Wednesday, December 12, 2012

December 2012 Issue Of UK's Bliss Magazine Features Party Dress Fashion Article With Nickelodeon Star Victoria Justice

Nickelodeon Star Victoria Justice, who plays the character 'Tori Vega' on the hit Nickelodeon comedy series "Victorious", has announced on her official Twitter profile page (@VictoriaJustice) that the current issue (December 2012) of Bliss Magazine, a British monthly magazine aimed at teenage girls, has a special feature where Victoria Justice tries on and reviews a selection of party dresses! Victoria Justice also shared a exclusive photograph featuring a scan of her Bliss Magazine fashion article, which you can view below:
Thanks @blissmag for this party dress feature! Loved every look. UK-ers there's more in the mag which is out http://instagr.am/p/TG4PkwHIP2/

And:
P.S. U should follow @blissmag because they have great taste in clothes & the people that work there r super nice & have cool accents 😉. RT!

Nick Jr. Australia And New Zealand Announces Plans To Premiere The Brand New "Bubble Guppies" Christmas Special, "Happy Holidays, Mr Grumpfish!", On Friday 21st December 2012

According to the 'Kids and Family' area of the 'Television Highlights' webpage on the official website of SKY TV, New Zealand's main pay-television operator, Nickelodeon Australia and New Zealand's preschool channel, Nick Jr. Australia & New Zealand, will premiere and show the brand new Christmas themed special episode of Nickelodeon Preschool's CGI animated original series "Bubble Guppies", called "Happy Holidays, Mr Grumpfish!", on Friday 21st December 2012 at 7.50am, as part of "Christmas on Nick Jr. 2012"!:
BubbleGuppies ‘Happy Holidays, Mr Grumpfish!’ Friday 21st @ 7.50am

New Zealand Premiere Episode

In a special Christmas episode everyone is getting ready for the holidays, everyone except Mr. Grumpfish. The Guppies do their festive best to show a grumpy neighbour the joy of the holiday season.

Viacom Inc. To Report Quarterly Financial Results On Thursday 31st January 2013

Below is a Viacom Inc. Press Release from PRNewswire announcing the news that Viacom Inc. will report their quarterly financial results for the quarter ending December 31, 2012 on Thursday 31st January 2013:
Viacom Inc. To Report Quarterly Financial Results On January 31, 2013

NEW YORK, Dec. 12, 2012 /Viacom Press Release PRNewswire/ -- Viacom Inc. (NASDAQ: VIAB and VIA) announced today that on Thursday, January 31, 2013, it will issue financial results for the quarter ending December 31, 2012. The Company will conduct a conference call at 8:30 a.m. (ET), following the release of its earnings announcement.

(Download image - Viacom Logo: http://photos.prnewswire.com/prnh/20110811/NY51392LOGO )

A live audio webcast of the call will be available on the home page of Viacom's website, www.viacom.com, beginning at 8:30 a.m. (ET) on January 31. The conference call can also be accessed by dialing (888) 205-6875 (domestic) or (913) 312-0636 (international). Please call five minutes in advance to ensure that you are connected prior to the call.

The audio webcast replay will be available beginning at 12:00 p.m. (ET) on January 31 in the events/webcasts section of Viacom's website. A replay of the call will also be available beginning at 12:00 p.m. (ET) on January 31 at (888) 566-0808 (domestic) or (402) 220-9387 (international).

The earnings release and any other information related to the call will be accessible from the home page of Viacom's website.

About Viacom

Viacom is home to the world's premier entertainment brands that connect with audiences through compelling content across television, motion picture, online and mobile platforms in over 160 countries and territories. With more than 160 media networks reaching approximately 700 million global subscribers, Viacom's leading brands include MTV, VH1, CMT, Logo, BET, CENTRIC, Nickelodeon, Nick Jr., TeenNick, Nicktoons, Nick at Nite, COMEDY CENTRAL, TV Land, SPIKE and Tr3s. Paramount Pictures, celebrating its 100th year in 2012 and creator of many of the most beloved motion pictures, continues today as a major global producer and distributor of filmed entertainment. Viacom operates a large portfolio of branded digital media experiences, including many of the world's most popular properties for entertainment, community and casual online gaming.

For more information about Viacom and its businesses, visit www.viacom.com. Keep up with Viacom news by following Viacom's blog at blog.viacom.com and Twitter feed at www.twitter.com/Viacom.

