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Founders seeking their first check need a fundraising sales funnel

Milana Lewis, CEO and co-founder of music tech startup Stem, started the fundraising process long before she actually asked any investors for money (dig the well before you’re thirsty — it’s the best way). She recommends that other founders do the same.

Ten years ago, Milana started working at United Talent Agency (UTA), one of the world’s leading talent agencies. When tasked with finding the best tools and technologies that UTA’s clients could use to self-distribute their work, she discovered a glaring gap.

“There were all these tools built for the distribution of content, monetization of content and audience development,” she says. “The last piece missing was the financial aspect.” The entertainment industry desperately needed a platform that would help artists manage the financial side of their business — and that’s how the idea for Stem was born.

Because UTA had its own investment branch, called UTA Ventures, Milana’s job also introduced her to some brilliant investors. Years later, when it was time to fundraise for Stem, those connections played a pretty big role.

In an episode of How I Raised It, Milana shared how Stem has landed some superstar investors and raised a little under $22 million.

1. Bring investors along for the ride — from the very start

Milana’s involvement with UTA Ventures exposed her to the investor experience and put her in the same room as people like Gary Vaynerchuk, Jonathon Triest from Ludlow Ventures, Anthony Saleh from Wndrco and Scooter Braun.

After meeting them the first time, she made sure to nurture those relationships, and she was “honest and vulnerable” about the fact that she wanted to be an entrepreneur one day.

“It’s amazing how much people will help and support you along in that journey,” Milana says. Investors “get excited about making early-stage investments because they want to identify that person before anyone else does.”

As her idea for Stem came together, she shared that with them, too. Over the course of a year, she provided regular updates on her vision, like how she was building out her team, and she also called them for occasional advice.

By the time she approached some of them for funding, she didn’t even need to present a full pitch. By then, they already knew enough about Stem, and about Milana as a businesswoman. Her pitch meeting with Gary Vaynerchuk — the first person to invest — ended up being just 15 minutes long.

“I brought people on my entrepreneurial journey in the beginning,” Milana says. “The biggest piece of advice I could give is to start raising a year before you start raising. Start building relationships and data points.”

2. Become best friends with systems and deadlines

For each round, Milana put together a lead list — a list of potential investors who she either met socially or through business. Each time, she wanted to have at least 100 names on this list.

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The crowd goes wild for Yiming

There’s no shortage of TikTok coverage in the news today as the app’s fate in the U.S. hangs in the air.

What the press doesn’t always address is how TikTok gets here — how did a Chinese startup seize the lucrative short-video market in the West before Google and Facebook? What did it do differently from its Chinese predecessors who tried global expansion to little avail? Matthew Brennan’s new book “Attention Factory” set out to answer these questions by tracing ByteDance’s trajectory from an underdog despised by Chinese tech workers and investors to the envy of Silicon Valley and the target of the White House.

Matthew has spent years working closely with China’s tech firms, not only analyzing them but also using their products as a curious local, experiences that informed his meticulously researched and entertaining book. Interwoven with captivating anecdotes of TikTok, rare photos of ByteDance’s original team, incisive analysis and telling infographics, “Attention Factory” is an essential read for those looking to understand how ideas in the American and Chinese internet worlds collided, coincided and converged throughout the 2010s.

TikTok is a rare example of a Chinese internet service that has gained worldwide success. Before expanding overseas, ByteDance had already proven the short-video model in China through Douyin, the homegrown version of TikTok.

The excerpt below follows a high-growth period of Douyin, detailing how it gained around 200 million daily active users within a year: a loyal creator community, viral memes, algorithmic recommendation and aggressive ad spending.

Before long, the Chinese startup would replicate that growth playbook in the rest of the world, tweaking it here and there to make it work.


Hundreds of fashionably dressed young people were arriving at 751 D.PARK, an expanse of industrial plants redeveloped into a hip culture venue in northeast Beijing. They were clad in baseball caps, brightly colored dresses, loose-fitting hip-hop style streetwear and limited-edition sneakers. The site had been transformed into something akin to the stage of the talent competition “American Idol,” spanning two floors filled with strobe lighting, high-volume music and trendy backdrops. This was an exclusive party — three hundred top Douyin creators coming together to celebrate the app’s one-year anniversary.

