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Home Blog Page 14

‘Devil May Cry’ Creator Adi Shankar Introduces Netflix’s New Demon Hunter

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Heavy on the fire and brimstone, Devil May Cry — Netflix’s smokin’ new anime series from maverick executive producer Adi Shankar and the talented wizards at Studio Mir will be heating up the streaming realm this spring.

The eight-episode tale of revenge and deception is adapted from Capcom’s Devil May Cry video game franchise, which was created by Hideki Kamiya and first launched way back in 2001. The cult property’s notoriety has inflamed over the years via a number of sly sequels and spinoffs. This new animated horror project swirls around the life of a smart-ass demon hunter named Dante whose mother and twin brother were murdered by denizens of Hades. Our wisecracking crusader aims to spill some blood to avenge his family and protect our home world from harm.

“Hollywood is usually behind the curve, not ahead of it, and certain things are deemed niche even though they’re not,” Shankar tells Animation Magazine.Devil May Cry? Super niche; at least that’s how it’s perceived to be by the establishment. Batman? Mainstream. Superman? Mainstream. Devil May Cry? Niche. To me, Devil May Cry is this beautiful thing that a few of us get and understand.”

Devil May Cry [c/o Netflix]
Hero and Hellraiser: Based on a Capcom game first introduced in 2001, ‘Devil May Cry’ follows the adventures of demon hunter Dante (voiced by Johnny Yong Bosch) as he tries to thwart various demon invasions of Earth.

Reimagining Hits

Shankar is widely known as the renegade producer and filmmaker behind his signature Bootleg Universe, in which he’s crafted short films that reimagine existing properties and characters, resulting in a cache of wildly original content. He’s also been a Hollywood producer on such films as The Grey and Dredd, a live-action Judge Dredd reboot starring Karl Urban, and he also has worked on Netflix’s exceptional Castlevania series and the streamer’s gaming-inspired jewel, Captain Laserhawk.

“On one level, I see this disconnect between the perception and the reality,” he explains. “In a lot of ways, Iron Man was considered niche. No one cared about Iron Man. But one thing from the right person can completely change the perception. My agenda here was to take something that I love and blow it up. I wanted to retain the feeling of Devil May Cry and not fundamentally change it, because I do that sometimes and that’s part of my repertoire. And not in a weird, sellout kind of way but in the way Christopher Nolan’s Batman [movies] did it for comic book films. It changed the perception of what these things could be.”

 

Adi Shankar [c/o Netflix]

“I wanted the show to be really dark, very noir, a lot of shadows, like every ’90s anime that went too hard. But the story I came up with for Season 1 didn’t really fit that vibe, so I had to table that for later.”

— Show creator/producer Adi Shankar

 

Devil May Cry has legions of loyal fans, and this long-gestating anime enterprise is being meticulously massaged by Shankar and his writing partner, Alex Larsen, to extract the essence of the digital sensation (down to the choice of Limp Bizkit’s “Rollin’” as its theme song).

“I go into these situations knowing I’ve got X amount of leverage now, and I can cash in those chips to get things made,” he says. “This would be another animation series, and I’d kind of blow it up. My issue with it is that I didn’t feel like there was enough Devil May Cry-style media, and it wasn’t coming out often enough for me. As a fan, my goal was to grow the franchise to the point where we have a lot more of it, without diluting it into generic nonsense. I like this and I’m going to make it, and by making it, there’ll be more of it. Then if I do a good enough job, there’ll keep being more of it.”

That’s certainly a calculation that makes perfect sense, but video game adaptations can be tricky beasts. Shankar and Larsen were careful to inject the writing with their own distinct edge, while retaining the core flavor of Devil May Cry and respecting its legacy and violent lore.

Devil May Cry [c/o Netflix]

“I wanted to preserve the characters this time,” he says. “I don’t always do that. This time, there was no need to change them. It was just an exercise in exploring them and getting to know the layers of them in a dramatic circumstance. When I develop material, I’m seeing the whole thing, then slicing it into little pieces and working with writers to sculpt each scene. Alex and I did at least 20 drafts of Season 1. However long you think you should stay in the outline space, it’s three times as long. If it’s not fluid in the outline, then the problems are going to pop up in the script. I put it down and let the characters exist within me and see what they want to tell me. I came back four or five months later, and I told Alex, ‘Hey dude, there are actually these relationships happening that are not on the page.’ So you’re adding another layer of nuance.

“Part of the reason I insisted on spending so much time on Devil May Cry was a rejection of the content factory of entertainment that I felt was emerging and diminishing the artists. The way you fight back is you pour human time into it. When Netflix first read it, they were blown away.”

Devil May Cry [c/o Netflix]

South Korea-based Studio Mir (X-Men ’97, Voltron: Legendary Defender) delivers the illuminating animation for Devil May Cry, and it’s some of its most ambitious work to date. The studio has provided a rich tapestry of brilliant character designs and atmospheric backgrounds for Dante’s dangerous world that should satisfy even the most discriminating of viewers.

“They completely crushed it on every level,” Shankar says. “I wanted the show to be really dark, very noir, a lot of shadows, like every ’90s anime that went too hard. But the story I came up with for Season 1 didn’t really fit that vibe, because I was wanting to tell a story that was very inspired by early-2000s Hollywood blockbusters, before everything started getting preachy and watered-down. Like Mission: Impossible 2, John Woo movies, Replacement Killers, Equilibrium. The overall mood and vibe that I had in my mind was in conflict with the type of story I wanted to tell, so I had to table that for later.”

Devil May Cry [c/o Netflix]

Unusual Visuals

“What I’m trying to bring back in my work is — there was this whole genre of films from the ’90s and 2000s and late ’80s where the imagination was at ‘100,’ the budget was at a ‘two’ and the ingenuity was at a ‘50.’ And they made magic happen. Then all of a sudden computers get better, CGI gets better, and you can create anything with green screen. Now you look at movies, and you can create anything, but everything looks the same.”

Compromising his artistic vision has never been Shankar’s approach, but here a bit of discretion became the better part of valor for Devil May Cry’s critical debut season.

“So I ended up going with a brighter tone and used two references for my color palette, one of them was the Japanese alternate title sequence for X-Men: The Animated Series and the other one was Marvel vs. Capcom. There’s color theory baked into everything, and it’s not some new varnish that was added. It’s really just an amplification of what’s already there in the game.”

 


 

Devil May Cry premieres on Netflix on April 3.

 

‘Rick and Morty’ Season 8 Date Revealed Amid April Fools Special

Rick and Morty S8 announce

Adult Swim’s #1 animated series, which follows a sociopathic genius scientist who drags his inherently timid grandson on adventures across the universe, Rick and Morty will return for an eighth season on Sunday, May 25 at 11 p.m. ET/PT.

