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Mariah Carey's Game of War Ad Is Here, and It's Actually Not Terrible

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It's just another day getting knocked on your ass by hordes of medieval soldiers and a fire-breathing dragon, and then Mariah Carey suddenly comes along and saves you.

A new ad from mobile role-playing game Game of War: Fire Age, riffs on the pop singer's 1993 hit "Hero"—with a cameo from the star herself. The approach adds a bit of humor to the barely cogent sex-sells melodrama of Kate Upton's blitz for the brand. Case in point—the sight gag of a large, angry man pancaking an enemy with a giant hammer, while Carey sweetly croons in the background.



Mariah looks oddly squished in the spot, like the aspect ratio was messed with. And she doesn't exactly look like a warrior as she runs off to kill more fire-breathing dragons. But the spot could certainly have been a whole lot worse.

The use of another huge celebrity is sure to further raise the profile of a micro-payment-hungry strategy game that's found a perhaps-surprising degree of success, given that it makes some players feel like nothing more than an ATM.

Hopefully, Machine Zone, the game's publisher, doesn't run this ad to the point where it drives everyone insane. But given what the endorsement probably cost, that's probably wishful thinking.


James Franco and Lenny Kravitz Try Not to Suck at Guitar Hero Live in New Ad

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One of the key features of the upcoming Guitar Hero Live is the real-time reaction of a live-action crowd, who'll tell you pretty quickly if you suck at lead guitar. And both Lenny Kravitz and James Franco don't exactly rip it up—at least in the early scenes—in this new commercial for the Activision game from 72andSunny.

Kravitz, as you'd expect, pulls himself together. But Franco, amusingly enough, never looks very comfortable in the spot—apparently, playing guitar is the one cool thing this cool actor can't fake. (And surely being told to "Kravitz it up a little" doesn't help.)



Franco and Kravitz were both reportedly fans of Guitar Hero, which made it easier for their enthusiasm on set to seem authentic and genuine.

"Guitar Hero Live gives you the chance to live out your rock star fantasy in front of a real audience that reacts to how you play, so watching James Franco and Lenny Kravitz challenging each other to win the crowd in the game brought that excitement to life in a really cool way," says Tim Ellis, CMO of Activision Publishing. "Some of the best moments we captured on film were purely spontaneous between James and Lenny. They had great chemistry and had a lot of fun with the game. We just let them loose."

Guitar Hero Live rolls out Oct. 20, returning from a five-year absence for the franchise. Check out the reveal trailer, and lots more about the game, here.

CREDITS
Brand: Guitar Hero, Activision
Chief Executive Officer: Eric Hirshberg
Chief Marketing Officer: Tim Ellis
Vice President, Consumer Marketing: Ian Trombetta
Senior Manager, Consumer Marketing: Orlando Baeza
Coordinator, Consumer Marketing: Jared Castle

Project: "Win the Crowd" Guitar Hero Live Launch Trailer

Agency: 72andSunny
Chief Creative Officer: Glenn Cole
Executive Creative Director: Bryan Rowles
Group Creative Director: Frank Hahn
Creative Director, Designer: Peter Vattanatham
Creative Director, Writer: Tim Wolfe
Lead Writer: Evan Brown
Senior Designer: Jon Hall
Writer: Ryan Iverson
Group Strategy Directors: John Graham, Bryan Smith
Senior Strategist: Hamish Cameron
Strategist: Jake Watt
Group Brand Director: Mike Parseghian
Brand Director: Torie Gleicher
Brand Manager: Sarah Donze
Brand Coordinator: Mariam Al-Hooty
Chief Production Officer: Tom Dunlap
Director of Film Production: Sam Baerwald
Executive Producer: Dan Ruth
Senior Film Producers: Kara Fromhart, Zeynep Taslica, Dave Stephenson
Director of Business Affairs: Michelle McKinney
Business Affairs Director: Alex Lebosq
Business Affairs Coordinator: Ashley Pesses

Production Company: Caviar
Director: Jonathan Krisel
Executive Producer: Michael Sagol
Director of Photography: Damian Acevedo
Head of Production: Kelly Bowen
Line Producer: Jeff Tanner

Editing: Rock, Paper, Scissors
Editor, GH LIVE: David Brodie, Gabriel Britz
Editor, GHTV: Carlos Arias
Post Producer: Dina Ciccotello
Recording, Mixing: Lime Studios
Audio Mixer: Zac Fisher
Audio Assistant: Kevin McAlpine
Executive Producer: Susie Boyajan
Visual Effects, Online: Method
Senior Flame Artist: Thomas Downs
Producer: Sumer Zuberi
Telecine: CO3
Colorist: Siggy Ferstl
Producer: Matt Moran

Ad of the Day: PlayStation Awakens Your Inner Child in Epic Trailer for Star Wars Game

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There's already plenty of nostalgia around the upcoming Star Wars movie, and PlayStation only adds to that vibe with this holiday spot from BBH New York for a game called Star Wars Battlefront, launching Nov. 17 on the PS4.

Are you a grown man stuck in a dead-end job in an airless skyscraper, dreaming of when you actually enjoyed life? Like back when you were a kid and you were having epic Lightsaber battles with your best friend, dressing up as Darth Vader and Yoda for Halloween, and racing Star Wars bikes around the neighborhood?

Spoiler alert: You can't go back there. However, you can buy Star Wars Battlefront and metaphorically shatter your stasis, leap on to an X-wing fighter and head to Hoth, where snowy freedom awaits (along with "greatness," as the brand's continuing tagline puts it).



PlayStation blogged about the spot, saying the brand "wanted to celebrate the launch of Star Wars Battlefront in the biggest way we could—with a love letter to one of the most enduring and inspiring fictional universes in human history."

The campaign includes one :30 and one :60 for TV and online.

And the campaign goes well beyond the spot into custom consoles: A limited-edition, Darth Vader-inspired PS4 system—with an image of Darth Vader and a repeated Star Wars logo across the top of the console—will be available as part of two Star Wars bundles available Nov. 17.

CREDITS
Client: PlayStation
Senior Vice President, Marketing: Guy Longworth

Agency: BBH, New York
Creative Chairman: John Patroulis
Chief Creative Officer: Ari Weiss
Creatives: Lucas Bongioanni, Marcos Kotlhar, Philip Sicklinger, Alex Booker
Chief Strategy Officer: Sarah Watson
Strategy Director: Kendra Salvatore
Business Director: Finnian O'Neill
Account Director: Justin Marciani
Account Executives: Eric Schwerdtfeger, Johnny Skwirut
Head of Content Production: Kate Morrison
Senior Content Producer: Abbie Noon
Head of Business Affairs: Sean McGee

Production Company: Park Pictures
Director: Lance Acord
Executive Producers: Jackie Kelman Bisbee, Mary Ann Marino
Line Producers/EPs: Caroline Kousidonis, Justin Pollock
Director of Photography: Lance Acord
Head of Production: Anne Bobroff
Production Designer: Richard Bridgland
Production Service: Stillking Prague
Production Supervisor: Lars Flegel

Editing House: Exile
Executive Producer: Carol Lynn Weaver
Producer: Toby Louie
Editor: Kirk Baxter
Assistant Editor: Grant Hall

Sound Design: Brian Emerich
Sound Mixing: Sonic Union
Producer: Justine Cortale
Engineer: Steve Rosen

Visual Effects House: The Mill
Executive Producer: Verity Grantham
Senior Producer: Jeremy Moore
Producer: Michael Scarcella
Production Coordinator: Casey Sincic
Shoot Supervision: Christian Neilsen, Nathan Kane
2-D Lead Artist: Kyle Cody
3-D Lead Artists: Ruben Vandebroek, Joji Tsuruga
Colorist: Ferg McCall

SXSW Reverses Controversial Decision and Will Now Conduct a Full Day of Anti-Harassment Panels

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South by Southwest Interactive is doing an about-face on its decision to cancel two anti-harassment panels due to threats of "on-site violence" for the 2016 conference. Now, less than a week after announcing the cancelation—and days after facing mounting criticism from media partners like Vox and Buzzfeed pulling out —SXSW is instead creating an entire daylong summit to address the issues in a much bigger way.

South by on Friday announced it will hold a full slate of talks on March 12, which it plans to livestream throughout the day.

"Earlier this week we made a mistake," the announcement said. "By canceling two sessions we sent an unintended message that SXSW not only tolerates online harassment but condones it, and for that we are truly sorry.

"The resulting feedback from the individuals involved and the community-at-large resonated loud and clear. While we made the decision in the interest of safety for all of our attendees, cancelling sessions was not an appropriate response. We have been working with the authorities and security experts to determine the best way to proceed."