The online stars, billed as the “new generation of internet celebrities,” weren’t there to just socialize and enjoy themselves. Every influencer was aware of the unspoken competition to derive the best content from that night. They were all fighting to achieve a higher level of superstardom and the medium of battle was short video.

The influencers who knew each other gathered in small groups as their assistants tirelessly captured fifteen-second videos of their carefully crafted skits. Loners roamed around the dance floor, absorbed in finding the ideal lighting for their lip-syncing selfie videos. Lesser-known influencers nervously approached more famous ones, proposing to record a dance together to potentially tap into their peers’ following. Loud hip-hop music kept playing in the background as creators hurried to touch up the videos they had just shot. Once the editing was done, they uploaded their works and anxiously waited for the app’s algorithms to judge who would grab more eyeballs.

Dance teams took to the stage to display their skills. The crowd bopped their heads back and forth as rappers attempted to impress with clever lyrics. Later as the hosts were midway through giving out awards, a wave of noise erupted from the back of the crowd interrupting the proceedings.

It was Yiming. Dressed in a black baseball cap and gray T-shirt and accompanied by Lidong. The audience went wild — the CEO had decided to drop in unannounced! Immediately he was bombarded with requests to take pictures and videos. As those around him whooped and cried out wildly, the entrepreneur simply smiled and kept his hands calmly by his side, an awkward 34-year-old engineer type among the hyper fashionable, mostly teenage hip-hop crowd.

Yiming and Lidong appear at a Douyin promotional event marking the app’s first anniversary in Sept 2017

Yiming and Lidong appear at a Douyin promotional event marking the app’s first anniversary in Sept 2017.

He already knew from looking at the data, but this was confirmation in the flesh — Douyin had built a robust community, with powerful momentum and was on the verge of doing something special.

The breakout

October 1st marks the beginning of “Golden Week,” a seven-day-long official Chinese national holiday. Periods like these are big opportunities for China’s internet industry. People’s behaviors change for a week; many find more time for entertainment and to try new things.

Over October, Douyin’s daily users doubled from seven to 14 million; two months later, they reached 30 million. Over those three months, the 30-day retention rates jumped from eight to over 20%, the average time spent in the app soared from 20 to 40 minutes. It was as if some magic rocket fuel had suddenly been added, boosting every key metric. What had changed?

The answer was Zhu Wenjia. Zhu Wenjia, hired from Baidu in 2015, was widely considered to be one of the top-three best people in the entire company when it came to algorithm technology. He ran one of ByteDance’s most capable engineering teams and had recently been assigned to work on Douyin. The team’s work harnessing the full power of ByteDance’s content recommendation back end led directly to the astounding October results.

The better the metrics, the more resources ByteDance placed behind the app as it now had good retention and was fast-tracked into becoming a strategically important product. Suddenly support was coming in from all over the company — people, money, user traffic, celebrity endorsements, brand collaborations, and most importantly, full integration and optimization of ByteDance’s powerful recommendation engine. Chinese stars with massive fan bases such as Yang Mi, Lu Han, Kris Wu, and Angelababy opened accounts, joining in publicity campaigns, and a nationwide “Douyin Party” event roadshow was planned. Douyin had become the hottest upcoming app in China.

ByteDance ramped up the investment in all three short-video products, including Douyin. People, resources and advertising budget were all raised, leading an industry insider to comment later: “The sudden rise of Douyin wasn’t without good cause. Yiming threw more money at this than anyone and dared to hunt down and grab the best people.”

Commercialization began with the first three brand ad campaigns paid for by Airbnb, Harbin Beer and Chevrolet. Douyin’s advertising business would soon make rapid progress. ByteDance already had hundreds of sales and marketing staff who would shortly be able to add Douyin’s advertisement inventory to their sales targets.