Adult Swim announced the premiere date and released a first look at Rick and Morty Season 8 as part of today’s traditional April Fools’ Day broadcast special. The network surprised fans with a 22-minute anthology special featuring fan-favorite Rick and Morty moments re-told through the lens of absurd, live-action, theater-based genres.

Fans who missed the surprise broadcast can watch online here.

‘Spider-Man: Beyond the Spider-Verse’ Swings Ahead with New Images from Sony, June ’27 Release Date

Feel that tingle in your Spidey sense? It can only mean one thing: New images have been revealed from the eagerly awaited animated threequel Spider-Man: Beyond the Spider-Verse, set to hit theaters on June 4, 2027 through Sony Pictures.

The new Marvel adventure is directed by returning helmers Bob Persichetti (Spider-Man: Into the Spider-Verse) and Justin K. Thompson (Spider-Man: Across the Spider-Verse), and written by Phil Lord & Chris Miller (Spider-Verse and LEGO Movie franchises) & David Callaham (The Expendables films, Across the Spider-Verse).

Producers are Lord, Miller, Amy Pascal, Avi Arad and Jinko Gotoh; Aditya Sood and Christina Steinberg are exec producers.

Details of the Mile Morales and his fellow Spider-folk’s continued adventures in the multiverse are still tightly wrapped up in webbing. Shameik Moore is expected to return in the starring role, alongside Jason Schwartzman (The Spot), Karn Soni (Spider-Man India) and Jharrel Jerome (Prowler).

The filmmakers told the CinemaCon audience that the movie finds Miles Morales on the run, while his friends like Gwen might not be able to save him. At the end of Across the Spider-Verse, Miles discovered that a multi-verse version of himself had transformed into the villainous Prowler in a lawless New York City.

Spider-Man: Beyond the Spider-Verse [Sony Pictures]

Spider-Man: Beyond the Spider-Verse [Sony Pictures] Spider-Man: Beyond the Spider-Verse [Sony Pictures] Spider-Man: Beyond the Spider-Verse [Sony Pictures]

Animation Guild Members Envision Kids with Serious Illnesses as Superheroes in Second Exhibit

For the second year in a row, The Animation Guild (TAG) is combining powers with The Superhero Project to present an exhibit of artwork created by Guild members to highlight the strength of special young heroes. The show will open April 3 with a reception, and will be available to view at The Animation Guild’s Gallery 839 in Burbank (1105 N. Hollywood Way) through the end of the month.

T Green Rex - Jim Mortensen
Art by Jim Mortensen

TAG animation artists from fan-favorite TV shows and movies have created posters of superhero personas for youth impacted by serious illnesses and disabilities of all kinds. These superhero depictions are based on interviews with kids and teens about who they are beyond their diagnosis and how they want to make a positive difference in the world — their superhero mission. The result is a visual representation of their strength, courage, creativity and resilience.

The exhibit will include work by more than 30 animation artists, many of whom will be in attendance at the opening reception. See the full list of contributing talents at animationguild.org/gallery839.

Super Baby J - Randal Jackson
Art by Randal Jackson

“We’re amazed at the continued generosity of the creative community and the kindness of the TAG artists,” said Lisa Kollins, Executive Director of The Superhero Project. “Their talent, thoughtfulness, and humor have brought our superkids’ visions to life. We are truly grateful that, even during such a complicated time, they have opened their hearts to the deserving children and teens we support.”

The Opening Reception will be held Thursday, April 3 from  6-8 p.m. No RSVP is necessary.

The Animation Guild, also known as Local 839 of the International Alliance of Theatrical Stage Employees (IATSE), was founded in 1952 as a labor union. Today, the Guild represents more than 5,000 talented artists, technicians, writers and production workers in the animation industry, advocating for workers to improve wages and conditions. animationguild.org

The Superhero Project is a 501(c)3 nonprofit organization that uses the arts as a tool for healing and empowers youth impacted by serious illnesses, disabilities, community trauma and other complex mental health or medical needs. Nearly 700 artists from six continents have designed superhero alter egos created by kids and teens, based on their ideas for making a positive difference in the world. superheroprojectkids.org/home 

DreamWorks Animator Adrien Liv Shares 11 Important Tips for Success in the Business

I am so pleased to share some of my insights into having a successful career in animation. These reflections feel especially timely as our industry faces a period of significant changes.

1. Get your foot in the door. By being proactive and showcasing your work online, via LinkedIn, Instagram, Vimeo and X (Twitter), you can get visibility on your work. The leads and supervisors who review the reels, are artists themselves and go to the same animation websites. You can also reach out to professionals directly on LinkedIn as well. I have answered people who sent a message saying: ”I saw your name in the end credits of this movie, can you have a look at my work?” LinkedIn is extremely useful. If possible, put a note when adding someone to your network. Put in the hours, and keep in mind that a lot of times it’s a matter of being at the right place at the right time.

2. Find time to focus. It was best illustrated by Richard Williams asking Milt Kahl if he was listening to classical music while animating, but it’s worth reminding that animation needs concentration. When animating, I try to be ‘in the zone’; I limit my access to the internet, Gmail and YouTube and try to remove any external distraction. A great way to allow people to see that you’re here but working is to set my status to ‘focus time’ in Gmail. I also bought noise canceling headphones. I only need a few hours of these during the day to really get work done. Animation is concentration indeed.

3. Don’t forget to take breaks. It is important to take breaks, walk, drink water, look far into the horizon and rest your eyes when sitting for an extended period of time, especially during crunch time. Don’t underestimate a fresh pair of eyes on your work, it’s a win-win for your body, which will thank you, and your work will be better.

4. Longevity in the industry. I learned the hard way to invest in equipment that would help my body sustain the hours I spend in front of my computer. Ergonomics is crucial if you want a lasting career. I had the false assumption that it would slow me down and start from scratch if I switched to another device. But my wrist pain forced me to switch to a vertical mouse and then a Wacom tablet, and buying this expensive chair and standing desk have done wonders for my back pain.

5. Develop and learn new skills. It’s important to develop your artistic skills as well as technical skills. They both go hand in hand. You have to learn the constraints, the tools, the parenting, the rotate orders, the baking and the layers. They will save you time. For example, there is a script that locks the feet on the ground without sliding and contacts the topography of the floor. I could do this manually, but that’s the time I could spend on something else. The technology is evolving, it’s great to update your skills and workflow. It boils down to working smarter not harder, but be careful not to become a slave to the tools you’re using. A great idea is always better than the execution itself.

6. Don’t underestimate the value of great “pod buddies.” Find pod buddies you can show your work to, even though it’s harder with remote work. You can ask other animators in your pod, create a discussion without bypassing your lead and supervisor. I always want their take on it and can recall many times that I struggled on a shot and sought my coworkers’ advice or help. The good thing is that you don’t have to listen to the feedback: However, remember the rule of thumb that if two people agree on a note, you should address it on priority. Feedback doesn’t need to be painful.

