Archive for April, 2009

SGN opens their network to other app devs

Thursday, April 30th, 2009

SGN, the largest developer for the iPhone and iPod Touch platform, with over 30% of all application users possessing one of SGN’s products recently opened their 12 million strong network to other developers.  Punch Entertainment and Smallmedium are the first to jump on this new cross-promotional strategy program.  Punch Entertainment develops games aimed at creating mobile community focused games such as Reign of Swords and smallmedium publishes eMees, an avatar creator.

1239220423_punchlogoSGN has clocked over 12 million downloads of their offerings.  They have a number of original applications, and are the makers of Agency Wars, Mafia: Respect & Retaliation, iFun, i(fluff)friends and iBowl.  iBowl, their most successful game to date, was recently named #6 on Apple’s top 20 Apps of All time list.  They’ve also added Facebook’s connect feature to their games, thereby making it easier for friends to challenge each other from platforms outside the game itself.  If this sounds familiar, it looks quite similar to the method PlayMesh introduced to their iMafia and associated applications back in January of this year.

“With the anticipated launch of the iPhone OS 3.0 and one billion applications downloaded to date, the rush of new applications will be tremendous and it will get harder and harder to stand out of the crowd,” said SGN CEO Shervin Pishevar. “At SGN, we have always believed in supporting developers while giving gamers more choices of quality games. Punch Entertainment and Smallmedium, both companies we admire, will now be able to reach a broader audience and will get a boost in downloads by joining our cross-promotional network. We have seen the benefits of this approach through the trials we have undertaken with our current games and through the gaming hub on Facebook.”

smallmediumThe way the program is slated to work looks like so: SGN will run in-game ads that encourage players to download partner applications in exchange for points within SGN’s own games.  In other words, download a partner app, get 5 free xyz’s in the game that you’re currently playing.  Participation in the program is free to developers and revenues will be split (no indication on what the split is though, but chances are, it’s probably not a 50/50).

“We are extremely excited to be partnering with SGN on this platform,” said Smallmedium founder and project manager Jordan Wan. “The program is extremely simple and will leverage SGN’s tremendous reach in the iPhone market to benefit users and developers alike.”

“SGN has provided a great platform for us to expand our gaming applications among a larger user base,” said Punch Entertainment CEO and Founder Tobin Lent. “Gaming has proven to have a huge appeal on the iPhone and, with so many gaming apps out there, it can be overwhelming for users. This cross-promotional platform will bring entertaining games straight to the consumer.”

This new cross promotion program opens a new avenue and potential trend for all application developers for iPhone.  If partners start seeing a dramatic increase in downloads and use of their applications, could this be a trend we’ll see more of in the future?  It certainly makes sense for smaller development firms looking to get the word out about their applications, but at the same time, details about leaving the program and going it on their own are scarce.  Only time will tell, but for now, it’s full speed ahead for Punch Entertainment and Smallmedium.

 

Over 100,000 happy campers worldwide at CampFu

Wednesday, April 29th, 2009

NYC based Rebel Monkey has recently announced that they’ve surpassed the 100,000 registered players mark in their Casual MMO CampFu.  Launched only in February of 2009, clearly CampFu is on to something special, not only attracting, but engaging and retaining users.  Rebel Monkey reports that they have users from every continent except Antarctica, encompassing 110 countries around the globe, with users spending on average over 60 minutes on site both playing games and socializing with other users.

logoNaturally, as will most virtual worlds, CampFu offers users a wide variety of online activities and features including a virtual CampGround, chat, hundreds of virtual goods and avatar costumes, but what truly sets them apart from the crowd is their innovative real-time co-op games.  This co-op gaming experience leads to a natural formation of teams and alliances that carry over outside the games and into the social area, the CampGround.

“CampFu is a fun and fresh online hang-out that is different from anything else out on the market,” said Margaret Wallace, CEO of Rebel Monkey. “Players have really responded to the look of our avatars and that you can actually use your avatars inside of the games in real-time – unlike a lot of online multiplayer sites out there where avatars are usually relegated to the sidelines.”

Another interesting aspect of CampFu is the user demographics.  It’s very difficult to call CampFu a ‘youth’ virtual world, but it’s also not quite a ‘hardcore’ gamer virtual world.  Spanning the masses is one of the keys to CampFu’s success.  Some arrive headed straight to the games, while others simply enjoy the social networking and community aspect of CampFu.  Globally, there are an estimated 231 million casual gamers worldwide, with 180 of them estimated to partake in virtual worlds such as Club Penguin or Habbo Hotel.  Given these numbers, and CampFu’s wide reaching appeal, Rebel Monkey and CampFu stand at a very interesting crossroads that could eventually see them skyrocket to the top of the virtual world scene.