Yiming revealed in a later interview that the company had made it compulsory for everyone on the management team to make their own Douyin videos with goals to gain a certain number of likes or suffer forfeits such as doing push-ups. It wasn’t good enough to just look at charts and data; management needed to understand short videos from a creator’s perspective also. Yiming had watched Douyin videos for a long time but creating his own was “a big step for me,” he admitted.

Yiming’s personal Douyin account (3277469). Seventeen videos at the time of writing, including clips from his global travels

Yiming’s personal Douyin account (3277469). Seventeen videos at the time of writing, including clips from his global travels.

‘Oh well … karma’s a bitch’

The video opened to a young woman yawning, dressed in pajamas with messy morning hair. Wearing glasses and with no signs of makeup, she casually lip-syncs the line, “Oh well … karma’s a bitch” and throws a silk scarf into the air. Suddenly loud background music explosively begins. In an instant, she transforms into a glamorous fashion model, almost unrecognizable from a second before. A new meme had taken hold of Douyin.

“Karma’s a bitch” was a new version of the original “Don’t judge me” challenge that had propelled Musical.ly to top the U.S. app store three years earlier. The meme was another breakthrough for Douyin; People loved watching the shocking transformations. Compilations of the meme’s videos started popping up online. In particular, the makeup skills of some women left many men in disbelief. “Karma’s a bitch” left an impact on mainstream culture and gained widespread recognition and publicity, even making waves out into English language global media.

Douyin was also increasingly hypercharging the popularity of catchy pop songs with strong hooks. In late 2017, a track known as the “Ci-li-ci-li song” exploded on Douyin. The song’s catchy energy was undeniably infectious. Yet, it was the novel set of dance moves that had become associated with the track’s hook that turned the music into a meme and dramatically amplified its success.

The track had actually been released back in 2013 by Romanian reggae and dancehall artist Matteo, under the name “Panama.” Four years after its debut, the song’s unexpected and explosive spike in popularity led the singer to hastily organize an Asia tour to capitalize on his track’s sudden fame. A YouTube video shows him meeting Chinese fans at the Hangzhou airport who demonstrate their moves to him in the arrivals hall. With the dance having been created entirely in China, the bewildered artist finds himself in the awkward situation of not knowing how to follow the moves to the song for which he is famous.

Perhaps the most reliable indicator of the platform’s increasing influence on society was how the name, Douyin, had started to enter everyday colloquial vernacular, becoming synonymous with short video. The meaning of “Let’s shoot a Douyin!” needed no explanation.

Make it rain

ByteDance knew they now had a winning formula. Retention was good, word of mouth was excellent, a large, vibrant community of video creators had been fostered. The recommendation engine was doing its job of surfacing the best content. Douyin’s fire was already burning bright; now, it was time to pour gasoline on things and spend, spend, spend.

The holiday week of Chinese New Year is another unique annual opportunity for app promotions. Hundreds of millions travel home to be reunited with their families and find themselves with free time to relax. An entertainment app like Douyin was the perfect way to pass the time; word of mouth spread naturally between family members.

To step up its efforts further, Douyin directly gave out money to users by running a Chinese New Year “lucky money” campaign. Users could collect small cash amounts in special videos by tapping on the “red packet” icons — a digital manifestation of cash-filled envelopes people give to each other during the holiday. ByteDance also went all out, spending wildly, buying adverts and promotions across major online channels to acquire users, spending about 4 million yuan a day (over half a million dollars). The combination of all these effects sent Douyin to the top of the Chinese app store charts. Various reports stated Douyin’s daily users jumped from around 40 to 70 million over the February to March period covering Chinese New Year, with some of the top accounts seeing their follower numbers quadruple.

A chart mapping the progress of Douyin, from zero to 200 million daily active users, during the first two years of operation.

A chart mapping the progress of Douyin, from zero to 200 million daily active users, during the first two years of operation.

 


This article is an excerpt from “Attention Factory: The Story of TikTok and China’s ByteDance,” which was written by Matthew Brennan and edited by TechCrunch reporter Rita Liao, who wrote the introduction to this post.

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MTV partners with Unrd to create a mobile version of ‘Ghosted: Love Gone Missing’

Mobile storytelling startup Unrd is making its first move into adapting existing intellectual property — specifically “Ghosted: Love Gone Missing,” an MTV reality series about ghosting (the dating practice, not anything supernatural).