Despicable Me 2
Despicable Me 2

7. Pick your schools wisely. This piece of advice is geared toward people who want to choose an animation school. You don’t have to look at the prestige of a school. It is better to pick a teacher that has experience in the field and can communicate clearly. I find it unnecessary to put yourself in debt when there are so many online options available. More often than not, the online teachers already have a foot in the industry and can recommend their students if an opportunity arises.

8. To doubt is human. It’s OK to have ups and downs: we’re not as good as our last shot, and years of experience cannot be summarized in one single shot. It’s OK to second guess. There were few times in my career that I thought I couldn’t do a shot within the time allocated, but l I ended up finishing it nonetheless. Not every shot needs to be a masterpiece. Trust the process and have a good workflow that allows you to build confidence in your abilities and you will be better off.

9. Always be a professional. Not only do you need to have high standards and have your shot speaks for itself, but it’s super valuable to be a problem solver. If you find a problem, come up with a solution or more, to give options. Directors and animation supervisors have numerous things to deal with and make hundreds of decisions per day. They would appreciate it if you put yourselves in their shoes and take ownership of what you’re working on. For example, if you’re animating a run of shots, talk to the animators who are working on the shots surrounding yours to hook up seamlessly, share information that you find relevant and helpful. It’s the ‘Open the door behind you’ type of attitude. Treat others like you’d like to be treated.

10. Be prepared for the ups and downs. Animation industry is cyclical by nature: there are downturns every few years. You have to be prepared and be financially responsible and save enough to wave the next round of layoffs. It’s also a time not only to survive but thrive. Take advantage of this to earn new skills (Unreal Fellowship, Blender, etc.). Work on your own creative short film or start a new venture. One thing that keeps me going is learning new stuff.

11. Don’t forget the fun factor! I believe the fun you’re having while animating can be seen on the big screen. Do things you would like to see, and try and be your own audience!


Adrien Liv [photo provided by subject]

 

Adrien Liv is a renowned animator whose numerous credits include Despicable Me, Despicable Me 2, Minions, The Angry Birds Movie, Storks, Paddington 2, Space Jam: A New Legacy, Mary Poppins Returns, Puss in Boots: The Last Wish, Trolls Band Together and The Wild Robot.

 

VIZ Media Shifts Leadership with Sasaki as Chairman, Woods as CEO

VIZ Media, a leading producer and distributor of manga and anime, announces a major leadership transition as Ken Sasaki moves into the role of Chairman & Executive Advisor, and Brad Woods is appointed President and Chief Executive Officer (CEO).

Ken Sasaki, Chairman & Executive Advisor

As CEO for 13 years, Ken Sasaki transformed VIZ Media from a specialty publisher into the leading force for Japanese pop culture in the West. Under his leadership, VIZ forged landmark industry partnerships, pioneered digital strategies, and helped propel manga and anime into the mainstream across North America, U.K. & Ireland, Australia and New Zealand. Now, as Chairman & Executive Advisor, he continues to shape the company’s strategic direction as it enters its next phase of global expansion.

Sasaki holds an MBA from Stanford Graduate School of Business and a bachelor’s degree in engineering from Keio University. He has also worked extensively in both Japan and the United States.

“What we’ve built at VIZ Media is nothing short of extraordinary,” said Sasaki. “Manga and anime have become global phenomena, and VIZ is at the center of this movement. With Brad Woods taking the lead, VIZ is poised to expand its influence in ways the industry has never seen before.”

Brad Woods, President & CEO

As VIZ Media’s new President & CEO, Brad Woods brings over 25 years of experience in entertainment, marketing, and brand strategy, including a decade at VIZ Media, where he played a key role in transforming manga and anime into mainstream entertainment. With a strong background in franchise expansion, digital innovation, and consumer engagement, Woods has led record-breaking sales initiatives, strategic brand partnerships, and VIZ’s expansion across publishing, digital media, streaming and consumer products.

Previously, Woods held senior leadership roles at Mattel, DreamWorks, and Warner Bros. Entertainment, leveraging his expertise in franchise management, digital transformation, and global brand growth. He holds an MBA from USC’s Marshall School of Business and a BS from the University of Arizona.

“Anime and manga are no longer niche — they are global cultural forces shaping entertainment, fashion, gaming and beyond,” said Woods. “With VIZ Media’s unparalleled catalog and commitment to innovation, we are poised to reach broader audiences and set new industry standards. I’m honored to lead VIZ into this next chapter.”

viz.com

 

Milkshake! Launches Accessible Personalized Viewing Service with ‘Mixmups’

U.K. channel 5 and animated preschool show Mixmups are leading the way in bespoke accessible viewing with the launch of Mixmups with Ultra Access™ on Milkshake! online from today.

Commissioned by Paramount’s Louise Bucknole and conceived by show creator Rebecca Atkinson, 10 pioneering episodes use interactive streaming technology to enhance accessibility beyond traditional subtitles and audio descriptions. Mixmups with Ultra Access were produced by Mackinnon & Saunders and powered by U.K.-based interactive media platform, Stornaway, which aims to provide producers with a tool to easily create interactive content. This approach allows children, families, caregivers and teachers to customize their viewing experience to best suit their needs.

“The Mixmups team love to play with convention and look for other ways to deliver world-class stop-motion animation, storytelling and entertainment with baked in inclusion for the whole preschool audience, whatever their preferences,” said Atkinson. “We are so proud to be launching Mixmups with Ultra Access in partnership with 5 and bringing unprecedented viewing access to a generation of children, parents, carers and teachers and further building our magical brand. Oh, and we hope kids will fall in love with Spin signing as much as we have, he’s the first ever stop-motion character to sign Makaton and BSL with his little furry paws!”

Kate Dimbleby, co-founder of Stornaway, commented, “It has been incredible to see these Ultra Access episodes take shape. We designed Stornaway’s technology to unlock opportunities for producers and platforms making content for a generation used to playing and interacting with their media. These Ultra Access episodes are a powerful example of what can happen when creators are given the tools to innovate, and we are so delighted that 5 had the vision to pioneer and support this format.”

Mixmups Menu screen for Mix Mups Ultra Access

As well as the traditional offers of subtitles, audio description and British Sign Language, Mixmups with Ultra Access provides the option to watch with lower background sound, simpler visuals and preparation materials such as storyline synopses, audio described introductions, emotional regulation cues, play-along sensory props and key Makaton and BSL signs.

The launch of Mixmups with Ultra Access marks an important broadcast industry milestone in Object Based Media as, for the first time on multiple episodes of a television program, the technology separates media into “objects” of video, audio clips and layers, which can be combined in multiple ways to personalize and adapt to viewer preferences.