SXSW is now taking the issue very seriously. For instance, here is a list of 19 confirmed anti-harassment speakers that it released on Friday:

  • Monika Bickert (Head of Product Policy, Facebook)
  • Soraya Chemaly (Writer/Director, WMC Speech Project)
  • Congresswoman Katherine Clark (D-Massachusetts)
  • Wendy Davis (Women's Rights Advocate; former TX State Senator)
  • Mark DeLoura (VP Technology, formerly with Sony, Nintendo, Google, and White House OSTP)
  • Mary Anne Franks (Law Professor, University of Miami School of Law and Legislative & Tech Policy Director, Cyber Civil Rights Initiative)
  • Jonathan Greenblatt (CEO and National Director, Anti-Defamation League)
  • Umair Haque (umairhaque.com)
  • Sarah Jeong (Contributing Editor, Vice Motherboard)
  • Emily May (Co-founder and Executive Director, Hollaback!)
  • Kelly McBride (Vice President of Academic Programs, The Poynter Institute)
  • Shireen Mitchell (Founder, Digital Sisters and Stop Online Violence Against Women)
  • Nika Nour (Director, Communications and Creative Strategies, Internet Association)
  • Meredith L. Patterson (Security Researcher)
  • Joseph Reagle (Northeastern University and Author, "Reading the Comments: Likers, Haters, and Manipulators at the Bottom of the Web")
  • Jeffrey Rosen (President & CEO, National Constitution Center)
  • Lee Rowland (Senior Staff Attorney with the ACLU's Speech, Privacy, and Technology Project)
  • Ari Ezra Waldman (Associate Professor of Law, New York Law School)
  • Brianna Wu (Head of Development, Giant Spacekat)

SXSW is an annual conference drawing roughly 40,000 tech, agency and brand players every year for its late-winter festival.

Marshawn Lynch and Cara Delevingne Suit Up for Call of Duty's Latest Epic Ad

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Kevin might just seem like a regular guy, but he's so nasty at Call of Duty that he gets to star in this ad for Black Ops III—complete with narration about his exploits from actor Michael B. Jordan, and a stunned reaction from football star Marshawn Lynch.

In other words, the commercial, created by 72andSunny and directed by Wayne McClammy, reprises the brand's approach of using a mix of celebrity, high-octane production, along with famous music, to play up up the role of the everyman.

Titled "Seize Glory," it features the familiar tagline "There's a soldier in all of us," and the Rolling Stones' "Paint It Black" as the soundtrack. (This harkens back to the original Call of Duty: Black Ops live-action trailer, from five years ago, with the Stones' "Gimme Shelter.") And—spoiler alert—model Cara Delevingne also makes an important cameo, ticking the formula's box for sassy, badass female bit role.



The trailer first aired during Sunday's NFL game between the Seattle Seahawks, for which Lynch is a running back, and the Dallas Cowboys.

Activision selected the new crop of celebrity endorsers in part because they are well known fans of Call of Duty, reports Mashable. But the ad also calls to mind 2013's epic about four friends on a tear through Las Vegas, also featuring Megan Fox and Frank Sinatra. (The first-name-paean approach also tangentially evokes PlayStation.)

And presumably, it's Carl Jr. on which Kevin is munching while he takes his lunch break.

Ad of the Day: Anna Kendrick Channels Obi-Wan in Star Wars Battlefront Trailer

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Office workers, high-school kids, rush-hour commuters, a rock band performing on stage and even Anna Kendrick all vanish, Obi-Wan style, and their earthly accoutrements—clothes, backpacks, guitars—fall to the ground in this captivating two-minute promo for the Electronic Arts game Star Wars Battlefront.

Ultimately, these folks are transported into the pulse-pounding action of the game itself, which is set for release on Nov. 17. The spot, "Be More Powerful," goes wide today online, and will air during ESPN's Monday Night Football game between the Chicago Bears and San Diego Chargers.



"We wanted to send a message to fans that they're going to get to do what they always wanted to do—disappear into a world they love and fight these incredible battles they've only imagined," Ryan Hartsfield, associate creative director and copywriter at Heat, which created the spot, tells Adweek.

"We knew this had to work globally, so we started thinking about a spot that feels almost like a World Cup announcement. Because Star Wars, like football, is one of those rare fandoms that literally transcends age, culture, religion, sex, race, borders, everything. It's like a secret club, except there are 300 million members."

Once that concept was established, the agency asked itself, "How do we show people leaving our world and going into the game world without literally showing real people in the game, or the game in the real world, both of which have been done time and time again?" says Heat associate creative director and art director Jeff Fang. "Obi-Wan vanishing into the Force just became a natural device, because it's the most Star Wars way of showing somebody transporting from one realm into another."

The shots of various folks vanishing are smoothly achieved and seem both strange and familiar, because Star Wars lore is so firmly fixed in our cultural consciousness.

"The intention was to stay as close [as possible] to the original Obi-Wan disappearance in Star Wars: A New Hope—which was a practical effect," says Fang. "But we couldn't put everybody in robes and shoot from the same angle. The only other time a character disappears into the Force is when Yoda dies, which is a dissolve. So there was little precedence on what this would look like in Star Wars canon and how to accomplish it from a production perspective."
  
Kendrick, who simply must show up in every commercial these days, melts away while fixing a late-night snack. Brandishing a kitchen knife like a lightsaber, she channels Ben Kenobi's famous not-so-last words: "If you strike me down, I will become more powerful than you can possibly imagine."

"We wanted a celebrity fan to deliver the Obi-Wan quote and be the big transition to gameplay," Hartsfield says. "Anna is a legitimate superfan who also happens to resonate with a younger audience. We also like the spin of a woman delivering that famous quote. It speaks to the diversity of the fan base. Star Wars is for everyone. She was perfect."

While Star Wars fandom does indeed transcend international boundaries, some other aspects of American popular culture apparently do not. For example, the scene in which two bros vanish while high-fiving proved particularly difficult to realize, and not because of the special effects.

"We shot in Prague, so we did our casting there and in Berlin," says Hartsfield. "Kids in Europe don't know what a high five is, let alone how to do it. Ever try and teach an 18-year-old kid how to high five naturally? I don't think we ever got one totally perfect—but close. The European awkward high five has kind of become a secret handshake within our group."

CREDITS
Electronic Arts, Star Wars Battlefront, "Become More Powerful"

Agency: Heat, San Francisco
Chairman, Executive Creative Director: Steve Stone
Creative Directors: Anna Rowland, Warren Cockrel
Associate Creative Director, Art Director: Jeff Fang
Associate Creative Director, Writer: Ryan Hartsfield
Producer: Melissa Nagy
Director of Production: Brian Coate
Director of Account Services: Aaron Lang
Account Director: J.T. Pierce
Account Manager: Kevin John
Assistant Account Manager: Rachel Majors
Business Affairs Director: Julie Petruzzo

Client: Electronic Arts
Vice President, Global Creative: Dana Marineau
Senior Director, Global Creative Strategy: Dustin Shekell
Director, Global Creative: Eddie Garabedian
Senior Manager, Global Creative: Doug Harakal
Media, Postproduction Director: Mattias Lindahl, EA DICE
Vice President, Marketing: Lincoln Hershberger
Brand Creative Lead: Neel Upadyhe
Senior Video, Media Director, Editor: Randy Evans, EA DICE
Senior Animator: Cameron Scott, FIDO

Production Company: MJZ
Director: Dante Ariola
Director of Photography: Hoyte Van Hoytema
Senior Executive Producer: Eriks Krumins
Line Producer: Natalie Hill
Production Designer: Quito Cooksey
Production Service Company: Bohemian Pictures, Prague

Editing: No6
Editor: Andrea Macarthur
Assistant Editors: Colin Guthrie, Andrew Manne
Executive Producer: Crissy DeSimone
Post Producer: Yole Barrera

Visual Effects: The Mill
Executive Producer: Sue Troyan
Producer: Dan Roberts
Production Coordinators: Chris Lewis, Anwei Chen
Shoot Supervisors: Chris Knight, Koen Vroeijenstijn
2-D Lead Artist: Chris Knight
3-D Lead Artist: Koen Vroeijenstijn
3-D Artists: Jacob Bergman, Jason Jansky, Steven Olson, Monique Espinoza, Blake Guest, Berk Hakguder, Michael Archambault, Cory Cosper, Majid Esmaeili
2-D Artists: Ben Smith, Scott Wilson, Robert Murdock, Tim Robbins
Art Department: Brett Lopinsky, Kelsey Napier, Matthew Dobrez
Motion Graphics: Kyle Moore, Vinicius Naldi, Greg Park
Colorist: Adam Scott
Executive Producer: Thatcher Peterson
Color Producer: Ali Struck

Audio Mix: Lime Studios
Audio Engineer: Rohan Young
Live Action Sound Design: Rohan Young, Lime Studios
In-Game Sound Design: Charles Deenan, Source Sound

Music
Music Composed and Orchestrated by Gordy Haab
Music Arranged and Edited by Samuel Smythe
Original Star Wars Music by John Williams

8 People Are Being Abused for the Next 24 Hours on This 'Survival Billboard' in London

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Xbox is celebrating the launch of Rise of the Tomb Raider in the U.K. by punishing eight Lara Croft fans with a sadistic stunt—forcing them to stand on a billboard in London for 24 hours and pelting them with harsh weather conditions, as voted for by the public.

