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CH14 Workshop | Summer ‘16 www.PortRGB.com/CH14 Overview Content Fee & Kit Careers Associate s Brain News Blogs Ask Paul Info Contest Contact CH14CRMR CR14 CINEMA REBOOT PS: For internal review, Not for public circulat

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Page 1: CR14 | Cinema Reboot | Workshop | Summer '16

CH14 Workshop | Summer ‘16www.PortRGB.com/CH14

OverviewContent

Fee & KitCareers

AssociatesBrain Trust

NewsBlogsAsk Paul InfoContestContact

CH14CRMR

CR14CINEMA REBOOT

PS: For internal review, Not for public circulation

Page 2: CR14 | Cinema Reboot | Workshop | Summer '16

INDO-KOREAN Fusion in SingaporeCH14 organizing a IDV H2S Contestwith core team from Singapore, Korea, Thailand and India.

CH14 INVITES FOR PLEASURE HUNT Experience the thrill of Discovering Careers in Infotainment Industry VOYAGE EDUCATIONAL JOURNEY OF Innovative WORKSHOPS, Interactive CONFERENCES: Packaged with Amazing TOURS

I déjà vu Assassin Creed Launch at TI, Singapore

Choi Inho: Fix KoreaMr. Inho Choi founder of Fix Korea, creator of Tactical Intervention - a video game developed with Minh "Gooseman" Le, the co-creator of Counter-Strike. It is a multiplayer first-person shooter in which a team of counter-terrorists face off against a team of terrorists, much like its predecessor, Counter-Strike. The game features dogs, riot shields and the ability to rappel. Tactical Intervention entered closed beta for North America on May 28, 2010, however this did not result in the release of the game.

Pixel Galaxy Studio has since picked up Tactical Intervention for co-production in India with it’s other overseas associates. The next version of the game will be localized for Indian market integrating Indian plots and characters.

Page 3: CR14 | Cinema Reboot | Workshop | Summer '16

The Brain Trust : DNAMr. Inho Choi, CEO – FIX Korea, developed FPS Game - Tactical Intervention, which he is planning to make next version demo using Mixedl reality

“The HoloLens, SDK launched in Mar 2016 - is essentially a holographic computer built into a headset that lets you see, hear, and interact with holograms within an environment such as a living room or an office space. It wirelessly connected to a PC, and has used high-definition lenses and spatial sound technology to create that immersive, interactive holographic experience.”

2016 is the year that virtual reality fans have been waiting for. The question remains whether virtual reality will get significant traction in the average consumer’s home as a “must have” item. We think not, but the long awaited public release of this new emerging technology platform is in itself a change of perception in the market from “cool” to “game changer.”

Facebook’s Oculus is releasing its Rift headset to consumers this quarter, and Sony’s Playstation VR and HTC’s Vive/Steam VR will be available in the first half of this year. This represents a major shift from concept and design to being widely available to the general public for purchase. The expectation surrounding the technology stems from the huge potential for disruption to a diverse array of traditional industries, as well as the large sums being talked about when discussing fundraising and acquisition activity in the virtual reality and augmented reality space. Magic Leap is leading the way in augmented reality, as it announced its intention to raise a massive $800 million+ round of funding this past December, even without a readily-available product.

The hardware is dominated by many Silicon Valley and Asian tech giants. The most anticipated headsets are coming from the likes of Samsung, Sony, Google and Oculus.

overview

Page 4: CR14 | Cinema Reboot | Workshop | Summer '16

This consolidation of power from the hardware side has led to a massive opportunity on the software and content side. Media companies and venture capital firms are beginning to pump capital into companies like Jaunt, which raised $67 million last September, and AltspaceVR, that had its own $10.3 million investment this past July, who are tasked with ensuring the potential of the hardware is fulfilled through engaging uses and high quality applications.. 

A Virtual reality can revolutionize a wide variety of industries such as media, sports, gaming, entertainment and education, and in 2016, we will see an early preview of high impact use cases and applications. In the near term, the gaming and media industries will likely get the lion’s share of the $150 billion of expected revenue coming from virtual reality by 20201. Legacy studios, such as CCP Games, are converting already hugely popular games to virtual reality platforms. Virtual reality-only game studios such as Playful and Resolution Games are working on new and extremely exciting innovations in gaming that they hope will extend beyond the hardcore gamer and reach the living room of the average consumer. On the media side, expect to see the first “made for virtual reality” movies and shows in 2016.