“These pioneering ultra-accessible episodes were part of the original Milkshake! commission and a huge draw of what made Mixmups feel such an important show to make,” noted Bucknole, SVP Kids & Family for Paramount U.K. & Ireland. “Inclusivity is at the heart of Mixmups — a show for every preschooler, featuring loveable characters, exciting adventures and captivating storytelling. Set in a playful, compelling world without barriers, we wanted to ensure that every child could enjoy the series in their own unique way. We’re really excited about these episodes — it’s something that’s never been done before and we’re looking forward to seeing how they resonate with neurodiverse and disabled viewers.”

Mixmups is 5’s first animated preschool series featuring disabled lead characters and made by a team with lived experience of disability. All 52 episodes have been available for families to stream with audio description and British Sign Language on 5’s Milkshake! since launch in November 2023. Fans of the show can also watch an audio description introduction to the series with a detailed description of the characters and world to make the show more accessible for visually impaired children and parents on Milkshake’s YouTube.

Mixmups Makaton - Spin the Rabbit - signing by Ollie

Set in the bright, colorful world of Mixington Valley, Mixmups sees friends Pockets, Giggle and Spin, ‘Mix up the Magic!’ of play and imagination with their magical wooden spoon and transport themselves on comical adventures, along with trustee assistance pets, Roller Guinea and Yapette the Guide Dog.

Commissioned by 5’s Milkshake, Mixmups, along with the Ultra Access, episodes were produced by Manchester-based Mackinnon & Saunders (Pinocchio, Moon & Me, Fantastic Mr. Fox) and created and written by Rebecca Atkinson, a leading specialist in play theory, storytelling, representation and creative innovation for inclusion. Mixmups was developed and produced with support from the U.K. Government funded Young Audiences Content Fund (YACF), which is managed by the BFI and in collaboration with Raydar Media.

“Bringing the Mixmups to life over 52 episodes has been a genuine delight for our entire team,” said Mackinnon & Saunders. “Working with Rebecca we combined animation artistry with heaps of research and lived experience of disability to make our characters as authentic but as entertaining as possible. The chance to dive deeper into this world, to work on the creative and technical processes of Ultra Access, and to bring that same level of fun into enhancing the viewing experience of those with access needs has been just incredible. A true first.”

Mixmups with Ultra Access are available on channel5.com/mixmups.

‘Paddington in Peru’ Continues Its Adventure on Disc & Digital

The thrilling third installment of the family Brown and their lovable bear companion is ready for the next leg of its adventure! Sony Picture Home Entertainment will release Paddington in Peru on Digital from April 1, and on Blu-ray & DVD on April 29. The family pic has been warmly received by critics and audiences, totting up a 93% Fresh rating on Rotten Tomatoes as well as a 91% on the Popcornmeter.

Paddington in Peru

Synopsis: Full of Paddington’s signature blend of wit, charm and laugh-out-loud humor, Paddington in Peru finds the beloved, marmalade-loving bear lost in the jungle on an exciting, high-stakes adventure.

When Paddington discovers his beloved Aunt Lucy has gone missing from the Home for Retired Bears, he and the Brown family head to the wilds of Peru to look for her. The only clue to her whereabouts is a spot marked on an enigmatic map. Determined to solve the mystery, Paddington embarks on a thrilling quest through the rainforests of the Amazon to find his aunt … and may also uncover one of the world’s most legendary treasures.

Directed by Dougal Wilson from a screenplay by Mark Burton, Jon Foster & James Lamont (story by Paul King, Simon Farnaby, Mark Burton), Paddington in Peru stars Ben Whishaw as the voice of Paddington, Hugh Bonneville, Emily Mortimer, Julie Waters, Jim Broadbent and Carla Tous, with Olivia Colman and Antonio Banderas. The film is produced by Rosie Alison; executive producers are Anna Marsh, Ron Halpern, Dan Macrae, Paul King, Jeffrey Clifford, Rob Silva and Tim Wellspring.

Special Features:

  • Create your own Adventure Map
  • Create your own Friendship Bracelet
  • “Let’s Prepare for Paddington” Sing-Along
  • The Making of Paddington in Peru
  • Set Tour: The Browns’ House
  • Set Tour: The Home for Retired Bears

Stop-Motion Exhibit ‘Animation: Script to Screen’ Debuts at Oregon’s Lake Oswego Festival of the Arts

This June, featured artists from collaborating stop-motion animation studios such as LAIKA, HouseSpecial, ShadowMachine and Tippett Studio will share their craft, career stories and timeless art form June 20-22 at the Lake Oswego Festival of the Arts. The featured exhibit is co-curated by MOSMA (Museum of Stop Motion Animation) and Tiffany Schuster.

Animation: From Script to Screen – While often associated with iconic films like ParaNorman, Kubo and the Two Strings, The Nightmare Before Christmas, Wendell and Wild and Guillermo del Toro’s Pinocchio, stop-motion has drawn in a new generation of fans and filmmakers. During this exhibit, you can meet animators, see scripts, storyboards and immerse yourself in maquettes and puppet fabrication, while learning about the four parts of the film process and technological advances.

Lake Oswego Festival of the Arts is presented by Lakewood Center for the Arts, a 501(c)(3) non-profit arts institution dedicated to providing arts education, performance and exhibition opportunities to the region. Its mission is to inspire and nurture a love of theatre and the arts.

Established in 1963, Lake Oswego Festival of the Arts attracts up to 30,000 visitors over the three day weekend. This event is free with a suggested donation, making it accessible to all. Shuttles will be available.

For more information about the overall mission and history of the festival, along with the other five exhibits being showcased this June, visit lakewood-center.org.

‘Super-Lucha’ Animated Special Gets Greenlight with France TV

Super-Lucha

France Télévisions Jeunesse has greenlighted the animated TV special Super-Lucha, produced by French studio Vivement Lundi!. The 26’ action-comedy for young audience is inspired by Japanese manga and the colorful characters of Mexican wrestling.

Super-Lucha is directed by Goulwen Merret, a French animator born in Mexico City, where he lived until the age of six. Merret went back to his roots to develop the story of Super-Lucha; the heroes of his childhood were not super humans out of comics but wrestlers (or luchadores in Spanish) called Mil Màscaras, Canek or Huracàn Ramìrez. So naturally, his band of kid heroes would be Super Luchadores?

Merrer worked with Suzie Le Texier to write the script, and created the show’s original designs with Agnès Lecreux, the creator and director of the stop-motion TV series Dimitri awarded with an Industry Excellence Award for Character Design at Manchester Animation Festival 2019.