The stunt just kicked off a few hours ago and is streaming online at survivalbillboard.com and on Twitch. The eight contestants, who were chosen from thousands of applicants, are standing on tiny ledges in the air and being subjected to arctic cold, strong winds, snowstorms and intense heat—with the people watching choosing the order of the punishments.

The last one standing wins a trip inspired by Rise of the Tomb Raider.



The campaign began in October with call-for-entries ads outlining the contest's "Terms & Horrible, Horrible Conditions," and warned interested parties to expect anything from hypothermia to hallucinations. The final eight include survivalists as well as hardcore and casual gamers.

The work was created by m:united\McCann, m:united\Momentum, m:united\CRAFT, m:united\MRM, media agency EMT and PR agency Edelman. It ties into the game nicely, as Rise of the Tomb Raider features much more hostile landscapes than earlier incarnations of the franchise.

More pics below.

Christoph Waltz Tells James Corden the Epic Story of a Single (Real) Clash of Clans Game

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Barton F. Graf 9000 just rolled out a new campaign for the Supercell game Clash of Clans that's got an interesting mix of elements—namely, an unexpected celebrity pairing plus a new focus on real, epic moments from actual Clash of Clans games users have played.

The "True Tales of Clash Achievery" campaign launched today with a spot called "The Legend of the Last Lava Pup." It's narrated, amusingly enough, by Christoph Waltz as a kind of bedtime story to James Corden, who appears to be Waltz's son in this scenario.

In the suspenseful tale of a epic game that one user played, a Lava Pup, the lone survivor of the army, saves an entire clan seconds before the clock runs out. The footage switches from Waltz and Corden in a bedroom to battlefield scenes animated by Psyop. Then, at the very end, gameplay footage shows the preceding story as it happened in the game.



Combining three different perspectives—live action plus cinematic animation plus gameplay animation—is a novel storytelling method for video games. And it's a really nice way of using humor, spectacle and real gamer stories to keep viewers engaged. 

The film went live on YouTube today. TV and social elements launch Dec. 25, as does a microsite where players can submit their own moments of achievery and view the stories being featured. Out-of-home ads launch Dec. 28 in New York, London and San Francisco.

Barton F. Graf, which used Liam Neeson in a Super Bowl ad for Clash of Clans back in February, has been mining Clash community pages, forums and even Reddit to find real stories for the campaign, emphasizing the idea that every Clasher has a story.

CREDITS
Title: "The Legend of the Last Lava Pup"

Client: Supercell
Brand: Clash of Clans

Agency: Barton F. Graf 9000
Founder/Chief Creative Officer: Gerry Graf
CEO: Barney Robinson
Chief Strategy Officer: Laura Janness
Executive Creative Director: Scott Vitrone
Art Director: Michael Hagos
Copywriter: Sam Dolphin
Producer: Erica Kahr
Head of Integrated Production: Josh Morse
Account Director: Kate Faux
Account Supervisor: Mike Andreozzi
Director of Business Affairs: Jennifer Pannent
Senior Strategy Director: Sean Staley
Junior Brand Strategist: Kirk Luo

Production Company: Anonymous Content
Director: Tim Godsall
Executive Producer: Eric Stern
Line Producer: James Graves

3D/Animation Production Company: Psyop
Director: Fletcher Moules
Animation Lead: Jean-Dominique Fievet
CG Lead: Stephen DeLalla
Executive Producer: Amanda Miller
Producer: Lucy Clark

Editorial: MackCut
Editor: Gavin Cutler
Asst. Editor: Pamela Petruski
Executive Producer: Sasha Hirschfeld

Music Production : Butter Music & Sound
Music CCO: Andrew Sherman
Music EP: Ian Jeffreys
Music Producer: Ryan Faucett

Mix: Lime Studios/Loren Silber


Boom Beach Started Its New Campaign on TV and Will End It in the Game This Friday

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If you like absurd cartoon supervillains, here's a campaign for you.

Mobile game maker Supercell and New York agency Barton F. Graf 9000 are hyping strategy game Boom Beach with a series of ads featuring Dr. T, a smack-talking mad scientist who could be a character straight out of a Pixar movie. And in a nice twist, all the offline ads point to a development that's happening this Friday in the game itself. 

In Boom Beach, players battle against each other and computer-controlled opponents to collect resources. Gaming website IGN describes it as a modern version of smash fantasy title Clash of Clans, which is also published by Helsinki-based Supercell and advertised by New York-based Barton F. Graf. 

Dr. T is already a fixture in the game, but throughout the campaign he's been teasing an upcoming super weapon he plans to use on players. Come Friday, they will be forced to reckon with the new threat—suspected to be a giant crab, thanks to the detective work of one impatient fan.

Check out the intro ad here:

 
In another commercial, we get a look at Dr. T's existing arsenal, which includes a turtle wielding a crowbar.

 
In another, it becomes even clearer that Dr. T isn't the brightest of villains when he throws sand at the camera lens, an ineffectual twist on the old grit-in-the-eyes sneak attack.

 
A bevvy of other ads—including Dr. T's song—appear on the Boom Beach YouTube account.

The campaign launched on Christmas Day and included air time on ESPN during the NBA's Wizards-Cavaliers game. In one print execution, Dr. T does admit a weakness … for blackberry licorice. But the most absurd, and therefore arguably best, piece—featured at the top of this post—is of Dr. T lying on his side in a classic Playboy pose, with just the word "Hi." 



Whatever the outcome of the attack, hopefully Christoph Waltz will narrate the battle in a post-mortem ad, as he did for its sister game Clash of Clans. After all, not many people can actually make retellings of gameplay entertaining.

CREDITS
Client: Supercell
Brand: Boom Beach

Agency: Barton F. Graf
Chief Creative Officer: Gerry Graf
CEO: Barney Robinson
Chief Strategy Officer: Laura Janness
Executive Creative Director: Ian Reichenthal
Creative Directors: Matty Smith and Joey Ianno
Copywriter / Art Director: Owen Weeks, Chris Sheldon, Chase Kimball
Head of Integrated Production: Josh Morse
Producer: Cameron Farrell
Account Director: Kate Faux
Account Supervisor: Kimmy Cunningham
Strategy Director: Sean Staley
Brand Strategist: Kirk Luo
Print Producer: Wayne Treptow
Project Manager & Print Producer: Daniela Contreras
Lead Designer: Matt Egan
Junior Designer: April McMullan
Head of Business Affairs: Jennifer Pennant

Animation Production: HouseSpecial
CD / Director: Kirk Kelley
President / EP: Lourri Hammack
Producer: Karly Richter
Art Director: Alan Cook
Editor: Cam Williams
Flame Artist: Rex Carter
Technical Director: Patrick Van Pelt
Animation Lead: Greg Kyle
VFX Lead: Karl Richter
Lighting Lead: Matt Reslier
Compositing Lead: John Corbett

Audio: Heard City
Audio Engineer: Evan Mangiamele

Sound Design: Trinitite
Sound Designer: Brian Emrich

Music: Butter Music + Sound
Composer: Andrew Sherman
Producer: Ryan Faucett
EP: Ian Jeffreys

Print Production: Box Graphics
Box Co-Founder and Head of Production: Suk Choi

Pokémon Unveils Its Super Bowl Ad, the First of This Year's Spots to Roll Out Online

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Pokémon has become the first brand to unveil a full 2016 Super Bowl commercial, rolling out an extended version of its 20th anniversary spot that will run in a 30-second version on the Feb. 7 telecast.

Ad agency Omelet in Los Angeles created the ad, which was shot in Rio de Janeiro and explores the idea of training. (The owners of Pokémon video games and trading cards are considered "trainers," preparing Pokémon creatures for battle.) As previously reported, the spot—full of hidden Pokémon references—carries the tagline, "Train On."

The spot takes its visual cues largely from sports advertising. It has a Nike feel to it—until the final moments, when it becomes clear our young hero is waging much more fantastical kinds of battles. (Bonus points for excellent use of Pikachu in a scene toward the end.)