We expect 2016 to be a big year for virtual reality, as in our opinion it will be a year where the revolutionary nature of this technology and wide variety of applications that stem from it will be well understood by the masses. We will experience a year full of virtual reality headlines, massive investments, and product launches, yet it will be a year where virtual reality becomes a reality primarily for the early adopter.

Our belief is that widespread adoption will take place once the virtual reality experience becomes more seamless, headsets are aesthetically streamlined, more quality content is available, and the price of the technology naturally decreases..

Ref: Independent Technology Research Report by GP BULLHOUND TECHNOLOGY PREDICTIONS 2016

Cinema RebootEr. Tomar is Media & Gaming Business Strategy/Development Veteran with expertise in Start-up Ventures with proven strengths in EduTainment Enterprise Implementation. He brings over 2 decade experience as ICT Strategy Architect and Emerging infotainment Content Developer in AR,VR, New media, Games & VFx for the digital entertainment industry.

Page 5: CR14 | Cinema Reboot | Workshop | Summer '16

content

OVERVIEW

DESIGN TECHNICAL

PRODUCTION

BUSINESS

Immersive Media EvolutionDesigning for next-gen Tools and Architecture

Math's & PhysicsCGI, AI, Audio & IOT

Assets CreationProduction Pipeline

Business & Strategy 

ΛRVRMR

Page 6: CR14 | Cinema Reboot | Workshop | Summer '16

fee & kit

INCLUDES1. CH14 & PH Orientation Session2. Keynote Speaker Webinar

3. Cinema Reboot Workshop4. Cardboard VR5. Tactical Intervention Game6. Ask Paul’s explorer app7. Achievement Certificate

8. Networking Lunch

9. H2S & TI IDEAT CON-KIT10. New Gen Career Cube11. Activities with local students 12. Ariel Cinematography Preview

Workshop Fee is USD __ per participantStudent group discount on minimum 2 teams of 7 members.

Page 7: CR14 | Cinema Reboot | Workshop | Summer '16

careers

Source: Pete Sena : CRUNCH NETWORK CONTRIBUTOR - How The Growth Of Mixed Reality Will Change Communication, Collaboration And The Future Of The WorkplaceURL: http://techcrunch.com/2016/01/30/how-the-growth-of-mixed-reality-will-change-communication-collaboration-and-the-future-of-the-workplace/?sf20111720=1

A recent report from investment bank Goldman Sachs predicted that within 10 years, virtual reality hardware will be an $80 billion industry. This “base case” forecast assumed that adoption will be slow, as compared to that of smartphones and tablets, but, the report noted, “as the technology advances, price points decline, and an entire new marketplace of applications (both business and consumer) hits the market, we believe VR/AR has the potential to spawn a multi-billion dollar industry, and possibly be as game changing as the advent of the PC.”

While the conversation around VR (virtual reality) and AR (augmented reality) often focuses on gaming and video entertainment, the Goldman report theorizes that these use cases will account for less than half of the software market.

2025 Base Case VR/AR Software Assumptions by Use case

“$80 billion industry of Mixed reality has the potential to allow a global workforce of remote teams to work together and tackle an organization’s business challenges.”

“The challenge for businesses will not be to provide a more immersive experience, but a more valuable experience.”

Page 8: CR14 | Cinema Reboot | Workshop | Summer '16

PGS Highlights • Been consulting partner with  • Team has rich experience in wide array of Game training • Have trained more than 5000 gaming & VFX students in the

last decade. • Established many center for unmanned vehicles research in

various institutions of India to carry out advanced research activities 

• The workshops and its contents are designed to bridge the gap between theory taught at schools, colleges and actual industry problems. Trial and error method is not taught to the students. Every workshop involves proper theoretical calculation as well as practical hands on sessions. 

• Conducted international workshops in China, Korea, Canada and India.