Until now, Unrd (pronounced “unread”) has created original crime, horror and romance stories that are told through characters’ phones, through content like text messages, video footage and more.

Starting next week, on November 16, the app will feature a version of “Ghosted” that — unlike the TV show — is scripted, as users explore characters’ text messages, photos and video calls to discover why they’ve been ghosted. They’ll even get to vote on whether the characters should “ghost” or “make up” before they see the stories’ ending (their votes won’t affect the outcome).

MTV Head of Digital Rory Brown told me that this was a “very close collaboration” between MTV and the Unrd team, led by CEO Shib Hussain.

“This is the first time they’ve partnered with an already established IP — but that didn’t scare us at all, to be that first media partner that they worked with,” Brown said. “There was a strong point of view on our side of the house how to keep it true to the existed format, while the Unrd team helped us reimagine it, and our collaboration met in the middle of that Venn diagram.”

Unrd

Image Credits: Unrd

He also argued that while interactivity can be “a bit of a buzzword in the industry,” Unrd isn’t focusing on “interactivity for interactivity’s sake.” Instead, the aim is to create “a more immersive experience for the user.”

Unrd will feature three stories tied to “Ghosted,” each of them unfolding over six days.

“The key thing that we do different is this notion of real time,” Hussain said. “You can’t just binge it and consume every story in one day. You’ve got to wait with the character for the next message. That’s more immersive, and it also builds that tension and excitement amongst users as well.”

Brown noted that these Unrd stories are launching during a break in the second season of “Ghosted.” The hope is that they’ll keep existing fans engaged while creating new fans as well.

“At MTV, we’re always going to keep looking at ways to test the elasticity of IP,” he said. “I think Unrd is one way to do that. We’re talking to other partners, but Shib and his team have been fantastic to work with and we’d love to keep the relationship going.”

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Roblox to host its first virtual concert, featuring Lil Nas X

Roblox this morning announced a partnership with Columbia Records that will allow it to bring a virtual concert experience featuring Lil Nas X to its gaming platform. Notably, this will be Roblox’s first-ever virtual concert, and follows similar events that have been held during the pandemic, like the “One World: Together At Home” concert to benefit WHO in April, and Fortnite’s Travis Scott concert hosted in-game, which attracted 12.3 million concurrent players at its peak.

The Lil Nas X concert, meanwhile, will be hosted in an online event space custom-designed by Roblox to allow for an immersive experience. There will be several different stages, each inspired by Lil Nas X’s songs and music videos, that will use a variety of technologies, including the latest in shadowing, lighting and physically based rendering (PBR) facial recognition technologies, the company says.

During the concert, Lil Nas X will also perform his new single “Holiday” for the first time live, as well as other popular hits.

The event itself will actually be run over three showings, starting with the main event on Saturday, November 14th at 1 PM PST. The Asia showing will follow at 10 PM PST, then the European show will be on Sunday, November 15 at 9 AM PST.

In addition, Roblox and Columbia Records will host a Q&A with Lil Nas X that will be streamed in the concert venue with a preshow at 4 PM on Friday Novemebr 13.

“We’re thrilled to partner with Columbia Records to bring Lil Nas X fans and the Roblox community together in an entirely new way,” said Jon Vlassopulos, global head of Music at Roblox, in a statement about the event. “This concert with Lil Nas X will transport players and their friends into the Metaverse, and bring to life the future of what immersive, social experiences can look like.”

Ahead of the event, the new concert venue will feature mini games and other activities for players to explore, as well as a virtual store offering exclusive merchandise, like accessories, emotes and Lil Nas X avatar bundles.

“We’re throwing the biggest virtual concert of 2020, and I hope everybody in the world can come check it out,” said Lil Nas X, in a statement. “I feel very lucky to be the first artist to ever do this on Roblox. We had so much fun putting this together for my fans, and I can’t wait for everyone to see it,” he added.