"For 20 years, the Pokémon world has inspired fans to train hard and have fun," J.C. Smith, senior director of consumer marketing at The Pokémon Company International, said in a statement. "This ad is reflective of that passion, and I can't think of a bigger stage to share this story than the Super Bowl."

The 30-second version will run near the beginning of the third quarter of Super Bowl 50.

Releasing Super Bowl ads early and in extended versions has become a popular strategy in recent years, ever since the 60-second version of Volkswagen's "The Force" went viral in the week leading up to the 2011 Super Bowl. (That ad also aired as a :30 on the game itself.)

Pokémon has gone a step further by striking a deal with CBS to have its new spot included—along with a behind-the-scenes look at its making—on a Feb. 2 special called Super Bowl's Greatest Commercials. (This ad doesn't deserve that qualifier, which makes its placement there even more of a coup.) 

The ad is part of a yearlong campaign celebrating 20 years of Pokémon, in which time it has sold some 275 million video games and 21.5 billion TCG cards worldwide, and created an animated series spanning 18 seasons. More information about the anniversary can be found at Pokemon.com/20. 

• For more Super Bowl 50 news, check out Adweek's Super Bowl Ad Tracker, an up-to-date list of the brands running Super Bowl spots and the agencies involved in creating them.

Arnold Schwarzenegger Stars in Explosive Super Bowl Teaser for Mobile Strike Game

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Machine Zone's war-themed mobile game Mobile Strike will get a commercial on Super Bowl 50, the ad's star, Arnold Schwarzenegger, confirmed Wednesday.

Schwarzenegger, who is making his third straight appearance in Super Bowl ads, appeared on the Super Bowl's Greatest Commercials special on CBS last night, and introduced the teaser below.

The teaser and the ad itself were created by twofifteenmccann and directed by Henry Hobson of Furlined.



"If you can't play in [the Super Bowl], at least be part of the commercials. It's a great honor to be part of this," said the actor and former California governor, who appeared in a trailer for Terminator Genisys during last year's game and in a Bud Light spot the year before.

The teaser shows Schwarzenegger playing the game on a phone and a tablet as he walks through his everyday life, which is suddenly transformed into a battlefield. At one point he uses the tablet as a gun. Schwarzenegger has been the face of the game since its launch last fall. 

"It's an exciting game," he said Wednesday of Mobile Strike. "It's really like the commercial shows, with the game coming alive. … You're in the middle of all this unbelievable action."

No details about the Super Bowl spot itself were available. Twofifteenmccann has posted a 30-second spot that is similar to the teaser on its website. Machine Zone aired a spot in last year's Super Bowl starring Kate Upton for Game of War: Fire Age.

5 Questions You Should Answer If You Want Your Mobile Marketing to Work

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While it's no surprise that mobile devices are playing a larger role in consumers' lives, the growth in the use of smartphone devices has had a transformative impact on the way people interact with brands.

As a result, the dichotomy behind this new relationship promises to reshape our daily lives for many years to come. Since consumers and smartphones are attached at the hip, brands have increasingly turned to these new digital appendages as a key touch point in their dialogue with customers.

Andrew Paradise Illustration: Alex Fine

The question now becomes: What do brands need to know about mobile consumers heading into 2016?

What are the basics? Expect smartphone devices to continue to influence how consumers search, shop, buy and engage with brands. The decision to purchase is now heavily influenced by content that users generate and others read, primarily through product reviews and social media. As mobile device usage continues to grow, brands will need to continue adapting to the needs of increasingly mobile and well-researched consumers.

Where is mobile growth coming from? Consumers are now spending more time in apps than watching TV, and according to eMarketer, much of the growth in time spent on mobile devices will come from people spending more time within these apps.

In 2015, it was calculated that U.S. smartphone and tablet users spent an average of 3 hours and 5 minutes a day using mobile apps, up from 2 hours and 51 minutes in 2014. Next year it's estimated that mobile device users will spend 3 hours and 15 minutes per day using apps, helping mobile marketing grow to a $100 billion industry.

Are you building trust with your consumer? A recent study revealed that nearly 60 percent of buyers use mobile devices to research their purchases. These mobile consumers are looking for brands they can trust, and smartphone devices can help build this confidence between customers and brands by turning to powerful real-time communications technologies to achieve those goals.

As more consumers run local searches on mobile, advertisers are increasing their spending on mobile ad campaigns, and in 2015 it is expected that brands will have spent $8.3 billion on social media advertising. Brands need to harness this power of mobile and social media, and know that it's one of the most effective ways to directly impact and communicate with consumers. Trust is the most crucial element of social media where content only receives attention if it's authentic. Brands need to develop content that is mobile friendly and designed to teach, entertain and ignite discussion.

Are you investing in the right market? If you combine Android and Apple stores, there are over 2 million apps for consumers to download, so if brands want to survive in a mobile world, they will need to invest in mobile marketing in a huge way. But are they investing in the right market?

From social media advertisements to recognizing the power of mobile SEO, brands should position themselves to appeal to their target audience on mobile devices at any time of the day. These trends are increasingly important to the game industry, as the market for mobile games is also growing at a rapid pace.

In the case of eSports, the growth and accessibility of mobile games is taking the sport to unprecedented levels of popularity, which is attracting the attention of Madison Avenue. The global eSports market is now worth $748 million and will reach $1.9 billion by 2018. With eSports becoming more mainstream and attracting both traditional and new media channels like TBS, ESPN and Amazon, eSports brands must take notice of this growing interest and explore more marketing and advertising efforts to coveted audiences like millennials, on a medium they know well.

Are you utilizing multiple devices? With mobile digital media time in the U.S. now at 51 percent, significantly higher when compared to 42 percent for desktop, the multi-device world has disrupted marketing and forever changed how brands communicate with customers.

According to a recent Pew report, 90 percent of American adults own a mobile phone, 32 percent an e-reader and 42 percent own a tablet computer, so the key to mobile success for brands in the next year is to adopt a multidevice approach as the connection between consumer engagement and the mobile purchasing experience grows. Take the time to understand which channels and formats customers prefer, and then diversify how and where to publish content as a way to extend reach and scale.

Consider all formats that can be applicable to mobile, such as microsites, blogs, social media, webinars and videos.

The bottom line is that mobile traffic is rapidly taking over traditional forms of media, and marketers need to stay ahead of this curve. They can no longer approach mobile advertising as a niche media channel, but must come up with strategies and solutions unique to a growing audience that is still taking shape, and is therefore still very reachable.

Specs
Claim to fame A serial entrepreneur, Andrew Paradise is the founder and CEO of Skillz, a leading worldwide mobile eSports company.
Base San Francisco
Twitter@andrewparadise

This story first appeared in the Feb. 15 issue of Adweek magazine. Click here to subscribe.

Ad of the Day: PlayStation Vue Helps You Escape From the Evil Clutches of Big Cable

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Forget about the Thought Police … here comes the cable company!

Big Cable is portrayed as a dystopian, soul-sucking force (not a big stretch there) in "Escape," the first TV spot for Sony's PlayStation Vue from Venables Bell & Partners.

As the minute-long ad opens, a dull ochre haze hangs over the land. The grim silence is punctuated by the tinny din of loudspeakers hawking new cable bundles to residents of a drab housing tract. Cable trucks roam the streets like hungry sharks seeking prey.

So, it basically looks a bit like Albuquerque … on a good day.

Our hero refuses to play a losing game, though. Rather than renew his cable contract when his TV orders him to "COMPLY!," he goes on the run—with white-capped cable guys in hot pursuit. In a cute bit, the all-seeing corporate call center coordinates his pursuit, announcing, "This escape may be monitored for quality assurance."

Just as capture seems certain, a manhole opens and our hero descends into darkness and makes his way toward … freedom? Schenectady? Watch the clip to find out:



"One of our goals was to create a hero that our target could relate to," Tyler Hampton, creative director at VB+P, tells Adweek. "Gamers are always fighting a system of some kind in their gameplay, and we wanted to recreate that feeling in the spot. People are tired of the status quo and the feeling of being stuck, so there was a rich emotional vein to tap into. As well as identifying the problem, we wanted to lead them to the solution in a gamer way. A secret tunnel was a natural." 

The spot retains the futuristic flavor of PS Vue's past work from former agency Johannes Leonardo, taking the sci-fi themes in an edgy new direction. Overall, it's a satisfying, cinematic ride from Park Pictures director Lance Acord (the man behind Apple's "Misunderstood," which won the 2014 Emmy Award for best ad, and many other hits.)

And if "Escape" falls a tad flat at the finish, devolving into sheer predictability, well, what did you expect? This is a commercial, after all. It's not like cable guys are going to catch up and shove the guy's head inside a set-top-box filled with rats until he agrees to sign a new contract. That only happens in real life.