SOURCE Viacom Inc.

RELATED LINKS
http://www.viacom.com.

How Did 2K Games, The Producer Of Popular Nickelodeon Preschool Video Games, Buck The 2012 Slump?

The video game news website MCV UK recently interviewed Christoph Hartmann, the president of Video Game publisher 2K Games, who make and release video games based on some of Nickelodeon's most popular preschool properties, including "Dora the Explorer", "Team Umizoomi", and "Bubble Guppies", and the popular Nickelodeon Video Game series, "Nickelodeon Dance":
How did 2K Games buck the 2012 slump?

2K is enjoying a golden period on the back of Borderlands 2, NBA 2K13 and XCom: Enemy Unknown. The publisher's president Christoph Hartmann discusses its recent success, next year’s BioShock Infinite and the future of consoles...

In a tough year for games, 2K?appears to have bucked the trend. What’s been the secret?

We focus on quality and we’re willing to take risks. Take how Firaxis did XCom, I don’t think other people would’ve done it. When you look at the first BioShock, Ken [Levine, franchise creator] is a superstar, everyone would sign him up, but I don’t know if they’d sign BioShock. Borderlands is the same. It’s an extreme experience, great developer but it doesn’t fit into that Call of Duty box.

So taking risks on things like XCom is the key?

Some people wouldn’t take the risk because they think the upside is limited. But that’s not true. It’d be like if the music industry decided not to have any alternative bands and movie studios decided there was no point in funding film festivals. Taking risks is where you find new talent and ideas. You can’t just go for the big things.

Developing console games is a costly experience. Taking risks is easier said than done.

There are these reports about how the industry is going down and whether the console is still a viable entertainment form for the future. I think our line-up shows that it is.

It all comes down to something good and fresh. I know the problem:?The bigger the risks are getting, the more nervous people are about whether it’s worth facing them. Everyone has to find a good balance between the risks you want to take and the risks you can afford to take. Not taking risks will be the only thing that kills this industry.

People want to be entertained and if they’re getting entertained by the same thing over and over, that’s just boring. That will be the only thing to make people turn away from console gaming. It’s not going to be the console experience because it’s a great, amazing experience.

Did the success of Borderlands 2 surprise you?

No. When you look at the last one and you look at the sales curve, it was actually a title that never really dropped off. It grew via word-of-mouth. The market was unaware for the first one so I expected Borderlands 2 to do much better. Obviously, I was aware of the quality of the title and how much effort Gearbox put into it. Timing also helped. I think we picked a very good window. Our marketing did a really good job and communicated things wisely and efficiently.

You released a Borderlands iOS game. Why do that? Do you want to do that for all your franchises?

The iOS market is very interesting. Obviously, everyone talks about it and the journalists write about it being the future, even though they’ve never looked at the numbers. It’s just impossible to have a title there which keeps up in any financial form with triple-A console games.

We want to work at having games out on every platform but we’re always carefully investing. That means we’re not doing iOS versions of any game. It needs to make sense because the market is flooded with titles. If we use an IP that was built for consoles on mobile, then I think we’d need it to work with the main game, or at least have the same values. We can’t just lift out one or two elements and putting it on mobile to try and cash in on the iOS market.

What about the free-to-play market? There was a recent article that said XCom would make a great free-to-play game.

Free-to-play works because League of Legends has worked very well, but it's the same as someone quoting Angry Birds to show the potential of the iOS market. The marketplace is not as hot or as successful as it was a while ago. It is a good model but I think it will coexist with everything else out there.

There will always be something else that is hot for a while but everything seems to steer back to the console market after a certain period of time. Free-to-play is definitely something to watch, it’s definitely something we’re looking at. I don’t think it is the Holy Grail to change gaming and that everything will change from thereon in.

The future of games will definitely be more diversified and it’s not going to be as straightforward as just PC and two or three consoles and that’s it. There will be many more places for people to consume games and the upside is that more and more people will consume games. We’ve just got to figure out how to turn it into a viable business.

Why do you have so much faith in the console space?

During my entire working life, I’ve seen several ups and downs and people saying ‘is console gaming over?’ and then console games come back and grows again. The console will always be an apt platform to play high-end games. There’s free-to-play and iOS and they’re all getting better but you’ve got to play a super high-end game on the console.