“Super-Lucha will be the first Mexican stop-motion manga!” said producer Mathieu Courtois of Vivement Lundi!. “In this film, Goulwen will combine three elements that have long inspired him: the narrative style borrowed from Japanese animation, the Mexican world of his childhood and its legends, and stop-motion inspired by hand-crafted piñatas.”

Pitched at Cartoon Forum 2020, the project received a commitment from France Télévisions Jeunesse and followed a classical development process between the creative team and the broadcaster. Vivement Lundi! raised development money from the CNC, the Breton regional fund Bretagne Cinéma, from the Breton local TVs TVR, Tébéo, TébéSud and France 3 Bretagne, from la Procirep and Angoa and from the E.U. fund Creative Europe.

French company Autour de Minuit is in charge of the international sales for Super-Lucha.

Vivement Lundi! is an Oscar nominated French production company located in Rennes, Brittany. For 26 years, they have produced and coproduced successful movies such as Memorable by Bruno Collet, This Magnificent Cake! by Emma de Swaef and Marc James Roels, Flee by Jonas Power Rasmussen and No Dogs or Italians Allowed by Alain Ughetto. The year, the studio will celebrate release of the stop-motion omnibus feature Tales from the Magic Garden, which premiered in Berlinale; the selections of new shorts Signal and Atomik Tour in the official competition of the Annecy Festival; and the streaming of Douce, the first Instagram-native 2D series developed by the company. Producers Jean-François Le Corre, Aurélie Angebault and Mathieu Courtois, are now finishing the feature Olivia and the Invisible Earthquake (coproduction between Spain, France, Belgium, Swiss and Chili) and the 52 x 11’ 2D series Harrison and Me coproduced with Superprod and France Télévisions.

Watch the teaser trailer here.

Super-Lucha

It’s a Deal! Ketchup Entertainment Will Release Warner Bros.’ Coyote vs. Acme’ in Theaters

 It’s official! Ketchup Entertainment has rescued Warner Bros.’ Coyote vs. Acme from a lifetime of sitting in the studio vaults. The indie distributor, which also released The Day the Earth Blew Up: A Looney Tunes Movie in February, today announced its acquisition from the live-action/animated hybrid film that brings the iconic Looney Tunes character Wile E. Coyote (voiced by multiple Emmy-winner Eric Bauza) to the big screen.

“We’re thrilled to have made a deal with Warner Bros. Pictures to bring this film to audiences worldwide,” said Gareth West, CEO of Ketchup Entertainment. “Coyote vs. Acme is a perfect blend of nostalgia and modern storytelling, capturing the essence of the beloved Looney Tunes characters while introducing them to a new generation. We believe it will resonate with both longtime fans and newcomers alike.”

Directed by Dave Green (TMNT: Out of the Shadows), Coyote vs. Acme features a stellar cast, including Will Forte, John Cena, Lana Condor and Tone Bell., Based on the humorous New Yorker article by Ian Frazier (1990), the film centers on Wile E. Coyote as he takes legal action against the Acme Corporation for the countless faulty products that have hindered his relentless pursuit of the Road Runner. Wile E. and his lawyer (Will Forte) go up against the lawyer’s intimidating boss (John Cena) —  but their growing, unlikely friendship across species and cartoon lines spurs them on. The film is produced by Chris deFaria and James Gunn with a screenplay by Samy Burch (May December).

Coyote vs. Acme was originally slated as a straight-to-streaming release on HBO Max in 2023. The completed film was later abandoned for an estimated $70 million chunk of the freshly merged Warner Bros. Discovery’s cost-recouping content dump, and previous hints of the film finding a new home did not pan out — possibly due to the studio’s hard line on a $75-80M price tag — despite warm praise from industry luminaries and interest from several streaming and theatrical labels.

Ketchup Entertainment’s other Warner acquisition The Day the Earth Blew Up: A Looney Tunes Movies continues to perform very well both in the U.S. and worldwide. To date, film has earned over $8 million Stateside, and over $10.45 million globally.

As voice actor Eric Bauza told Animation Magazine recently, “It goes to show you how much people do care about these characters. [A big grassroots effort was created to force the studio to release the movie at the time.] Maybe if people go see The Day the Earth Blew Up in theaters, it might urge them to you know take one take that one off the shelf and maybe show it off. Even if we don’t ever get to see it, maybe it will inspire and influence Warner Brothers to continue to make more brand new Looney tunes films and TV shows! I think when the fans speak up, people tend to listen. This movie is a perfect example of the evergreen appeal of the Looney Tunes characters, and that you can still tell a good story with this gang.”

In February, actor Will Forte told Movieweb, “My thoughts were that it’s f–king bulls–t. It is such a delightful movie. It deserves so much better than it got… I like talking about the movie because I don’t want people to forget what [Warner Bros. Discovery] did to this. I appreciate them letting us make it, but don’t let us make this thing that we fall in love with and then not show it. I would understand if the thing sucked, but it’s really good. Maybe somehow we get to see it at some point. I hope people do. I was really proud of it.”

The post-merger purge also impacted the animated movie Scoob! Holiday Haunt and live-action Batgirl, as well as Batman: Caped Crusader, which was picked up by Prime Video.

Source: Ketchup Entertainment, Deadline

GKIDS’ 4K Re-Release of ‘Princess Mononoke’ Rules IMAX Theaters with an Estimated $4 Million Weekend

Hayao Miyazaki’s beloved 1997 feature Princess Mononoke proved to be a royal success in U.S. IMAX theaters this weekend, with  an estimated $4 million box office from 330 theaters. The 4K re-release of the classic 1997 feature by distributer GKIDS landed at the number six spot in the weekly box office chart.

Coincidentally, the re-release happened during a week where social media was flooded with Studio Ghibli-style images generated by a new ChatGPT and OpenAI option. Many fans and animation industry professionals have expressed their anger and dismay about this new AI feature which mimics a hand-crafted look perfected by the Japanese studio over decades. (Among the famous reworked pop culture and political memes are a reworked trailer for The Lord of the Rings: The Fellowship of the Ringscenes from The Sopranos, and the distracted boyfriend image.)

Chance Huskey, VP of distribution for GKIDS, said, “In a time when technology tries to replicate humanity, we are thrilled that audiences value a theatrical experience that respects and celebrates Hayao Miyazaki and Studio Ghibli’s masterpiece in all its cinematic hand-drawn glory.”

An Ecologically Themed Masterpiece

First released in 1997, Princess Mononoke was written and directed by Hayao Miyazaki. It broke many box office records in Japan and became the biggest box office film in the country. was released by Miramax in the U.S. and went on to gross $194.3 million through various theatrical and home media releases. The beautifully animated feature is set in the Muromachi period of Japanese history and follows a young Emishi prince who sets out to cure his cursed arm. He becomes involved with the conflict between the people of Iron Town and Princess Mononoke, a girl raised by wolves who bravely fights against the destruction of nature and her home. The movie has a solid 93% review score on Rotten Tomatoes. The English-language version features the voices of Claire Danes, Billy Bob Thornton, Gillian Anderson, Minnie Driver and Billy Crudup. The majestic score is by Joe Hisaishi.