CREDITS
Client: Sony PlayStation
SVP of Marketing and Head of Playstation Network: Eric Lempel
Senior Director, Americas Marketing: Nancy Kim
Senior Manager, Product Marketing: Lynda Chen
Manager, Product Marketing: Lori Kackenmeister
Associate Marketing Specialist: Michele Ewing
Director Corporate Communications at PlayStation: Karen Auby
Agency: Venables Bell & Partners
Chairman: Paul Venables
Executive Creative Director: Will McGinness
Creative Director: Tyler Hampton
Associate Creative Director: Alex Rice
Copywriter: Chris Bull
Director of Integrated Production: Craig Allen
Agency Senior Producer: Emily Moore
Production Company: Park Pictures
Director: Lance Acord
Director of Photography: Lance Acord
Executive Producer: Caroline Kousidonis
Line Producer: Tracy Broaddus
Editing Company: Exile
Editor: Kirk Baxter
Assistant Editor: Grant Hall, Jess Baclesse
Post Producer: Toby Louie
Editorial Executive Producer: CL Weaver
Editorial Head Of Production: Jennifer Locke
Music House/SFX: Walker
Composer (Escape): Judson Crane
Executive Producer: Sara Matarazzo
VO Casting: Sound + Fury
Mix: Lime
Mixer: Jeff Malen
Mix Producer: Susie Boyajan
VFX Studio: a52
VFX Supervisor: Patrick Murphy
Head of 3D: Kirk Shintani
CG Supervisor: Adam Newman
2D VFX Artists: Patrick Murphy, Matt Sousa, Steven Wolff, Hugh Seville, Cameron Coombs, Mike Vaglienty, Christel Hazard, Richard Hirst, Dan Ellis
3D Artists: Adam Newman, John Balcome, Manny Guizar, Jose Limon, Joe Chiechi, Mike Bettinardi
Matte Painting: Dark Hoffman
Flame Assistants: Gabe Sanchez, Kevin Stokes
Roto Artists: Tiffany Germann, Cathy Shaw, Robert Shaw
Production Coordinator: Kelly Noecker
VFX Producer: Michael Steinmann
Executive Producer: Patrick Nugent
Design Studio: Elastic
Design Art Director: Mike Calvert
Designers: Mike Calvert, Jon Forsman
Animator: Peter Murphy
Design Producers: Jenny Bright, Catherine Yi
VFX/Design Head Of Production: Kim Christensen
Design Executive Producer: Belinda Blacklock
Design Managing Director: Jennifer Sofio Hall
Head of Brand Management: David Corns
Brand Director: Elaine Chu
Brand Manager: Gillian McBrayer

How Activision Invaded Black Ops 3 This Weekend to Begin the Marketing of Infinite Warfare

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Activision could have announced its brand-new Call of Duty game, Infinite Warfare, through any number of paid media outlets and reached millions of people. But why do that when you already own an entire fictional world where you can do real marketing to millions of people who are already avid gamers? 

Activision did just that this weekend, creating a four-day "Hostile Takeover" puzzle for gamers inside Black Ops 3, Activision's massively popular 2015 COD title, that culminated Monday with the reveal trailer for Infinite Warfare. 

The tactic is similar to what Activision did last year for Black Ops 3, which it promoted with Snapchats hidden inside Black Ops 2. But this campaign, coordinated by AKQA, was blown out on a completely different scale.

First off, here is the reveal trailer:



Now, let's backtrack. Here's what happened, chronologically:

On Friday morning, Black Ops 3 players in the popular Nuketown map noticed a mysterious spaceship hovering overheard in the cinematic that ends the level, promoting feverish speculation from players who'd watched the video hundreds of times and never seen anything out of the ordinary.

On Saturday morning, the bad guys from Infinite Warfare infiltrated the Black Ops 3 universe, leaving propaganda all over the place. On Sunday morning, the hero from Infinite Warfare, Lt. Reyes, appeared and directed players to what he described as the only secure communications channel left—Facebook Messenger—where players could interact with him and get help finding clues hidden within the game and elsewhere the internet.

The new COD franchise

Players who found the codes could unlock the Infinite Warfare reveal trailer at 9 a.m. Monday morning, an hour before it was scheduled to be released widely. (In the end, this didn't exactly go according to plan—but more on that later.) Those players were also promised special content they could carry with them into the new game when it launches this fall.

Activision CMO Tim Ellis told Adweek last week, leading up to the four-day stunt, that it only made sense to target Black Ops 3 players, particularly after last year's Snapchat stunt in Black Ops 2 helped to make Black Ops 3 the biggest entertainment opening of the year—with more than half a billion dollars in its opening weekend (a bigger opening than any Hollywood movie, including Star Wars).

"We've seen the greatest player engagement in franchise history [with Black Ops 3], which is an important fact when you consider how we're using that game and that platform to introduce the next game," Ellis said.

"We wanted to create the widest possible net—to use what turned out to be the biggest game of the year to introduce our new game, Infinite Warfare. We wanted to drive that message from the outset that Infinite Warfare is going to be the next epic entertainment launch of the year."

The Black Ops 2 Snapchat stunt "just kind of just scratched the surface of what was possible" with in-game launches of a new game, Ellis added. So, he challenged AKQA and the gameplay studios—Treyarch and Infinity Ward, which had to collaborate to bring their two worlds together—to take the concept to a new level.



For AKQA, it was a fun challenge, all rooted in the simple truth that marketing—if done subtly and entertainingly—conducted inside a Call of Duty game, for real Call of Duty players, is likely to be much more powerful than any advertising effort outside the game could be.

"No ad or stunt or microsite or commercial is ever going to be better than the greatest game ever," AKQA group creative director Nick Strada told Adweek. "So, what we try to do is create a really awesome Call of Duty experience. We take the game, and the principles of the game, and bring it to life in a way that the marketing vanishes into the game and creates moments that are memorable and shareable and awesome." 

The agency knew it wanted to expand on what it did with Snapchat in Black Ops 2. "We started to build that muscle. We asked ourselves: How do we double, triple, quadruple down on that?" Strada said.

Thus was born the idea for a four-day mystery, and the Facebook Messenger integration.

"It started with something really subtle," Strada said. "If I went into your living room and moved something two feet to the left, you would notice. We went into one map in the game, Nuketown, which is like the Lambeau Field of this game, and put the bad guys' spaceship in there. We just wanted players to say, What the heck is going on here?"

Importantly, the players could choose whether to investigate further. None of this added adventure—which is basically marketing materials in disguise—was compulsory. 

With the advent of chatbots, the Facebook Messenger integration seemed like a fun way to coordinate an game- and internet-wide scavenger hunt for alphanumeric codes that would unlock the reveal trailer. 

"You might have to zoom in with your sniper scope to see one of [the codes]. There might be one on the other side of a wall, that you can only see if you jump to your death. What we didn't want was for somebody to hack this in 30 seconds," said Strada.



The hunt went well beyond the game, too.

"It's this multichannel thing," Strada said, "where what you see in the game, and what you see on Twitch and on Snapchat, and what you see buried in the code of our website—actually buried in the source code of CallOfDuty.com—it all comes together in this Messenger experience, where we get to reward our fans with an early view of the game trailer and, later, with content they can take with them into the next game." 

AKQA partnered with an automated conversation company called PullString on the chatbot. Strada touched on the creative challenges of writing for it.

"I'm trained as a copywriter," he said. "When you write for most brands, you write a piece of copy. It's linear. You write it, your boss approves it, and it's only going to be experienced one way—the way you wrote it. This was an experience where we had to assume things, and write copy for scenarios that may or may not ever happen. And we had to do it in a way that didn't feel like you're talking to a robot. The fans know they're taking part in an experience. But we can't break that fantasy by having it be junky." 

Overall, the strategy is both practical and delightful—practical in that it's so targeted (it's like if Disney could put an ad for the next Star Wars inside the current Star Wars—though of course, games can do this and movies can't), and delightful in that it gamifies the very announcement of a new game.

There was one unfortunate hiccup, though, and it happened very early Monday morning: The reveal trailer was leaked on Hulu, an Activision partner, several hours before the players with the codes were supposed to see it first exclusively. 

It's not yet clear what exactly happened, but this, of course, is the downside of the powerful interconnectedness that makes an activation like this possible in the first place. When there's a leak, it spreads just as quickly and dismantles the framework you've so carefully set up. 

Activision took the development in stride and moved up the trailer release.

Lt. Reyes sent all fans who participated an official message, in character, sharing a link to the official reveal trailer—in a sense, giving them a head start on seeing it, though the leaked copy had spread far and wide by then. Also, all players who solved the puzzle will receive an official Infinite Warfare Playercard unique to the "Hostile Takeover" experience for participating.