Roblox has been signaling an interest in expanding its platform beyond gaming in recent months, as the pandemic fueled a jump in monthly users and player spending, as well as a desire for virtual activities in general. The company in July reported it had grown to more than 150 million monthly active users, up from the 115 million it had in February, before the U.S.’s shelter-in-place orders had kicked in.

It also in July launched  “Party Place,” a virtual venue focused on hanging out for meetups or birthday parties.

The shift to virtual platforms for socializing has helped boost Roblox revenues, as well.

One third-party estimate, from Sensor Tower, pegged Roblox mobile spending at $94 million in September. It also suggested Roblox had passed $2 billion in spending to date. A more recent report from Safe Betting Sites estimated Roblox players spent $820 million in total from January through September 2020.

The gaming company is poised to IPO, but a date has not been disclosed.

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Netflix is developing a live action ‘Assassin’s Creed’ show

Netflix announced this morning that it’s partnering with Ubisoft to adapt the game publisher’s “Assassin’s Creed” franchise into a live action series.

The franchise jumps around in history, telling the story of a secret society of assassins with “genetic memory” and their centuries-long battle the knights templar. It has sold 155 million games worldwide and was also turned into a nearly incomprehensible 2016 film starring Michael Fassbender and Marion Cotillard, which underperformed at the box office.

The companies say that they’re currently looking for a showrunner. Jason Altman and Danielle Kreinik of Ubisoft’s film and television division will serve as executive producers. (In addition to working on adaptations of Ubisoft’s intellectual property, the publisher is also involved in the Apple TV+ industry comedy “Mythic Quest.”)

“We’re excited to partner with Ubisoft and bring to life the rich, multilayered storytelling that Assassin’s Creed is beloved for,” said Netflix’s vice president of original series Peter Friedlander in a statement. “From its breathtaking historical worlds and massive global appeal as one of the best selling video game franchises of all time, we are committed to carefully crafting epic and thrilling entertainment based on this distinct IP and provide a deeper dive for fans and our members around the world to enjoy.”

It sounds like there could be follow-up shows as well, with the announcement saying that Netflix and Ubisoft will “tap into the iconic video game’s trove of dynamic stories with global mass appeal for adaptations of live action, animated, and anime series.”

Netflix recently placed an eight-episode order for “Resident Evil,” another video game franchise that was previously adapted for the big screen. And it also had a big hit with its adaptation of “The Witcher,” which is based on a fantasy book series that was popularized via video games.

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Quibi is dead, reports say

Plagued with growth issues, Quibi, a short-form mobile-native video platform, is shutting down, according to multiple reports. The startup, co-founded by Jeffrey Katzenberg and Meg Whitman, had raised nearly $2 billion in its lifetime as a private company. Quibi did not respond to requests for comment from TechCrunch.

The company’s prolific fundraising efforts spanned prominent institutions in private equity, venture capital and Hollywood, all betting on Katzenberg’s ability to deliver another hit. The startup’s backers included Alibaba, Madrone Capital Partners, Goldman Sachs and JPMorgan, as well as Disney, Sony Pictures, Viacom, WarnerMedia and MGM, among others. The Information reports that Quibi will have $350 million left to return to shareholders.

Their pitch was highly produced bite-sized content, packed with Hollywood star power, and designed to be “mobile-first” entertainment. For the YouTubes and Snaps of the world, producing mainstream content on a shoestring budget, Quibi wanted to be an HBO for smartphones. Investors and pundits questioned the firm’s ability to monetize this vision, and it became clear soon after launch that the company had miscalculated.

Rumors that Quibi was shutting down began early this week. The Information wrote that Katzenberg has told people within the industry that the company might need to shut down, after unsuccessfully pitching itself as an acquisition to Apple, Facebook and Warner Media.

In its first few months, Quibi was downloaded 3.5 million times and had 1.5 million active users. While those figures aren’t too shabby, the company had to adjust its original projections, which put the service on a trajectory to reach 7 million users and $250 million in subscriber revenue in its first year. Admitting that the launch hadn’t gone as planned, Katzenberg blamed the coronavirus for the streaming app’s challenges.