Powered by the company’s own Monkey Wrench multiplayer gaming platform, CCO Nick Fortugno states, “if you want to play as a group with your avatars inside of a real-time casual gaming environment, you are really only going to find that at CampFu.  Expect more kinds of real-time co-op games to come – exploring deeper levels of team play and collaboration.”

Rightly so, Rebel Monkey is doing a bit of celebrating this week, and sharing the love with these 100,000 registered users.  They’ll be launching new parts of the CampFu CampGround, along with a full site re-design.  If that wasn’t enough to keep current and future users coming back for more, Rebel Monkey has also slated a number of new co-op games, social networking features, and avatar and cabin customizations later this spring.

If you’ve not done so already, head on over to CampFu.com and see what’s got over 100,000 registered users entertained and coming back for more.

 

Industry Vet Bill Gossman takes the reins at Hi5

Tuesday, April 28th, 2009

April has certainly been an interesting month for (now dubbed) social entertainment website Hi5.  After breaking new from VentureBeat and Techcrunch reported that the social portal had failed to receive additional funding, things weren’t looking so good.  Hold that thought for 48 hours, and Hi5 jumped back into the game and headlines with their announcement of a partnership with Mochi Media.  Well, just to round out the month with a bit more news about Hi5, they’ve recently announced the appointment of a new CEO, Bill Gossman.

Gossman, former CEO of Audience Science, CEO of Sabrix and founder and COO/CFO of  @mobile, as well as a current executive in residence at Mohr Davidow Ventures, hi5’s main investor, brings his wealth of experience in online advertising, behavioral targeting, and additional forms of online audience monetization.

“The founding team at hi5 has built a tremendous asset in one of the world’s largest online communities, and a truly global distribution and monetization platform for games and other social entertainment content,” said Gossman. “I’m excited to be joining the organization to help leverage that asset by focusing on our continued leadership in the social entertainment space and building a scalable, highly profitable business.”

So another layoff at Hi5?  Not quite.  Ramu Yalamanchi, founder and CEO since the companies beginnings in 2003 will not focus his efforts on operational responsibilities and leading the product and engineering departments.  His new goal is to deliver innovative features that set hi5 apart from competitors in the social entertainment space, with a heavy focus on expanding hi5’s microtransaction infrastructure and maximizing revenues.  Not a bad thought for a company who’s recent round of funding fell through, however, interesting to note that the new CEO comes from one of hi5’s primary investors.

“It is great to have Bill joining hi5 at this exciting stage of our business,” said Yalamanchi. “We have been incredibly successful in building a huge global audience and pioneering the social entertainment space. Bill brings highly applicable, stage-relevant leadership experience, particularly in monetizing online traffic and building scalable sales organizations, that will help take our company to the next level.”

 

LA Games Conference features stellar lineup, April 28-29

Monday, April 27th, 2009

Kicking off tomorrow, the LA Games Conference features an outstanding collection of speakers and panelists from across today’s gaming landscape.  The conference is slated to have over 250 senior decision makers from games, media, entertainment and tech companies all under one roof.

lagc_logo_2009Held at the historic Roosevelt Hotel, in Los Angeles, California, this year’s conference features a number of presentations and talks by a number of industry leaders.  Featured keynote speakers include:

Nolan Bushnell – founder of Atari and Chuck E. Cheese, CEO of uWink and Chairman, NeoEdge.

We’ve previously highlighted Bushnell’s innovative concept and use of microtransactions in the traditional ‘diner’ setting.  Bushnell is expected to talk about his thoughts on game consoles like the Nintendo wii and the new and emerging landscape of gaming (presumably with a heavy focus on microtransactions).

“Distribution of Games and Digital Media – A Glimpse of the Future”

Mike Yuen – Senior Director, Game Services, Qualcomm

Yuen is expected to give his thoughts on what drives the move towards digitally distributed content.  He’ll also be discussing Qualcomm’s investment in the new wireless 3G game console in developing countries, called Zeebo.  This new console targets middle class gamers in emerging markets including Brazil, Russia, India and China.  This console plays only downloadable games, combating the piracy of disc based games.

“Casual is the New Black – If You Want to Avoid the Red”

David Roberts, CEO, PopCap Games

Quickly becoming one of my personal favorite gaming destinations, PopCap Games’ CEO David Roberts plans on discussing the future where innovations in casual games help create the environment for tomorrow’s hardcore game experiences.  Roberts will lay out the PopCap vision of bringing games to the other 80% of the market that even the broadest appealing casual games have yet to reach.