The company declined to comment on the leak specifically, but did tell Adweek in a statement: "This past weekend was all about the community coming together to directly participate, learn about the new game and engage with the character for the first time. And the fan reaction at each step was fantastic."

A few more images, and credits, below. 



CREDITS

Call of Duty: Infinite Warfare
"Hostile Takeover" Activation

Client: Activision
Project: "Hostile Takeover"

Activision
CEO Activision Publishing – Eric Hirshberg
EVP, Chief Marketing Officer – Tim Ellis
SVP, Consumer Marketing – Todd Harvey
Vice President, Global Media – Caroline McNiel
Global Head of PR and Digital Marketing – Monte Lutz
Senior Director, Digital Marketing – Justin Manfredi
Senior Director, Global Media - Simone Deocares-Lengyel
Senior Manager, Digital Marketing – Richard Elmore
Vice President of Production – Daniel Suarez
Sr. Executive Producer for Infinity Ward games – Marcus Iremonger
Executive Producer for Treyarch games – Kevin Hendrickson
Executive Producer – Yale Miller
Senior Producer – Jason Ades
Producer - Graham Hagmaier

Treyarch
Studio Head – Mark Lamia
Game Director, Multiplayer – Dan Bunting
Director of Brand Development – Jay Puryear
Director of Communications & Social Media – John Rafacz
Producer – Miles Leslie

Infinity Ward
Studio Head – Dave Stohl
Development Director – Luke Vernon
Studio Art Director – Brian Horton
Director of Communications - Eric Monacelli

AKQA
Group Creative Director - Nick Strada
Creative Director – Simone Nobili
Associate Creative Director - E.B. Davis
Art Director - Nils Westgardh
Senior Designer - Charles Calixto
Senior Art Director - Hovin Wang
Associate Copywriter - Tandeka Lauriciano
Client Partner - Kristin Goto
Account Director - Andrew Furth
Senior Account Executive - Mal Gretz
Senior Motion Graphics Designer - Arturo Lindbergh
Motion Graphics Designer - Ryan Jones
Director of Film and Motion - Dave Shuff
Senior Project Manager - Joel Wasko
Associate Director of Technology - Jesse Fulton
Strategist - Thijs Van de Wouw

Edelman
VP, Strategy – Sam Kennedy
Account Supervisor – Lauren Curtis
Social Media Strategist – Ben Lewis
Social Media Strategist – Justin Fitzwater
Community Manager – Kurt Wendler

PMK•BNC
SVP, Brand Marketing and Communications – Michele Wyman
Senior Director, Talent Relations – Missy Mele
Director, Brand Marketing and Communications – Mark Van Lommel
Director, Talent Relations – Jonathan Kichaven
Senior Account Executive, Talent Relations – Ashley Studer
Program Manager – Chong Kim
Account Executive, Brand Marketing and Communications – Renee Felton

PullString:
Engineering Lead - James Chalfant
Writer - Scott Ganz
Writer - Dan Clegg

Why Video-Game Stephen Curry Is Thrilled About Real-Life Stephen Curry's MVP Award

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Something strange happened with Stephen Curry this season—well, stranger than his usual otherworldly feats. The real-life Stephen Curry started playing so ridiculously well that he began to outpace the NBA 2K16 Stephen Curry—which came as a surprise to game maker 2K Sports.

Now, on the occasion of the Golden State Warriors guard being voted the first unanimous MVP in NBA history, Under Armour and 2K Sports are teaming up for a fun stunt that involves helping NBA 2K16 Curry get a little better, so he can match the real thing. 

Starting at 6 p.m. ET on Thursday, NBA 2K16 players will be able to download a roster update that will make video-game Curry an even better shooter—his rating will be maxed out at 99 for 30 hours, in a reference to his jersey number. The 99 rating is the best ever for any player in the game.

To promote the stunt, Under Armour and agency Droga5 created the fun ad below, in which video-game Curry is shocked at what real-life Curry can do on the court.



Droga5 tells AdFreak that the agency wanted to beyond an MVP celebration and instead create an experience that fans could enjoy.

"Stephen Curry's impact on the game of basketball is immeasurable," said Kip Fulks, chief marketing officer at Under Armour. "His game, coupled with his will to dominate, is unlike anything we've ever seen in the NBA. Stephen's cultural reach off the court is equally transcendent. At Under Armour we are thrilled and humbled to be alongside Stephen on this journey, and look forward to his continued perseverance in making himself a better athlete every single day."

CREDITS
Client: Under Armour
Campaign: The New Level
Launch Date: May 10

Agency: Droga5 NY
Creative Chairman: David Droga
Chief Creative Officer: Ted Royer
Group Creative Director: Tim Gordon
Senior Copywriter: Ben Bliss
Senior Art Director: Evan Schultz
Designer: Toga Cox
Chief Creation Officer: Sally-Ann Dale
Head of Broadcast Production: Ben Davies
Executive Broadcast Producer: David Cardinali
Associate Broadcast Producer: Isabella Lebovitz
Head of Interactive Production: Niklas Lindstrom
Head of Print Services: Rob Lugo
Executive Design Director: Rob Trostle
Senior Print Producer: Alyssa Dolman
Retouching Studio Manager: Michelle Leedy
Retoucher: Peter Gibson, John Ciambriello
Global Chief Strategy Officer: Jonny Bauer
Group Strategy Director: Harry Roman:
Sam Matthews: Strategy Director
Newman Granger: Junior Strategist:
Senior Communications Strategist: Hillary Heath
Group Account Director: : Julian Cheevers
Account Director: : Bola Adekoya
Associate Account Manager: Scott Bubis
Senior Project Manager: Courtney Kosup
Project Manager: Connor Hall 

Client: Under Armour
CEO and Founder: Kevin Plank
Chief Marketing Officer: Kip Fulks
SVP, Global Brand Management: Adrienne Lofton
VP, Global Consumer Engagement: Jim Mollica
Director, Global Marketing Operations—Process
& integration: Teresa Oles
Director, Global Basketball: Tai Foster

Editorial: D5 Studios
Editor: Estan Esparza:
Studio Coordinator: CJ Trahan

Post Production: The Mill
Senior Producer: Nick Strange Thye
2D Lead: Nathan Kane

Colorist: Michael Rossiter
Color Producer: Natalie Westerfield
Color Assistant: Evan Bauer

Music: Elias
It's Been Some Time: Composers: Nate Morgan and
Jonathan Scott Manness

Sound: Heard City
Sound Engineer: Jeremy Siegel


How the Maker of Call of Duty Plans to Become the 'ESPN of Esports'

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The maker of games like Call of Duty and World of Warcraft says it will soon be the "NFL juggernaut of esports."

At its debut Digital Content Newfronts presentation today at PlayStation Theater in New York, Activision Blizzard Media Networks, the broadcasting arm of Activision Blizzard, unveiled plans to grow its monthly audience by expanding its livestreaming capabilities thanks to a new integration with Facebook Live and an algorithm that provides real-time data.

In June, at a two-day Call of Duty tournament in California, the company will try to tap into Facebook's 1.6 billion worldwide users when it starts livestreaming competitions on the social network.

Activision Blizzard has spent the past few months building out its broadcast capabilities after acquiring Major League Gaming in January in a move to create what it calls the "ESPN of esports." (Activision Blizzard Media Networks' chairman is Steve Bornstein, the former CEO of ESPN.)

According to Mike Sepso, svp of Activision Blizzard Media Networks, the company now has around 500 million monthly users across its games. Sepso pointed out that's nearly as big as the combined monthly active user base of Twitter and Snapchat.

"In fact, we've been streaming esports live since before YouTube even existed," Sepso said. "And we've grown [Major League Gaming] from a startup to a global powerhouse that continues to shape esports culture."

Sepso said the vertical integration of Activision Blizzard—from making the games to hosting in-person competitions to streaming it all online—allows the the company to pair its fan base with brands. In an interview after the presentation, Sepso said some viewers spend up to three hours at a time watching live competitions. He said that on April 2, the night of the NCAA Tournament's semifinals, viewership peaked at 1.6 million.

According to a report by market research firm Newzoo, the esports market is expected to grow 43 percent from $325 million in 2015 to $493 million in 2016—and then to $1.1 billion by 2019.

"I think the important thing to understand about this audience is this tremendous passion point," Sepso said. "It's not a typical part of the mainstream media mix, but our fans are super passionate about esports. It's really a part of their culture and lifestyle, so you're going to see us position our brand partners as hero brands who are supporting this activity for our fan base."

Why Vice Isn't Publishing Reviews on Its New Gaming Channel

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It already counts 11 verticals covering everything from news and sports to women's issues, music, food and tech. Now, Vice is planning to expand its scope even further, pulling back the curtain today on a gaming vertical that was first announced at the company's NewFronts presentation last in May.