The weekend’s number-one movie was the Jason Statham action feature A Working Man which grossed $5.6 million. Disney’s live-action take on Snow White dropped to the number-two spot with a $4.2 million weekend and an estimated $52.6 million overall cume. Plagued by negative publicity, the movie has grossed over $100.2 million worldwide.

Court OKs Acquisitions of Technicolor’s French Studios

Since its financial implosion last month, studios under the global VFX and animation umbrella Technicolor Group have been pieced off in a series of acquisition deals. Now, the Paris Commercial Court has issued a decision on several of these offers impacting the Group’s French subsidiaries.

The Court documents state the acquisitions would help safeguard 220 of roughly 500 jobs in the country imperiled by Technicolor’s shutdown. The Group’s studios employed an estimated 5,000 people worldwide, and the French administrators pointed out the company’s tumble was “extremely brutal on a global level with strong complications linked to the specificities of insolvency procedures in different countries.” Technicolor studios in France and the U.K. went into administration and receivership, while operations in the U.S., Canada and India shuttered.

The deals include:

  • Mikros Animation acquisition by Rodeo FX (read more).
  • Technicolor Animation Production acquisition by Life Value, a content creation-focused holding company founded by Gilbert Saada and Boris Hertzog. Hertzog’s OuiDO Productions (co-founded with Sandrine Nguyen-Tiet) was acquired by Technicolor in 2015m and he served as CEO of TAP from 2013-2021 before it was folded into Mikros, which he headed until 2023.
  • The Mill Paris acquisition by language and AI solutions co. TransPerfect, grouping The Mill and MPC Advertising’s French businesses.
  • Technicolor Games acquisition by TransPerfect.

[Source: Deadline]

To Life Draw or Not to Life Draw, That Is an Animator’s Question

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Tom Sito and a "life" model
Tom Sito and a “life” model

‘In my 50 years as a professional, of the hundreds of artists I have encountered, only two were Mozarts — gifted from the cradle. All the rest of us had to work hard building and sharpening our skills.’

 

Lately when reviewing student portfolios for our graduate degree program, I have been struck by the lack of life drawing. During the pandemic, many got out of the habit of coming together to draw from a live model. It seems many schools no longer emphasize it in their programs. I think this is a tragic mistake, since it will affect their students’ development. Too many students buy into the idea that learning animation is mainly about mastering software. “Just show me what button to push.”

In the early 1930s, much of American studio animation had a bland sameness to it. Lots of rubber-hose arms and big eyes. Regardless of the studio, it all looked the same and moved the same. Animators called it “The Racket.” Walt Disney changed this system by hiring teachers like Don Graham to punch up his team’s drawing ability. He knew that if he was ever to create feature films to compete with live action, he needed better quality work out of his artists. He started to pass on old veterans in favor of hiring art students. The other studios followed his example. Walt Disney grabbed the animation industry by the throat and forced it to pay more attention to the quality of drawing.

In my long career, I’ve had my portfolio rejected many times, and I have served on committees that reviewed portfolios. So, I have seen it from both sides. In the beginning, I pooh-poohed serious drawing courses. “Who needs dat stuff? I’m gonna make wacky cartoons!” Despite legendary animators such as Chuck Jones and Frank Thomas telling us that it’s all about the drawing, I dismissed it as not necessary. That got me rejected from jobs with comments like, “I like your ideas, but I wish you drew better.”

The second time I had my portfolio drop-kicked by Disney, I took the advice of a Disney trainee from my hometown named Chuck Harvey and went to the Art Students League of New York. This was a school that focused on nothing else but drawing, painting and sculpture. There I concentrated on classical anatomy and radical anatomy. Instead of drawing lumps that were supposed to be a knee or shoulder blade, I learned how they were shaped and functioned. I learned artistic anatomy well enough to teach it. After two years of that, doors started to open for me. When Dick Williams reviewed my portfolio again, he commented, “I see you did what I suggested.”

After that, the world was my oyster. I not only got more jobs but was asked to rate other portfolios. When I was on the other side of the reviewers table, I could see what Chuck, Frank and Dick were talking about. Many times it’s hard to tell what an artist could do based solely on their personal work, which in many cases had a strong design style. But you are not going to draw your style in my studio. You’re going to have to draw SpongeBob, or Stewie, or Moana. I may not be able to see that potential from your personal work, but I can see it from your life drawing. Drawing from the model. Drawing at the zoo. Action sketches. Drawing hands and anatomical studies. And drawing in person from real life, not online websites.

In my 50 years as a professional, of the hundreds of artists I have encountered, only two were Mozarts — gifted from the cradle. All the rest of us had to work hard building and sharpening our skills. Sure, it’s important to know how the software works. But programs change every few years. Despite all the digital bells and whistles, in the end your ability to work still depends upon your ability to draw. Like Shakespeare to an actor, life drawing is never obsolete, regardless of the latest digital marvel.

Disney artists practiced drawing live deer to prepare for the studio’s 1942 classic, 'Bambi.'
Disney artists practiced drawing live deer to prepare for the studio’s 1942 classic, ‘Bambi.’

It’s fashionable lately to say all the new tools and programs make personal drawing unnecessary. Then why, when the selections are being made, are the ones who draw like Glen Keane or James Baxter still being hired before you? Why set yourself up to fail? If your school does not offer life-drawing labs, agitate for some. Many programs begin with a no-instructor session with just a model. In the 1930s, Disney animator Art Babbitt and Bill Tytla held drawing sessions at their house, passing the hat to pay for the model. That was when Walt got the idea to move them into the studio and make it official.

Richard Williams taught us that in your life as an artist you will encounter a series of walls. You will only go so far with what you know to that point. Then you’ll need to change strategy: take a night class like acting, dance, improv. That will break through that wall. He said the best artists never stop breaking through those walls.

You can do it. It’s not impossible. You just have to put in the time. Take it from this son of a Brooklyn fireman! Good luck and keep drawing.

 


 

Tom Sito is a 50-year veteran of animation production. His 37 movie credits include Who Framed Roger Rabbit, Beauty and the Beast, The Lion King, The Prince of Egypt and Osmosis Jones. He is the author of several books and teaches at the University of Southern California.

 

 

Warner Bros. Set to Raze Historic ‘Looney Tunes’ Studio Building

Shortly after axing all its classic Looney Tunes content from streaming platform Max, Warner Bros. Discovery is set to raze a building on the iconic Warner Bros. lot in Burbank which once served as the production home for the beloved animation franchise. Studio staff have been advised not to park in the area of Building 131, and demolition may begin as early is next week.