The company expanded in Australia in August with a free ad-supported tier for users. It is unclear if the tweak in the business model brought Quibi success, or if the problems for the app had to do with the business model in the first place.

Netflix earnings from earlier this week suggest that the pandemic entertainment boom is slowing. The consumer video service disappointed on new paying customer numbers, and shares were down sharply yesterday after it released its earnings report. Those numbers also potentially showcase just how crowded the market for subscription video content has gotten in the past 12 months, with players like Apple, Disney, HBO and NBC each launching new services and collectively spending billions to acquire rights to past television hits.

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Original Content podcast: ‘Wireless’ shows off Quibi’s Turnstyle technology

“Wireless” is probably the best showcase so far for Quibi’s Turnstyle technology.

That’s the technology that allows the streaming video app to switch seamlessly between landscape and portrait mode depending on the orientation of your phone. With other Quibi shows, you’re essentially getting two views of the same footage — but with “Wireless” (which is executive produced by Steven Soderbergh), you’re switching between traditional cinematic footage (in landscape) and a view of the protagonist’s phone (in portrait).

In this bonus episode of the Original Content podcast, director Zach Wechter told me that he and his co-writer Jack Seidman wrote the initial script — about a college student played by Tye Sheridan who gets trapped in the snow after a car crash, with only his iPhone to save him — before they decided on the phone-centric format. But when they heard about Turnstyle, “It just felt like a match made in heaven that would allow us to facilitate this idea.”

I wondered whether that required going back and adding a bunch of phone interactions to the story, but said Wechter said, “It was quite the opposite. One thing we found in testing was when the phone plot moved really fast, it would be hard, because there are these two perspectives happening at once.”

So that actually meant “reducing some fo the intriacy of the plot happening on the phone” to ensure that viewers didn’t get lost.

And if you’re wondering which mode to focus on as you watch, Wechter has some simple advice: “Go with your gut.” He said he had a “roadmap” for when he was hoping to nudge viewers to turn their phones — like when there’s a notification sound or Sheridan focuses on his phone — “but I think the most important part of the experience is that we’re not indicating when our viewers turn, that it becomes this sort of passive-but-active viewing experience.”

Wechter described making the show — essentially a feature length film divided into episodes of 10 minutes or less — as shooting “two films that had to dance together” in just 19 days. And he made things even more challenging by insisting that all the phone/FaceTime calls and even the text messages be filmed live, rather than just recording both ends separately.

“When I think about directing and my job, really the most fundamental part of it to me is making the actorss comfortable, and I think that having a scene partner is paramount,” he said. “It was a long conversation about why we couldn’t just have them act off of a recording and shoot it separately — because it took a lot of logistical effort and resources to do it — but it really makes the scenes feel very alive and realistic.”

You can listen to the full interview in the player below, subscribe using Apple Podcasts or find us in your podcast player of choice. If you like the show, please let us know by leaving a review on Apple. You can also follow us on Twitter or send us feedback directly. (Or suggest shows and movies for us to review!)

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Ron Howard and Brian Grazer say that their accelerator can help diversify Hollywood

Impact Creative Systems (formerly Imagine Impact) is bringing a startup accelerator-style approach to finding fresh creative talent, and it announced this morning that, with funding from venture capital firm Benchmark,  it’s spinning out from Imagine Entertainment — the production company founded by director Ron Howard and producer Brian Grazer.

Right after the news broke, the accelerator’s founders — Howard, Grazer and CEO Tyler Mitchell — joined us at TechCrunch’s Disrupt conference to discuss their vision. Grazer (whose films with Howard include “Apollo 13,” “A Beautiful Mind” and the upcoming “Hillbilly Elegy” for Netflix) recalled the Hollywood of 25 years ago, which he described as an “opaque” system where original writers often struggled to break in, and he felt that Impact could “democratize access to Hollywood.”

“How can we create opportunity to have access to the epicenter of employment in the media business, which is Hollywood?” he said.

For starters, Mitchell described what he claimed is a scalable system for evaluating 2,000 script submissions every week.