Designed to teach the students in a fun filled way, increasing their interest in subjects Workshop handled by experienced tutors with gaming education background Students will learn about the AR, VR and Mixed Reality Domain

associates

Workshop on AR, VR & MR CH14# CH14CRMR

Shelf Life & Folklore

Jiao Tong UniversityShanghai

China

CIA VancouverBC, Canada

PH> PiT Live> CH-14 > > > >

Shanghai UniversityShanghai

China

CIA | JIMMC,Noida,

Game Services IP: Terapin

University BooksMumbai, India

Oxford CollegeBC, Canada

PGCIA

PGCIA,NCR,

PGCIA,Dun,

PGCIA PGCIAPGCIA

PGCIA

PGCIA, Vancouver, Canada

Game W/SWuhan, China

Game W/SFIX, Korea

PGCIA

Live Projects > Pleasure Hunt > PiT Live > CH-14 > > >

PGS

PGCIA,Singhania,

PGCIA

ASIA>

INDIA>

DXE Inc. PGSVANCOUVER

Page 9: CR14 | Cinema Reboot | Workshop | Summer '16

TI GAMEThe Brain Trust refers some of the veterans in the Industry. Enclosed is list of some of the key people in the making of Tactical Intervention & associates of CIA.Courtesy of FIX Games, Korea

3D Animator at FacePunchKorea Computer GamesMinh LeBack In 1999 he invented the game Counter-Strike. After Counter-Strike he spent a few years at Valve where I worked as an animator and prop modeler for Day of Defeat:Source.

After Valve in 2006 developed a new First Person multiplayer game Tactical Intervention. Managed FIX Games team of developers to release a fun free2play FPS game that provided unique and innovative new game mechanics that weren't found in other FPS games.

Cliff GarbuttProducer / Director - Character Animation / Special Effects for Motion Pictures and TelevisionVancouver, Canada AreaMotion Pictures and Film

Keith GillardGeneral Partner, Pangaea Ventures Ltd.Vancouver, Canada AreaVenture Capital & Private Equity

Tony SergiSenior Programmer, Fix GamesOntario, Canada He is Sr. Programmer at Fix Korea and also CEO Blackened Interactive, Canada.He is Excellent programmer with strong technical knowledge. Worked tasks efficiently and was a self-starter. Could manage multiple tasks at once. Very easy to work with and thrives in a team setting.

Page 10: CR14 | Cinema Reboot | Workshop | Summer '16

Brain trustThe Brain Trust refers some of the veterans in the field of AR, VR & MR.List is compiled through personal networks and web search, and does not claim to have validated description. Courtesy of TED

A futuristic vision of the age of hologramsAlex KipmanInventorWith his latest invention, HoloLens, Kinect creator Alex Kipman has opened a virtual holographic universe for users to explore — and he may have changed the face of computing forever.

Explore a speculative digital world without screens in this fanciful demo, a mix of near reality and far-future possibility. Wearing the HoloLens headset, Alex Kipman demos his vision for bringing 3D holograms into the real world, enhancing our perceptions so that we can touch and feel digital content. Featuring Q&A with TED's Helen Walters.

A glimpse of the future through an augmented realityMeron GribetzFounder and CEO, MetaAt Meta, Meron Gribetz is leading an effort to produce and sell augmented reality glasses with natural gestural hand recognition.

What if technology could connect us more deeply with our surroundings instead of distracting us from the real world? With the Meta 2, an augmented reality headset that makes it possible for users to see, grab and move holograms just like physical objects, Meron Gribetz hopes to extend our senses through a more natural machine. Join Gribetz as he takes the TED stage to demonstrate the reality-shifting Meta 2 for the first time.

The future of news? Virtual realityNonny de la PeñaVirtual reality pioneerNonny de la Peña uses new, immersive media to tell stories that create empathy in readers and viewers.

What if you could experience a story with your entire body, not just with your mind? Nonny de la Peña is working on a new form of journalism that combines traditional reporting with emerging virtual reality technology to put the audience inside the story. The result is an evocative experience that de la Peña hopes will help people understand the news in a brand new way.

Augmented reality will change sports & build empathyChris KluwePunter and authorAs a punter, most recently for the Minnesota Vikings, Chris Kluwe consistently set team records. As an advocate for equality, he proudly and profanely broke the NFL's code of omertà around locker-room politics

Chris Kluwe wants to look into the future of sports and think about how technology will help not just players and coaches, but fans. Here the former NFL punter envisions a future in which augmented reality will help people experience sports as if they are directly on the field — and maybe even help them see others in a new light, too.

http://www.ted.com/talks/meron_gribetz_a_glimpse_of_the_future_through_an_augmented_reality_headset http://www.ted.com/talks/chris_kluwe_how_augmented_reality_will_change_sports_and_build_empathyhttp://www.ted.com/talks/alex_kipman_the_dawn_of_the_age_of_holograms

https://www.ted.com/talks/meron_gribetz_a_glimpse_of_the_future_through_an_augmented_reality_headset?language=en