Deadline reported the decision and explained that the “nondescript” single-story building off Forest Lawn Drive is being torn down to make more room for live-action HBO shows shooting in town. A spokesperson for Warner Bros. Discovery declined to comment.

It should be noted that Building 131 is not the original site of Warner Bros. animation studio for Looney Tunes and Merrie Melodies: That distinction belongs to Termite Terrace, located on the studio’s old lot on Sunset Boulevard in Los Angeles —which is now called the Sunset Bronson Studios. Infested with insects, the clapboard building was condemned and demolished in the early 1940s.

As previously reported, the Golden Age Looney Tunes (1930s-60s) are no longer available to stream on Max (and WBD had already shut down its classic cartoon service Boomerang). Some LT titles such as Tiny Toons Looniversity, Baby Looney Tunes, two seasons of New Looney Tunes and six seasons of Looney Tunes Cartoons are still available.

Fans can still find Bugs, Daffy, Porky and the gang on Apple TV and Prime Video (prices vary).

Saturday Morning Update: Deadline is reporting that some protestors covered the single-story Building 131 with signs that read “buildings have feelings too, ” Save 131, History Matters a Ton,” and “Everyone Watches Looney Tunes.” There’s also an illustrated sign featuring Bugs Bunny declaring “Not Cool, Doc!”

Protest signs cover Building 131 at Warner Bros. Photo courtesy of Deadline.com

[Source: Deadline]

‘Look Back’ Wins Grand Prix at Niigata Int’l Animation Film Festival

Niigata International Animation Film Festival (NIAFF), the first film festival in the world dedicated to feature-length animated movies and the largest dedicated animation festival in Asia, concluded six days of colorful and lively events on Thursday, March 20. Winners of NIAFF’s Feature Film Competition awards were revealed at the 2025 edition’s closing:

Grand Prix – Look Back, directed by Kiyotaka Oshiyama

Kabuku Award – Memoir of a Snail, dir. Adam Elliot

Evolve Award – Balentes, dir. by Giovanni Columbu

Honorable Mention – Papercuts: My Life as an Indie Animator, dir. by Eric Power

The winners were awarded with trophies and prizes by the three juries (Manuel Cristóbal, Christine Panushka and Noriko Matsumoto), who evaluated all 12 nominated films.

The Okawa Hiroshi Award and Fukiya Koji Awards ceremony also took place. The recipients were: Shin-ei Animation Co., Ltd., and Kiyotaka Oshiyama (animator), Toshiyuki Inoue (animator), Eriko Kimura (sound director) and Yuki Hayashi (composer).

NIAFF provides a wide variety of programs, including the Feature Film Competition, Retrospective screenings, Animation Camp, talks and forum events. The festival is held in the city of Niigata, the “Animation Capital of Japan”, where many creators of manga and animation originated from, including Hiroshi Okawa, who founded Toei Animation and produced Japan’s first colored feature-length animation movie The Tale of the White Serpent in 1958.

niigata-iaff.net

Niigata International Animation Film Festival winners
Niigata International Animation Film Festival award winners, 2025.

SAG-AFTRA Announces New Video Game Agreements for Students and Game Jams

SAG-AFTRA today announced the creation of the Student Interactive Waiver Agreement and the Game Jam Waiver Agreement, both of which provide video game developers at every stage of their careers the opportunity to work with union performers, even as the video game strike continues.

“With these new agreements, SAG-AFTRA can help support game developers at all levels who want to work with union talent and who want to learn more about producing video games under a union contract. Plus, our members are passionate about this industry and they want to be able to participate in these types of projects where the future of video games is being shaped,” said SAG-AFTRA National Executive Director & Chief Negotiator Duncan Crabtree-Ireland.

Designed for students currently taking video game courses at an accredited educational institution, the Student Interactive Waiver Agreement provides an opportunity for students to work with SAG-AFTRA performers to satisfy course requirements during game development. The project must be recorded entirely in the United States and must be owned by the student, acting as the producer or signatory, and also meet certain other requirements. To get started on registering your project, visit the Interaction contract page here.

The Game Jam Waiver Agreement is designed for developers creating video games at “game jam” events, where designers and programmers work together as a team to create themed video games from the ground up. The project may not include material recorded prior to the commencement of the event. Under this agreement, participants are able to work with SAG-AFTRA performers and session fees and secondary payments are deferred provided that the project does not generate revenue. In the event that a project generates revenue, SAG-AFTRA will work with participants to sign the project to the appropriate agreement.

These two new agreements join the Tiered-Budget, Interim and Interactive Localization agreements as contracts that can be safely worked during the strike. To date, more than 180 games have been signed to the union’s interim and tiered-budget video game agreements.

“With their restless creativity and freedom to experiment, student projects and game jams are especially playful and rewarding opportunities for devs and actors to collaborate. I’m thrilled that these collaborations can now be accommodated on a union contract just for them, so performers get the protections they need and developers can become accustomed to union talent and process from day 1 of their career,” said SAG-AFTRA Interactive Media Agreement Negotiating Committee Chair Sarah Elmaleh.

To find out more about the agreements, visit sagaftra.org/interactive or email interactive@sagaftra.org. Find out the latest on the video game strike at sagaftra.org/videogamestrike.

‘Your Forma’ Launches Mini-Anime & Unveils Clean Opening

Ahead of the April broadcast launch of the tech-thriller anime series Your Forma, Remow has released the show’s non-credit opening and launched a new chibi title on YouTube.

The Your Forma opener features a one-chorus version of “GRIDOUT,” performed by yama, alongside action scenes of protagonists Echika (voiced by Kana Hanazawa) and Harold (Kensho Ono) — two investigators who dive into people’s memories for clues to solve the case. Additional characters spotlighted include Bigga (Nao Toyama), Totoki (Aya Endo) and Fokine (Nobuhiko Okamoto).

Synopsis: In 1992, a pandemic of viral encephalitis shook the world. The medical technology that saved humanity evolved into “Your Forma” — an invasive information device implanted into the brain. In this world where every sight, sound, and even emotion is recorded, investigating major crimes means diving into the collective data, a job reserved for special detectives called “Cyber Inspector.”

Echika Hieda, a prodigious “Cyber Inspector” assigned at an astonishingly young age, stands isolated by her exceptional talent. Her newly assigned partner is Harold, a blonde, blue-eyed humanoid “Amicus.” Together, this unrivaled duo will expose every hidden secret.

ⓒ2025 Mareho Kikuishi/KADOKAWA/Project YOUR FORMA

Unlike the main show’s heavy atmostphere of suspense, the mini-anime Petit Forma: Electrocrime Bureau Journal offers a relaxed window into the everyday lives of super-deformed versions of Echika (Hanazawa) and Harold (Ono). Check out the just-launched premiere epsiode below!