I don’t believe in the death of the console market. The trouble has been keeping up with the joneses and making a Triple-A experience meant that development costs went up dramatically and the market didn’t keep up with growth. It’s our job as a publisher to figure out how to give people the same experience they demand whilst keeping up with the industry standard and keeping costs under control. We’ve been spoilt because before the development costs didn’t matter as much, it was really about creativity. Now, they matter. But it’s no different to any other industry.

What's next for XCom? Where do you go from here?

The developers should be proud of what they’ve done, and the publisher also for supporting it and getting it to a commercially successful point. People are still in the stage of enjoying it and in a couple of weeks we’ll start thinking about how to move forward. I don’t want to rush it.

XCom, NBA and Borderlands generated a lot of critical plaudits. How important are review scores to the success of a game?

It makes a big impact. Look at the data. Take the Top Ten and put it against the Metacritic scores, you’ll see that there are few titles which didn’t score at least 80 and the big ones always score 90 or very close to that. There’s a direct correlation between the quality of the game and the sales numbers. Getting high scores is just a foundation. Without them, there’s no chance of being successful. Then it’s down to the market. Without great quality you will have no chance of success.

Licensed kids games have gone through a challenging time. THQ has backed out of the sector. But you’re continuing to push your Nickelodeon titles. What's your take on the recent trends?

If you're talking about the future of licensed titles, the future is really in kids’ games. Kids identify much more with brands and once they get hooked on something, they really get hooked on it. The demand for branded kids products and electronic entertainment, which we do with games for products like Dora the Explorer, is just growing. Of course as development costs go up, some people might say we should stop doing it. But the rising development costs are not Dora’s fault. There are many faults that Dora has, but the challenges in the market are not down to her.

Are you excited by Wii U?

Nintendo always impresses and surprises me. The team there has so much knowledge built up over many, many years. Nintendo always finds its crowd. There has been people doubting the Wii U because they don’t really understand it. I wasn’t sure about the Wii and I was proved wrong, proved wrong by my own people, which I like the most because we sold a lot of Carnival Games. I believe the Wii U offers something special and we will be surprised how consumers will get attached. There’s nothing in my body, not a single piece, doubting that the Wii U will be successful.

Sweetness And Light: Artist Kevin Champeny Reveals How He Made Carly Shay's Famous GummiBear Chandelier For "iCarly"!

Below is a Nickelodeon News / "iCarly" news article which reveals how artist Kevin Champeny designed and made Spencer Shay's magic GummiBear Chandelier for the hit Nickelodeon original comedy series "iCarly", which was first seen in the season 4 "iCarly" episode called "iGot a Hot Room", which was nominated for a Primetime Emmy Award for Outstanding Children's Program, from the Daily Mail:
Sweetness and light: Artist painstakingly creates a chandelier made entirely from GUMMY BEARS

Artist Kevin Champeny used 8,500 acrylic gummy bears to create artwork
Casts all the materials himself and constructs his art over months

An artist has created a colourful chandelier constructed almost entirely out of 8,500 hand-cast acrylic gummy bears.

Kevin Champeny spent months creating 'Candelier' for home furnishings company Jellio and was behind the sweet-inspired furnishings in the bedroom of Carly Shay, the main character in Nickelodeon's hit teen sitcom iCarly.

Mr Champeny creates large artworks that look like sculptures or mosaics, but a closer investigation reveals they are made of hundreds or thousands of tiny objects, often individually cast by the artist.

Light snack: A chandelier made from over 8500 gummiy bears has been created by artist Kevin Champeney

Tasty art: His sculpture take months to complete and straddle the line between sculpture and mosaic

Intricate: None of the gummy bears were painted and each batch had to be cast in the right colour

His artwork 'Flag is an American flag made up of 44,450 urethane army men cast in red, white, and blue, while 'What Remains' is a five foot wide skull mosaic made up of more than 35,000 tiny flowers.

'A Rose By Any Other Name' is another candy-themed work and uses more than 15,000 acrylic pieces of candy and weighs 75lbs.

He starts by building silicone moulds of the original pieces, then casts them in colour, meaning nothing is painted, each hue has to be mixed and cast using various resins.

The final objects numbering in the tens of thousands are then painstaking glued to a surface piece by piece, meaning that the entire process for each artwork spans several months to design, sculpt and cast.

Good enough to eat?: Those with a sweet tooth will be disappointed to learn the treats are cast in acrylic

Art: Other works by Mr Champeny include a human skull made from tiny flowers and a rose created using various types of sweets