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BRING WHATThe only thing they need to bring is their creative passion, vision and Smart Phone. CH-14 are equipped with our students needs. PAY HOWClick on the register tab for Registration and payment options. BRING ALONGOwn smart phone is good enough GUEST JOINStudents are welcome to invite there friend from other institute, subject to hosting institute/place is Ok with for seats availability. Because the registration process is online, we can’t guarantee guest friends will be in the same group.  VISIT FACILITYWe have a impressive environment for visit facility, with prior appointment. LATE WHAT Our sessions have mostly team activities, which. So, we recommend that students arrive timely. RULES WHOCH14 operates on the associate's campus and benefits from the host's protocol. However, the CH-14 developing its own lab with a learning environment designed for teens and CH-14 trainers.

DOING WHATThe courses are designed to engage students in what they are passionate about. They will learn IDEAT: Innovation, Design, Entrepreneurship, Arts and Technology. Innovation & Storytelling are main focus for immersive content creation, at CH-14 we blend fun when they learn. 

LEARN WHAT They will explore cutting edge technology gadgets and applications while developing their own IDEAT: Innovation, Design, Entrepreneurship, Arts and Technology. HELP HOW At CH-14 they continue to innovate, with online reference support web, all have access to technology and at ease using Smart Phones. .

CERTIFICATE WHOCH-14 is based on an open-course, meaning that there are no prerequisites to participate in our sessions. The training provided is for personal enrichment and they receive the Certificate of Participation. TEACHER RATIOThere is a 1:28 or less instructor to student ratio. Our sessions conducts max. of 28 students or lesser for best reults. Since groups will be from 14 to 28 there will probebley two faculties to teach and assist. 

ONLINE SUPPORTYes, click here.

ask paul

Ask Paul 14 frequently asked questions

ASK US A QUESTION BY e-MAIL [email protected] or SMS to 9821142421

Page 12: CR14 | Cinema Reboot | Workshop | Summer '16

IDV H2F: Call for Freedom IDEAT CONTESTAnnouncing in KOREA, AUG ’16

contest

TACTICAL INTERVENTION artwork is Copyright © FIX GAMES All Rights Reserved.

PARTICIPATE NOWClick on the register tab for Registration for the exciting IDV H2S : Heritage to S IDEAT CONTEST > www.portRGB.com/contest

Also check out for IDV CINE CONTEST > www.portRGB.com/contest

IDV H2F Concept is to inspire from ancient civilization to citadels to future cities of tomorrow.Imagine, your city has so much heritage, told in folklore by your ancestors, and now teenager are experiencing the transition.LET the WORLD KNOW ! Share it through I déjà vu Platform.

IDV H2FHeritage to Future Concept

Page 13: CR14 | Cinema Reboot | Workshop | Summer '16

contact

Rishkandha SMS +91 9821142421E-mail [email protected]

NiruSMS +91 99533 25022E-mail [email protected]

MananSMS +91 98996 87343E-mail [email protected]

NishatSMS +_ _ _ __ _E-mail _ _ _ _ _ _

Page 14: CR14 | Cinema Reboot | Workshop | Summer '16

CH-14: Digitally Nurturing ArtsUAE : INDIA : PGSPL, E54, Sector 63, Noida, Delhi NCRS’PORE : CH14, The Pavillion at Far East Esquare #21-01 Singapore 049570KOREA : FixGames CO.,LTD. #607 HongSan-Ro 237, WanSan-Gu,Jeonju-Si, JellaBukDo,South KOREA