Your Forma is based on the original manga created by Mareho Kikuishi, illustrated by Tsubata Nozaki an dpublished by Dengeki Bunko/Kadokawa. The anime series is directed by Takaharu Ozaki with series composition & script by Kazuyuki Fudeyasu, character design by Chikashi Kadekaru and animation production by Geno Studio. The show’s music is composed by Tatsuya Kayo; the opening theme “GRIDOUT” is performed by yama, and the ending theme “NEO-LUDDITE” is by 9Lana.

 

WIA Selects Five Teams for 2025 Stories X Women Program

Today, WIA (Women in Animation) announced the five teams selected for the 2025 cohort for Stories x Women, a program aimed at increasing the diversity of voices in animation globally. Stories x Women’s concrete goal is to support access to international opportunities for women animators from emerging national film and audio-visual animation communities of Africa, Asia-Pacific and Latin America who want to tell their authentic stories. The program is run in collaboration with FIAPF and sponsored by The Walt Disney Company and UNESCO.

These talented creatives will benefit from a series of mentoring sessions led by internationally acclaimed animation experts, as well as 1:1 coaching sessions that will prepare them to pitch their projects in the upcoming 2025 Annecy International Animation Film Festival and Market (MIFA), including as part of the MIFA Pitching Sessions. The teams will be conducting their pitches on Tuesday, June 10 from 9 a.m. to 10:15 p.m. CEST in the Impérial Palace in the Haendel Room.

The program this year received 114 eligible applications this round from more than 100 different countries with the following breakdown:

  • 40 African countries
  • 48 Latin American countries
  • 26 Asia-Pacific countries

 

The selected delegations are (listed in alphabetical order by project):

Better CityBetter City – Brazil. A project led by Fernanda Bruna Capozzoli (with Sara Tenti)

      • Adult Comedy Series (10 x 25′)
      • Doris, a young rabbit-woman, struggles to start life from scratch in Better City. As she finds new friendships, a despotic delivery app and a rigged social system stand in the way.

 

The Brains

The Brains – Turkey. A project led by Idil Sukan

  • Kids & Young Teens Adventure-Comedy Series (26 x 24′)
  • When anything is possible, figuring out your place in the universe is the most impossible thing of al. A comedy show about six genius aliens and their puppy travelling on a spaceship shaped like a brain, making sense of what family really means in the face of the infinite possibilities of the universe … Just one issue: They’re all teenagers.

 

Condenaditos

Condenaditos – Bolivia. A project led by Matisse Gonzalez Jordan

  • Teens & Young Adults Feature (80′)
  • Upon inheriting her family’s curse, Kiki sets out to confront their dark legacy, forcing her unrepentant grandfather — a former dictator — to face his victims, thus risking the bonds of her family, to break free from the cycle of guilt and shame that sustains the curse.

 

Jinnbusters

Jinnbusters – India. A project led by Yusra Shahid

  • Kids (6-11) Fantasy-Adventure Series (11′ episodes)
  • When folklore-inspired creatures threaten to disrupt daily life, the Jinnbusters are called in —  an eclectic club of young misfits headed by the adventurous Noor, who must tackle mischievous spirits, solve supernatural mysteries and restore balance to their small South Asian town, one spooky adventure at a time.

 

Nerve

Nerve – South Africa. A project led by Tshepo Moche (with Renee van Reenen)

  • Supernatural Horror Anthology Series (10 x 22′)
  • Nerve is an animated anthology that draws on the genre of horror to express the experiences of female-bodied women in fictional worlds where reality, history, folklore, science fiction, urban legend and the supernatural intersect.

 

 

Stories x Women was open to teams that included at least one woman leading the project (e.g., producer, director or screenwriter).

“As our Stories x Women program enters its fourth year, we are incredibly proud of its continued impact in spotlighting the voices of talented women animators across Africa, Asia-Pacific, and Latin America,” said Marge Dean, WIA President. “These diverse and authentic stories deserve to be heard and told by those who create them. I am deeply grateful for the unwavering support from Disney and UNESCO, whose collaboration is essential in advancing gender parity and fostering growth in animation worldwide.”

Meredith Roberts, executive vice president of Television Animation at Disney Branded Television, agreed, “Truly great storytelling has the power to inspire and connect with audiences globally. By championing women in animation through programs like Stories x Women, we help ensure that our industry will continue to tell stories with universal appeal that reflect the richness of the world around us.”

womeninanimation.org

Exclusive: Lakeshore Sets Vinyl OST Release for ‘Fraggle Rock: Back to the Rock’ S2

Lakeshore Records is set to release the Fraggle Rock: Back to the Rock Season Two — Apple TV+ Original Soundtrack on a special vinyl Picture Disc with full color insert on May 23. The album features songs performed by the Fraggles and special guest artists including aespa and Adam Lambert, as well as guests Daveed Diggs, Ariana DeBose, Catherine O’Hara and Brett Goldstein.

The album preorder is live today. Season Two of the award-winning series is streaming now on Apple TV+. Preorder the set at lakeshorerecordsshop.com.

Track Listing:

Side A (19:45 mins. approx.)

  1. The Rock Goes On 1:57 – Fraggle Rock
  2. I Knew I Was Good 1:13 – Fraggle Rock
  3. Are You Ready 1:44 -  Fraggle Rock, Daveed Diggs
  4. Workin’ 2:19 – Fraggle Rock
  5. Wind Will Guide You 2:16 – Fraggle Rock
  6. Just Takes Two 1:47 – Fraggle Rock
  7. Fun is Here To Stay 2:22 – Fraggle Rock, Daveed Diggs
  8. Free and High 2:18 – Fraggle Rock, Adam Lambert
  9. Seal It Up 1:25 – Fraggle Rock
  10. Time to Live as One 2:20 – Fraggle Rock, Brett Goldstein

Side B  (20:21 mins. approx.)

  1. Pass It On 1:28 – Fraggle Rock
  2. Who Is Me? 1:37 – Fraggle Rock
  3. Radishes Vs. Strawberries 1:52 – Fraggle Rock
  4. This For That 1:37 – Fraggle Rock, Brett Goldstein
  5. Do The Sashay 2:19 – Fraggle Rock, Ariana DeBose
  6. Lose Your Heart 1:24 – Fraggle Rock
  7. Be A Queen 1:43 – Fraggle Rock
  8. Push It Down, Fraggle Up 2:15 – Fraggle Rock
  9. Is It True? 1:46- Fraggle Rock, Catherine O’Hara
  10. Hope We Build Together 2:14 – Fraggle Rock
  11. Get Goin’ 2:00 – aespa