The as yet unnamed channel, set to fully launch in the fall, will focus on gaming culture, big and small, through personal storytelling.

"It's probably the biggest medium today for communications," Joel Fowler, publisher of the new vertical, told Adweek. Fowler also runs Vice's electronic music and culture channel, Thump.

Vice already produces gaming-related content for Motherboard and The Creators Project, as well as for the main website, but will now have its own "dedicated place where we can devote resources," said Fowler. "We see it more as doubling down on all the gaming content that we've been doing."

Vice is debuting the first episode of Pixel by Pixel, the first video series for the vertical, during this year's Electronic Entertainment Expo, or E3. Vice partnered with Twitch to stream the episode live during its E3 broadcast scheduled for Tuesday afternoon around 6 p.m. PT. The series profiles indie game developers in the weeks leading up to the release of their projects. The first episode follows Alex Preston, creator of Hyper Light Drifter. The game is autobiographical in nature. Preston was born with a serious congenital heart defect. The game's main character confronts challenges he must resolve before he dies.

Vice will roll out the first episode for each of the five new shows in the coming months leading up to the site's launch; all five videos will be sponsored by Taco Bell. By late summer, Vice will debut the first episode of esports-themed series Versus, which will center on the game Smite.

Unlike most gaming sites, Fowler plans to steer clear of reviews. "It's almost like a big controversial point between sites and fans," said Fowler. Too often, reviewers end up getting blasted by fans for essentially lying to them. They also led to the rise of the ugly Gamergate controversy in 2014. "We really don't want to even touch that space," said Fowler, who plans to focus on the stories behind the games and the people who make them.

"The biggest point is that it's inclusive," he said.

The rise of esports is also leading to a positive pivot in the gaming world, he says.

"There was definitely, for a couple years, a pretty polarized depiction of games from mass media. That is definitely changing as esports has become such a big cash cow," Fowler said. The burgeoning space also allows them to work across other Vice verticals.

"Vice Sports can cover it from a sporting angle and we can actually unify for really comprehensive esports coverage," he said.

One of 2016's Coolest Anti-Trump Ads Has a Headline Most of You Won't Understand

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You won't understand this anti-Trump ad, but a lot of gamers will.

A billboard went up in Florida this month with a cartoon image of the Republican presidential nominee yelling at a desktop computer, along with a super cryptic headline: "Donald Trump mains Hanzo and complains about team comp in chat."

That line will mean nothing to the olds, but to anyone who plays the video game Overwatch, it will clearly broadcast the ad's message—that Trump is a bad team player.

And indeed, that's the URL that the ad points to: TrumpIsNotATeamPlayer.com, which features Trump in various video-game costumes next to examples of his not responsibility for anything that goes wrong in his campaign.

Slate explains the ad's Overwatch reference: 

It refers to Hanzo Shimada, a character in Overwatch who is a Japanese archer-slash-assassin with ties to a criminal dynasty. He's a super #edgy loner with this tortured backstory that peaks when he causes the apparent death of his own brother. It's a really sad story, I promise. There's even a great animated short about it.

Overwatch requires players to pick a character and then carry out an objective with their team to win. Some of the options are great all-purpose characters, useful in many situations. But Hanzo, who fires arrows, is hard to use and not always relevant. Players who "main" Hanzo use him as often as possible, even if the situation doesn't necessarily call for a Japanese assassin who fires arrows. When (not if) things go wrong, and if that player is a jerk, he will blame the whole team, even though he picked the wrong person to begin with.

The billboard, and the site, were made by the Nuisance Committee, a super PAC set up by the makers of Cards Against Humanity."We're trying to remind college students, young people, gamers that they need to stand up and be counted. And this is the 'it' game right now," Melissa Harris, spokeswoman for the Nuisance Committee, told Slate, which has a lot more about the billboard and the gleeful reaction to it among young people.

"Our country has never gotten anywhere by blaming other people for our problems," the Trump Is Not a Team Player site concludes. "Hillary Clinton's message, 'Stronger Together,' is the only way for America to come together as a team. With less than a month to go before election day, it's time for us to join Hillary's team and do our part. 

The billboard went up on the corner of North Alafaya Drive and Colonial Drive at the University of Central Florida's campus in Orlando. It will stay up through Election Day.

The Nuisance Committee's other advertising gems this season have included a billboard in Chicago that read: "If Trump is so rich how come he didn't buy this billboard?"

Michael Phelps and Danny McBride Go to Outer Space for Call of Duty: Infinite Warfare

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With global temperatures rising and the most obscene U.S. presidential election in recent memory taking place, 2016 might feel like the worst year ever. But whether you're an average joe on the street or celebrity swimmer Michael Phelps, Call of Duty's new game, Infinite Warfare, is ready to help you escape.

The new live-action trailer for the Activision title opens on a young man beset by dire news reports. Beside himself, he does the only reasonably thing. He hops in a spaceship and takes off from Earth altogether.

"2016 has been a year full of shock and head shaking," says Matthew Curry, group creative director at 72andSunny, which created the ad. "As we got further into the year, the idea that you could leave the insanity behind to go have some badass fun felt like rich territory. So we came up with the ultimate solution to a world gone mad: Screw it! Let's go to space."

Cue blastoff to a high-octane interplanetary gunfight, wherein the ad fulfills its obligation as a CoD trailer to deliver a explosion-packed, celebrity-studded fantasy blending live action and computer graphics, ultimately featuring surprise banter between Phelps and comedian Danny McBride. (A red-band trailer, launching Friday, will feature more in that vein.) 



As usual, a driving, guitar-driven soundtrack—in this case, "Welcome to the Jungle" by Guns N' Roses—is key. (Past CoD ads have featured "Gimme Shelter" and "Paint It Black" by the Rolling Stones. Led Zeppelin's "Immigrant Song," meanwhile, featured in a 72andSunny ad for another Activision title, Destiny).

"Classic rock has a timeless cool to it," says Curry. It fits perfectly with the badass fun and swagger of the Call of Duty brand. For this particular spot … we considered everything from end-of-the-world songs to songs about escape. In the end, 'Welcome to the Jungle' had the perfect tone and message to tee up the badass fun of battling through the chaos of space."

As for casting, diversity was the driving factor, based on emphasizing the CoD franchise's broader sales pitch—"There's a soldier in all of us." But there was some strategy in the cameos, as well. "We instantly loved the idea of taking Michael Phelps, the winningest human on Earth, and putting him in space to see how he fared," says Curry. "Danny McBride was the perfect person to steal his kill, and his thunder."

The trailer, launching today, is the culmination of a massive push to promote latest title in a hugely success franchise. Infinite Warfare, launching Nov. 4, is the first to be set in space. "The campaign for Call of Duty: Infinite Warfare consisted of literally over 100 marketing elements, all highlighting what is unique and different about this title," says Todd Harvey, svp of global consumer marketing at Activision.

"With 'Screw It, Let's Go to Space,' we've focused on creating a broad message that taps into the pop culture happening around us, while transporting players into the new game world of Infinite Warfare. The launch of Call of Duty is a pop-culture moment, and in that sense, the news of the day serves as a great starting point to play on that sense of escapism to enjoy the next epic entertainment launch of the year."

Past elements in the campaign have included the ambitious "Hostile Takeover" in-game activation in the prior Black Ops 3 title. Social activations launching later this week will include #EarthWorldProblems—a Twitter response campaign from Edelman playing on the popular #FirstWorldProblems trope, and "Terminal Tours" from AKQA—a Facebook Messenger walkthrough of the dangers of playing CoD in space.

As for whether 72andSunny had a specific candidate in mind, as the one moderating punches in the face during a particularly egregious debate, Curry maintains it was "no one in particular. We wanted a line that spoke to the insanity of the election season, so we really gunned at an unbelievable moment. Problem is, things have been so crazy that no matter how hyperbolic we went, you could argue it was still believable."

In other words, strap in.