“We were able to build a system that leverages both technology as well as expert systems evaluating not just the writers, but the readers — almost like financial analysts — and try to come up with metrics in a world where there aren’t stats,” he said.

Mitchell also noted that in Impact’s first cohort of 87 writers, 39% were BIPOC, 10% were LGBTQ and it was split 50-50 between men and women, with 11 different countries represented.

“If you try to find the most talented writers in the world, they’re going to look like the world,” he said.

Howard made a similar point, saying that this diversity results from an interest in “fresh new voices” with “no statistical goals or agendas in mind — it’s just happening in a really honest way.” (At the same time, interviewer Ingrid Lunden couldn’t help but observe that this was a panel of three white men discussing diversity.)

Asked whether they’re interested in finding new talent from social media, Howard pointed to Grazer as the one who’s always encouraging him to “know what’s going on up north” (a.k.a. in Silicon Valley).

“Right now we’re in a creative renaissance with podcasts and Instagrams … finding their way into the center of the narrative,” Howard said.

Grazer said he often looks at YouTube, in particular. At the same time, he cautioned that creating content for these online platforms requires a different skill set than writing movies or TV.

“It doesn’t reduce the likelihood of their success necessarily, but it’s a different art form,” he said. “Because writing a teleplay or a screenplay, even the greatest playwrights can’t do that particular thing — you have to be trained.”

Still, Imagine found at least one idea in an Instagram Story, developing a comedic show around an actor (Grazer didn’t want to say who it is, but it’s probably Arnold Schwarzenegger) with a donkey named Lulu and a miniature horse named Whiskey. Apparently the show has attracted multiple bidders, and as for where it will end up, Grazer said, “It sort of seems like Amazon. I’ll let you know tomorrow.”

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Impact, a YC-style accelerator for the entertainment industry, spins out from Imagine Entertainment with backing from Benchmark

Hollywood has been better known for making films and TV shows about the tech industry than it has been for being a part of it, but today a new enterprise is launching, backed by a major Silicon Valley venture firm, that hopes to hit pause on that image.

Imagine Impact, a content accelerator that launched two years ago under production powerhouse Imagine Entertainment to impart a “Y Combinator” approach to sourcing new work and connecting it with production opportunities, has raised a Series A round of funding from Benchmark, the VC firm that has backed Uber, Twitter, Dropbox, Snapchat and many more — funding that it plans to use to continue building out its accelerator model as well as launching new technology ventures, it said.

With the investment, Imagine Impact is effectively spinning out of Imagine Entertainment, and rebranding as a standalone company called Impact Creative Systems.

Brian Grazer and Ron Howard, the high-profile duo that in 1985 started the film and TV production company that has been behind a string of hits, stay on as founders, but Impact (as the firm calls itself) will be run day to day by CEO Tyler Mitchell. (And all three will be talking with us on the Disrupt stage today about this and more.)

Mitchell says that the amount of the investment, the first outside money that Impact has taken, is not being disclosed but that it’s in line with a typical Benchmark Series A. That would put it between $10 million and $20 million. The investment is being led by Bill Gurley, who will join the board with the deal.

The funding will be used to help the firm spearhead new ventures that continue building out the idea of taking a new approach to networking and finding career opportunities throughout the entertainment industry, breaking down some of the barriers of how business has always been done — through networks of who you know, lots of lunches and other hobnobbing. The idea is for the projects coming out of Impact to be underpinned not just with a tech ethos, but with actual technology.

First up is the launch later this year of The Creative Network, which Imagine describes as “an online marketplace and professional networking platform designed specifically for entertainment industry professionals to help bring efficiency and access to Hollywood.” It’s a little like LinkedIn meets Behance.

Up to now, Impact has been focusing its energies on building out its accelerators and securing deals for the writers in its cohorts, with the whole set-up inspired by the famous Silicon Valley accelerator.

The YC playbook is used in two ways. The first is in the model it’s using, where it opens applications to anyone interested to applying, and then provides those selected with mentorship, time and a little financing to do their creative work. The second comes in the form of the mentors having a lot of connections in the industry and using those to help the writers connect with others to produce their work.

