Posted: December 22nd, 2009 | Author: fsouki | Filed under: Personal Projects, Uncategorized | Tags: Blaine Gibson, Bob Gurr, Disney, Disney Legends, Harrison Price, IAAPA, Marty Sklar, Rischard Sherman, Walt Disney | No Comments »

The Disney Legends
The IAAPA Attractions Expo held many surprises for me, but none as gratifying and mind-bogglingly amazing as a panel session very aptly titled “Disney Legends: working with Walt”.
The Disney Legends themselves were Marty Sklar (story man), Blaine Gibson (artist), Bob Gurr (mechanical wizard), Richard Sherman (composer) and Harrison “Buzz” Price (numbers man), all sitting side by side and brilliantly moderated by Bob Rogers.
The whole point of the session was for them to share their stories about working with Walt Disney (as in the man, not the company), though of course we were all hoping for them to deviate a little bit into sideplots in order to get the best stories that these men could tell. All of them having helped build what Disney is today, it wasn’t surprising to find them all to be brilliant storytellers and effortless entertainers. Read the rest of this entry »
Posted: October 9th, 2009 | Author: fsouki | Filed under: Uncategorized | Tags: Lee Sheldon, Story | No Comments »
Lee Sheldon stopped by the ETC today and he told us:
Some stories are fit for a Haiku and some for an epic novel
Posted: July 22nd, 2009 | Author: fsouki | Filed under: Uncategorized | Tags: DLC, Pre-order, Uncharted 2 | No Comments »
Uncharted 2 pre-orders are here and Amazon, Best Buy and Game Crazy join GameStop on the pre-order bonus frenzy. Pre-order bonuses have been around for a while now, but it became popular relatively recently to offer in-game content as incentive to pre-order a videogame. Whether it’s a limited edition power, a special weapon, an extra level or a temporary bonus, in-game content has become the ultimate reward for customers ready to put down some cash in advance for an upcoming game.
Pre-orders bonuses are, at least at first glance, a win-win-win situation. The retailer pays the developer (I assume) to include the customized content; in turn, customers buy more advanced copies from said retailer, ensuring an early revenue from the game; and finally, players get to enjoy an extra bit of content from a game that they, in some cases, were going to purchase anyway.
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