CREDITS
Activision, Call of Duty Team:
Chief Executive Officer, Activision Publishing: Eric Hirshberg
Executive Vice President, Chief Marketing Officer: Tim Ellis
Senior Vice President, Global Consumer Marketing: Todd Harvey
Senior Vice President, Consumer Engagement, Digital Marketing, Public Relations: Monte Lutz
Senior Director, Consumer Marketing: Carolyn Wang
Senior Manager, Consumer Marketing: David Cushman
Associate Manager, Consumer Marketing: Jared Castle
Coordinator, Consumer Marketing: Lynn Ballew
Senior Director, Digital Marketing: Justin Manfredi
Senior Manager, Digital Marketing: Rich Elmore
Senior Manager, Digital Marketing: Mario Sgambelluri
Digital Marketing Associate Manager: Peter Bowman
Vice President, Global Media: Caroline McNeil
Senior Director, Global Media: Simone Deocares-Lengyel

72andSunny Team
Chief Executive Officer: John Boiler
Chief Creative Officer: Glenn Cole
Chief Strategy Officer: Matt Jarvis
Director of Strategy: Bryan Smith
Chief Production Officer: Tom Dunlap
Group Creative Director: Matthew Curry
Creative Directors: Robert Teague, Tim Wolfe
Senior Designer: Jon Hall
Writer: Matt Meszaros
Designer: Lauren Albee
Group Production Director: Angelo Mazzamuto
Senior Film Producer: Dave Stephenson
Junior Film Producer: Skyler Courter
Group Brand Director: Rhea Curry
Brand Director: Simon Hall
Senior Brand Manager: Brett Schneider
Brand Manager: Will Nader
Strategy Director: Daniel Teng
Strategist: Jake Watt
Partnerships and Legal Director: Kallie Halbach
Partnerships and Legal Manager: Jesse Sinkiewicz
Partnerships and Legal Coordinator: Molly Hogan

Production Company: Pony Show Entertainment
Director: Peter Berg
Director of Photography: John Schwartzman
Production Designer: Jeff Mann
Partner: Susan Kirson
Executive Producer: Helga Gruber
Head of Production: Gareth Wood

Editorial: Work Editorial
Editor: Jono Griffith
Assistant Editor: Keith Hamm
Executive Producer: Marlo Baird
Producer: Lynne Mannino

Visual Effects: MPC
Creative Director: Paul O' Shea
Visual Effects Supervisor: Michael Gregory
Computer Graphics Supervisor: David White
Colorist: Ricky Gausis
Visual Effects Producer: Matt Olmon
Line Producer: Ekta Gupta
Visual Effects Coordinator: Sarah Laborde
2-D Lead: Nikkesh K
2-D Supervisor: David Rouxel
3-D Lead: Jacob Oommen

Visual Effects: Pixomondo
Visual Effects Supervisor: Timothy Hanson
Executive Producer: Mandie Briney
Visual Effects Producer: John Baer
Bidding Producer: Patrick Neighly
Digital Effects Supervisor: Patrick Schuler
Compositing Supervisor: Spencer Hecox
Previz Supervisor: Matt McClurg
Paint/Roto Supervisor: Lance Ranzer
Rigger/Maya Technical Director: York Schueller
Senior Production Coordinator: Enoch Davis
Production Coordinator: Antonia Oelmann

Costumes: Legacy Effects
Effects Supervisor: J. Alan Scott
Production Coordinator: Damon Weathers

Sound Design: Formosa Group
Supervising Sound Editors: Per Hallberg
Sound Designers: Ann Scibelli, Jon Title, D. Chris Smith
First Assistant Sound Editor: Philip D. Morrill

Recording Studio, Mix: Lime
Mixers: Rohan Young, Jeff Malen
Assistants: Ben Tomastik, Lisa Mermelstein
Executive Producer: Susie Boyajan

OMD Team
Group Account Director: Natalie Holbrook
Associate Media Director: Carly Haw
Media Supervisor: Amir Ghareaghadje
Senior Media Strategist: Justin Levenstein
Media Strategist: Natalie Garretson
Assistant Media Strategist: Deveny Rohrer

PMK•BNC
Senior Vice President, Brand Marketing and Communications: Michele Wyman
Senior Director, Brand Marketing and Communications: Mark Van Lommel
Senior Director, Talent Relations: Jonathan Kichaven
Senior Account Executive, Talent Relations: Ashley Studer
Program Manager: Chong Kim
Account Executive, Brand Marketing and Communications: Renee Felton

Edelman
Executive Creative Director: Jordan Atlas
Group Director, Activision: Zach Tindall
Vice President, Strategy, Activision: Sam Kennedy
Associate Creative Director: Chris Swanson
Senior Account Supervisor, Activision: Lauren Curtis
Senior Strategist, Call of Duty: Ben Lewis
Project Manager, Activision: Katie Stemler
Copywriters: Gabe Duran, Ronnie Lee, Matt Kugler
Art Director: Michele Pappas
Designers: Alex Sutton-Hough, Ji Choi
Senior Community Manager: Justin Fitzwater
Community Managers: Kurt Wendler, Jason Suh
Vice President, Insights and Analytics: Michael Fein
Manager, Insights and Analytics: Jocelyn Swift
Analysts: Tyler Phillippi, Carol Chu
Junior Analyst: Megan Cooper

AKQA
Creatives:
Group Creative Director: Nick Strada
Creative Director: E.B. Davis
Art Director: Nils Westgardh
Art Director, Photographer: Oscar Wickman
Associate Copywriter: Tandeka Lauriciano
Senior Designers: Cliff Li, Hovin Wang, Charles Calixto, Enoch Tengler, Randy Santos

Account:
Client Partner: Kristin Goto
Account Director: Erin Morgan

Production:
Program Manager, Executive Producer: Cody Lucas
Director, Film and Motion: David Shuff
Motion Designer: Ryan Jones
Senior Production Artist: Jim MacMurray

MediaMonks Films:
Director: Rogier Schalken
Assistant Director: Mel Anderson
Director of Photography: Dallas Sterling
Executive Producer: Lauren Becker
Line Production: Theresa Marth, Mark Aran
Post Supervisor: Wesley Kolsteeg
Post Producers: Marlose de Rijke, Gerben Molenaar

PullString:
Head Writer: Scott Ganz
Writers: Eva Steele-Saccio, Jessica Kitchens, Nicholas Pelczar
Operations Manager, Producer: Jennifer Dobbs
Head of Enterprise: Mike Houlahan

Infrastructure Engineering Lead: James Chalfant

Carl's Jr. Used Live Ads to Sponsor a 72-Hour Livestream for Vice's New Gaming Site

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Waypoint, Vice's newest offshoot, doesn't want to be the typical gaming site, so it also didn't want to launch in a typical way. That's why Waypoint used a 72-hour livestream to celebrate its launch, which just ended.

"There are plenty of interesting communities and stories within gaming that aren't really attached to product cycles or marketing campaign successes," said Joel Fowler, Waypoint's publisher, who stepped away from the livestream to chat Monday. "We'd rather focus on the notion of why people play games or create stuff."

The livestream, which was broadcast on Twitch, included appearances by game developers, gaming reporters and even rapper Chief Keef who joined in on the "72 games in 72 hours" fun. Games ranged from tabletop classics, variations of Dungeons and Dragons, an anime block and the new edition of the first-person shooter game Titanfall 2.

The livestream was Waypoint's "big hello to the world," said Fowler. "We're largely just trying to play nicely with everyone, which you don't always see from other gaming sites."

While this experiment/endeavor/feat was carrying on, the livestream also included the industry's first live ads. Carl's Jr. was the presenting sponsor of the event. Every 60 or 90 minutes, a "sketch" involving the burger chain's mascot was played live in front of viewers.

"Our target audience is, what we call, 'young, hungry guys,'" said Brad Haley, the CMO of CKE Restaurants, which owns the Hardee's and Carl's Jr. properties. "And Vice has become the media hub for the millennial generation."

A ton of trust went into this partnership, as the spontaneity of live ads in front of so many people, gives brands instant feedback on their spot.

    

Who doesn't love a good party in an elevator? Vice

Luckily, the video game community embraced it with open arms. Viewers even sent in fan art throughout the broadcast of the livestream.

"One of the interesting, or scary, things about working with cutting edge brands like Vice," said Brandon LaChance, the director of advertising for CKE Restaurants, "is that you really do need to turn over the keys to your own brand. Let them do what they do best."

The way LaChance sees it, these new media brands know their audiences best.

"You really have to seek out partners who embody the trust and authenticity their viewers will respond to," said LaChance.

"This is obviously a long way from the push-model of advertising," said Haley. "But this is absolutely a transition point in advertising and for franchise businesses. There's a bit of a new mindset that needs to take place."

"Everyone was truly surprised at how positive the instant feedback was," said LaChance, who was also on-site at Vice's offices for most of the streaming event. "There's a really cool community on Twitch that's kind of self-policing. They'll weed out those who aren't playing nicely."

Carl's Jr. and Hardee's will now take those segments and edit them into short-form content for further distribution either on Vice or CKE's platforms.

"Vice is a trendsetter and a game changer on a lot of fronts," said Haley. "This audience appreciates the rawness that these live ads presented, and they roll with it. We're both fans of trying things that haven't been done before."

"It was exhausting, but it was an absolute blast," said Fowler. "Carl's Jr. gave us a ton of freedom and trusted us with this big undertaking."

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