The accelerator model has seen an accelerating amount of interest. Impact now has built a second accelerator outside of LA, in Australia, and started a podcast featuring interviews with famous actors, directors and others (pointing to other kinds of content that it might spin out as business projects). And it has inked a deal with Netflix Films to help source and develop content globally.

And perhaps most interestingly for laying groundwork for The Creative Network, it has built up a network of 30,000 writers across 80 countries; it has helped develop 72 projects, 25 of which are now with major studios.

Those efforts have also had some tech built around them. Mitchell said that a beta of sorts for The Creative Network was built originally to use for the accelerator. “We built it because we were just three people running the accelerator and didn’t have the human resources available to send out or read potentially thousands of scripts” — specifically 3,000 script submissions in 72 hours — “so we built a mobile app.” Features include the ability to push submissions, make watermarks and track emails in the bigger database, he said.

“We talk about ourselves as a dating app,” joked Mitchell. “You have to get four people to fall in love with one story or writer or piece of material” to advance, he said, “the producer, director, star and financier. That involves a lot of phone calls and relationships and phone tag. It can be a very long process to triangulate and build the right teams.”

While efforts so far have been focused on building ways of connecting writers with producers, the bigger picture is to build a network that can bring in the rest of the ecosystem, including directors, actors and the extensive technical and admin talent needed to get a project off the ground and on to a screen. All of these connections up to now have been firmly stuck in the analogue world, making them slow, limited in terms of inclusiveness, and obviously very ripe for technological disruption.

“It takes 500-1,000 people in total to bring a project to life,” Mitchell said. And the bigger opportunity for connecting networks is massive. Mitchell estimates that just in the U.S., the production business employs 2.6 million people and accounts for some $177 billion in wages each year, and it’s growing.

“The old way of sourcing talent in the entertainment industry is based on who you know, which presents high barriers-to-entry for the fresh voices we need to hear from,” said Gurley, in a statement. “Impact is knocking down these barriers through a marketplace model that reduces information asymmetry and levels the playing field. Ultimately this leads to more opportunities and better outcomes for everyone involved.”

Indeed, Hollywood has been between a rock and a hard place when it comes to changing up its ways.

On one side, the industry regularly faces criticism for lacking diversity in its ranks and failing to identify with the masses. Complaints include too few women in decision-making roles and the difficulty of finding work if you don’t fit into particular age and appearance types; accusations of racism (OscarsSoWhite being a recurring theme each awards season); and more.

On the other, the media industry — including how consumers watch video — is rapidly evolving. For better or worse, the TV was once the absolute epicenter of how a family came together and saw what was happening in the world outside. Those Happy Days are gone now, so to speak. People watch YouTube and TikTok, Snapchat and Netflix, and while some of that definitely is still tapping into the older Hollywood ecosystem — Netflix, of course, repurposes a lot of traditional TV and film content, and commissions its own — it also speaks to just how rapidly the mediums and their delivery are changing.

While the first efforts of Impact are addressing the first group of these issues, one follow-up question — the sequel, you might say — might be how and if Impact chooses to use its networks, tech and strategy to think about the second of these.

Before coming to the entertainment industry (he was a writer and producer for years before this), Mitchell said he had a background in finance and has “always been entrepreneurial.” The tech scene in LA has definitely been growing over the years — it’s home to Snap and others — meaning it’s ripe for tapping for hiring more people for the startup.

“We’re talking with data scientists to build better algorithms for the Network and yes we’re hiring engineers,” he said. “We’ve attracted some incredible talent and the majority of the investment is going to scaling our team.” Impact now has 11 full-time technical staff, he said. 

“We could not be more thrilled to be working with Benchmark. They have an unrivaled track record in building marketplaces and companies that have changed the world,” said Grazer, in a statement. “From the moment we met Bill, it was clear that he understood and believed in our vision. Benchmark is not just an investor, but a true partner, whose expertise you can’t put a price on.” 

“With Benchmark, we are now in a better place to serve the greater creative community worldwide,” said Howard, in a statement. “Their investment enables us to go wider and deeper in bringing great storytellers to the forefront and connecting them to the entertainment industry.”

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