Tim Hill of Hoodlum on Interactive Media & TV |
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| Date: 14 December 2009 | Source : http://ow.ly/M7WV | ||
Tim Hill of Hoodlum // {Q&A} {Braindump} {Film & TV}WEDNESDAY, NOVEMBER 4, 2009 AT 11:58AM BCI Website - http://ow.ly/M7WV I first met Tim Hill (of Hoodlum Active) when he was co-presenting with Camilla Roberts from QPIX at one of this year's Pecha Kucha Brisbane. For November, I have decided to focus on film, interactive media and cross-platform works. Tim started his career as a web developer but he was always passionate about film and television. After studying Screen Production at QPIX he went on to produce a multi-platform feature film called Jack Kain that rolled out on DVD and online. Jack Kain was a break-through concept – part film, part online game. This project proved to him that audiences were evolving and viewing behaviours were undergoing a revolution. Tim has also produced two award-winning short films through QPIX’s Raw Nerve initiative - Blue Rinse Bandits and Jump. He has also produced TV commercials and music videos. In 2008, he was awarded a Creative Fellowship from the Pacific Film & Television Commission. Tim is currently the Development Coordinator at Hoodlum Active, a digital entertainment company in Brisbane. He is always interested in the latest technical advancements in the industry and continually strives to find new ways of connecting with modern audiences. What were the 'telling signs' that a film like Jack Kain needed to be rolled out in multiple platforms?There are ultimately two underlying motivations for multiplatform production: Creatively, it's just plain cool. As a filmmaker you get a kick out of an audience enjoying your film. There's no better pay off than sitting in a cinema with your audience and hearing them laugh, gasp and talk about your film afterwards. Moving your story in to other spaces allows them to extend their involvement with the narrative and the beauty with online is that it's inherently an interactive platform. Deploying a passive experience for online is like making a TV show with sound only and no pictures. In the online world, there's a greater sense of ownership. There's a quote I heard somewhere that says if you allow your brand to engage with social media, you no longer own it, your audience does. It's really true and motivating online audiences to create discussion and user generated content around your property is the best outcome you can expect.
Could you provide us other interesting examples of this kind of multi-platform strategy that have already been rolled out or about to be rolled out?There's a pretty interesting multiplatform series on at the moment called Valemont on MTV (http://www.valemontu.com). It's set in an American University and follows a girl searching for answers relating to her brother's murder. Each episode is under 3 minutes and MTV bookends The Hills and The City with Valemont episodes on air as well as making them available online. In addition, there's a bunch of character accounts on Twitter and a University forum in the world of the show (http://valemontcommons.com). The series was sponsored by Verizon and was made by Electric Farm Entertainment who previously made Gemini Division (http://www.geminidivision.com) with Intel as the main sponsor. These kind of brand/network multiplatform hookups are starting to gain traction, especially when they're cast with known actors and given air time on TV. As long as the ad model remains viable and advertisers can see good ROI, they will keep getting made. Sony has invested considerably in their own multiplatform destination site www.crackle.com with the aim to commission original multiplatform series. Every now and then a disgruntled producer or production company will announce that webseries are dead and that there is no way to monetise the content. Because these ventures are usually low budget, then the production outcomes are predictably low budget too. It's a bit of a chicken and egg scenario. If content creators expect to see profit, they need to be making content that attracts eyeballs.
Was there an audience difference between the film and the gaming platforms (ie similar to a huge festival where a band would pull in certain groups of people)With Jack Kain, not really. Because the experience was tightly integrated, you really had to watch the film first before going online. On the DVD cover and the marketing materials we tried to make it very clear that the film would end after act 2 and to continue the experience, you would need to go online. We worried whether that would be too jarring for an audience – imagine sitting down and watching a film for an hour and then suddenly it ends mid-story and tells you to go to a website. It seemed like a big ask. But the audience loved it. They became highly motivated to click on to the site and continue the experience. And these people weren't necessarily gamers, in fact we didn't target gamers at all in our mainstream marketing.
Thanks Tim!
Hoodlum makes no apologies for aiming to reach as many people as possible, and whilst we endeavour to build our experiences so they are tiered for different levels of ability and interest, it is the mainstream audience who are our main focus. On many of our projects we have a specific end point we need to reach, so we need to lead our audiences to that point and make sure they arrive primed and excited. As professional filmmakers, game designers, writers and developers, we work together to create compelling stories with dimensional characters that move, amuse and inspire. Everything we do is uniquely designed to balance story and interactivity, challenge and entertainment. We are always story first, technology second. Through traditional techniques of story and character, we motivate our audiences to migrate across platforms and inspire them to return again and again. Ultimately it is this deep understanding of story that gives Hoodlum the ability to connect with mainstream audiences all over the world. 2009 PRIMETIME CREATIVE ARTS EMMY ® WINNER Must read's: Kelly Chapman of KCDC at SPAA Fringe {Keynote} {Video}, The Future of Digital Art with Jaymis Loveday (interview), The Future of (Serious) Gaming If you loved this entry: Roundhouse // {For health and happiness} {Creative}, Creative Industries Networks (slideshow), Global // Events and Livestreaming, New Service: Intellectual Property and Technology Law Clinic, Brisbane's Bigfish.TV // {Animation} {Festival}, Pecha Kucha Vol. 11 at the Brisbane Powerhouse, Creative Industries and the City Pt 1, IDEAS Festival Wrap-up,IdN 15th Anniversary Edition: What do you love?, Brisbane eGallery Special // No Walls, Brisbane eGallery Special // Vegas Spray |