tier II and Tier III townslike Akluj, Anand, Surat, Allahabad, Nagpur, Madurai, VIjayawada and Cochin.

Sunil Punjabi, Chief Executive Officer, Cinemax says, ” Avatar’s much hyped release saw almost 60 to 70 screens were upgraded to 3D and the trend seems to be picking up now.”

Industry sources say that it roughly costs Rs 10 lakhs to convert an existing 2D screen to a 3D screen while to build a 3D screen altogether would cost roughly from Rs 30-35 lakhs depending on the technology.

“This year alone there are around release about 35 3D titles, which is a whopping increase from the 10 3D titles 2 years ago. Hollywood studios are pulling all stops in terms of marketing and promotion for these films,” he added.

Pirates of the Caribbean – On Stranger Tides,Kung Fu Panda 2, Rio, Tangled,Avatar and Alice in Wonderland, among others, have evoked good response from the viewers.Add to that, There is huge anticipation for upcoming 3D movies like Harry Potter and Deathly Hollows Part II, Cars 2, Transformers: The Dark Of The Moon and Adventures of Tintin to name a few.

Now even Indian filmmakers are looking to jump onto the 3D bandwagonwhich has caught the fancy of Hollywood studios. According to sources,Vikram Bhatt has signed a three film 3D movie deal with DAR Motion Pictures. Titled Dangerous Ishq the movie will be released in first quarter of 2012.

There is also abuzz that Aditya Chopra, is mulling with the idea of filming Dhoom 3 in the 3D format,taking the action-adventure genre of the film to another level.

“So far in India 3D content is still in a catch-22 situation with producers claiming that there are not enough screens to air 3D films. The coming two years are critical for 3D content in India and so while we currently have around 13 3D screens, we intend to double the count in the next 6-8 months.” says Ashish Saksena, COO, Big Cinemas, West and South region.

The shift to more number of 3D screens is also triggered by increased digitisation of film contents by directors and production houses.According to Pramod Arora, Group President and CEO, PVR , Indian flicks like ‘Haunted’ and ‘Robot’ saw increased digitisation, with the latter dedicating 25 per cent of the money on visual effects (VFX), resulting in 2000 VFX shots in 40 scenes.

“Even, upcoming movies like Ra.One and Joker are expected to have some great visual effects,” says Arora.

Technological advancement is also likely to help multiplexes fight against the increased competition from digital TV. “Multiplexes fear loss of a good opportunity in the wake of them facing stiff competition from digital TV that airs new films in a matter of days after the theatrical release. But 3D can give an edge to the industry,” said Punjabi.

See the original post here: http://www.business-standard.com/india/news/multiplexes-addthird-dimension-to-business3d/437962/

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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