Page 15: CR14 | Cinema Reboot | Workshop | Summer '16

Cliff GarbuttTwice Emmy award winner veteran animator: serving industry for two decades. He co-founded Dimension X Entertainment where as Director Digital Media supervised the successful completion of interactive video games preproduction & cinematic clients including Digimon and Disney for projects like Finding Nemo, Cinderella and Snow White.He served industry as Animation Director / Artistic Director / Story Development / Lead Animator / Scene Setup Technical Director / Special Effects Director / Modeling & Rigging.Mr. Garbutt, a 1984 Fine Arts graduate of Emily Carr College of Fine Arts and Design. In addition, our advisory council offers outside management advice and consultation. They provide tremendous support for techno- creative and strategic decisions.Our very basic management team is in place, however as PGCIA expands we certainly intend to bring in more dedicated talent including senior level positions Core TeamThere are a about dozen people including 4 key people from the founder member team. Profiles available on request. As most of them are associated with other organization, there identity has to be treated confidentially and written permission is required from TBT, prior to any external communication. Crystal Rosales: Film & Broadcast Business AdvisorAs managing partner of Another Horizon - Films production / distributing consulting firm. Additionally from her another web service venture-Crystal insight she has done several web promotions for feature films.  Dave L’Heureux. Co-coordinator HR, DX Entertainment, Episode Host HoT CareersAs premier PiT Live moderator - motivates hundreds of scholars every week; He hosted many cool PiT Workshops and events. He was responsible for DX Internship team building for HoT Careers show. Paul Cordick: DNA: PPM / Character Design & Animation.As visiting faculty at PGCIA he is mentoring students for professional exposure of CG Production Pipeline - grooming them for Industry jobs. At Mainframe he is responsible for controlling Quality for TV series through Production Pipeline flow. Paul has around two decades experience and currently at Mainframe. He has contributed to the following and many more such as Barbie "Fairytopia" - Rendering Supervisor / Compositing Artist, Stuart Little 3 - Lighting Artist / QC Specialist, Barbie "The Magic of Pegasus" -& Max Steel 3 - Rendering Supervisor / Compositing Artist. Shawn Telling: DNA: VFx & Broadcast Design, Rendering/R&D at MF Entertainment Inc. Shawn joined Mainframe in 2004 and has been instrumental in producing CG shots for showcasing Mainframe’s HDTV capability. He aims to create practical, innovatively visually appealing rendering solutions. As mentor of group project, he defined and led the standards of PGCIA scholars aiming to submit HoT Promo for Siggraph 2007.  Jules Grant: DNA: Game Design & Programming.He currently serves DX as EVP-PR, based in Vancouver. His contribution as co-producer for “Pleasure Hunt” and “HoT Countdown” share North American publisher’s vision with Asia’s Indy Game Incubation Projects. He is supervising project for PGCIA affiliate’s produced game show reel and the game market orientation workshops at PiT Live. He is project editor for TBT’s Wanderer 6.X series and Cinema Reboot-1. He is also assisting for compilation of Asia’s Indy Game Concepts “HoT Countdown” show.He is also assisting on Game Design Documentation for DX’s proposed co-production title concept for VC/publishers. Marc Roth: VFX animator-The Embassy Visual Effects Inc.Emmy-nominated animator Marc has worked on many prestigious TV commercials including IMB, Nike, Mercedes and several more.Prior to joining the team at Embassy he worked on "I, Robot" and "The Matrix Revolutions" Specializing as a Technical Effects Director, apart from other over 30 credits in film, television and commercials since he started his career in 1997. Christine Blaze: DNA: Digital Film & Arts.He is serving as founding partner of Another Horizon - a consulting firm specializing in the producing / distributing Films. He is currently involved in pre-production and production of several films. His 1st Film SPANK got several awards; and recently completed his 2nd Indy film “Project Grey” with VFx contribution of PGCIA affiliates scholars.  Kith Gillard: DNA: Audio Engineering & Production. As an artist, musician and game audio designer his work has garnered many awards, including 2nd and 3rd ranking on Canadian Top 10 listing. Keith is instrumental in Business Investment analysis and Venture Capital negotiations. Serving BASF in Germany, with extensive experience with Mitsubishi.  Bruce Weaver: DNA: New Media Production, AVP Events & Alliances: Pixel Galaxy Studio. Executive Producer at Dhramadog Productions, USA.He is mentoring and motivational force behind Animation students at PGCIA affiliates as company’s primary Machinima evangelist, responsible for establishing key strategic partnerships within the New Media industry. Bruce conceptualized Real City concept project as Co-Producer for, which is in negotiation for merger with HoTCity. Kevin Kendall Mah-VFx Animator: Kevin is associated with Pixel Galaxy for more than 4 years. Prior, Kevin worked in the capacity of instructor / mentor at Top Digital Art Center in Shanghai, China, where he taught VFx and Digital Compositing.Before moving to China he served as Texturing/Lighting/Animation Artist at Durinium Entertainment Inc and as TA Vancouver Film School. He Assisted Visual Effects students in final project development.