“Finding Money in Games”

Mitch Lasky, General Partner, Benchmark Capital

Given the current economic situation, Lasky’s talk on the latest investment trends and opportunities in games and digital media, might just be the one not to miss.  A 20+ mobile gaming, new media, and interactive entertainment business veteran, Lasky has served as EVP of Mobile and Online at EA before joining Benchmark Capital.

Other top panelists and Moderators include:

John Kavanagh, SVP, Interactive / Head of Games, Paramount Pictures

Gareth Davis, Platform Manager, Facebook

Spencer Hunt, VP, Game Production & Digital Development, Sony Pictures TV Int’l

Kuk Yi, Managing Director, Best Buy Capital

Bill Young, Western Region Sales Director, Electronic Arts

Jason Oberfest, SVP of Business Development, MySpace

Robert Norton, Managing Director, North America, King.com

Jana Friedman, SVP of Worldwide Advertising Sales, Double Fusion

David Reitman, VP, Content & Ent. Practice, Switch and Data

Kate Connally, Vice President, AddictingGames/MTV Networks

Bill Kispert, VP, Interactive, NBC Interactive

Jesse Redniss, Vice President, USA Network Digital

Ned Sherman, CEO and Publisher, Digital Media Wire

Eric Goldberg, Managing Director, Crossover Technologies

Nick Williams, Director, Media &, Entertainment Insights, OTX Research

Jay Baage, VP of Content, Digital Media Wire

Anu Shukla, Founder and CEO, Offerpal Media

Scott Scherer, VP of Product Management, Hands-on Mobile

Michael Rubinelli, SVP of Game Development, Genius Products

George Kurtyka, 3P Account Manager, Nokia

Nash Parker, Director, Emerging Technology & Media, Alcatel-Lucent

Braden Moulton, Senior Manager, Partner Development, Massive (Microsoft)

Nichole Goodyear, CEO & Co-Founder, Brickfish

Michael Chang, CEO & Co-Founder, Greystripe

Vijay Rao, VP, Director of Open Planning, Optimedia US

Ted Cohen, Managing Partner, TAG Strategic

Kyle Laughlin, Senior Director, Yahoo! Games

Bob Ferrari, VP, Publishing & Bus. Dev., Sanrio Digital

Michael Cai, Vice President, Video Games, Interpret

Kyu Lee, President, Gamevil

Mike Vorhaus, President, Magid Advisors

Dave Long, CEO/Co-Founder, Exponential Entertainment, Inc.

Matt Palmer, EVP & GM, Stardoll Network

Jim Drewry, Executive Director of Marketing, Turbine

Michael Rosenberg, COO, Future Ads (Owner and Operator, Gamevance.com)

Teemu Huuhtanen, President, N.A., Sulake Inc. (Habbo)

Matthew Bellows, VP, Consumer Strategy, Vivox

Ryan Barkan, Senior Director, Advertising & Video Games, Primary Wave Music

Mark Friedler, Partner, Worlds and Games LLC

Greg Short, Executive Chairman, EEDAR

Tim Chang, Principal, Norwest Venture Partners

Bjorn Book-Larsson, COO & CTO, K2 Network

John Canning, Principal, MediaSherpa

Dennis Fong, CEO & Founder, Raptr

Alex Hackford, Head of A&R, Sony Computer Entertainment America

John Hayase, Exec. Director of Development, Sony Online Entertainment

Steve Hoffman, CEO, RocketOn, Inc.

James Hursthouse, Bus. Development Director, Japan/Korea, BigWorld PTY

Dave Laux, Global Executive, InterActive Media

Nicole Lazzaro, President, XEODesign, Inc.

Calvin Ng, CEO & CSO, iLemon

Ken Rutkowski, President/Host, KenRadio

Tommy Tallarico, President, Tommy Tallarico Studios, Inc.

Dan Yue, Co-Founder & CEO, Playdom

David Zemke, Director of Marketing, Glu Mobile

Ethan Titelman, VP Media & Ent. Group, Penn, Schoen & Berland (PSB)

Jon Snoddy, Co-Founder, Chief Technology Officer, Big Stage Entertainment

Ron Williams, CEO, The Zeev Exchange (Zeevex)

Stay on top of the LA Games Confernece at www.lagamesconference.com

 

Ntreev revamps and relaunches free-to-play casual golf game

Friday, April 24th, 2009

Previously known as Albatross 18, Ntreev USA has recently revamped and is preparing to relaunch their casual golf game, Pangya.  Now in beta at pangya.ntreev.net, the new version includes full game play from Pangya’s Season 3.  Ntreev plans on pumping the game full of Season 4 content just before the summer (May).  This new season 4 content will feature new characters, locations, and a number of new customization options.

pangyaFormer Albatross 18 players will be able to transfer their accounts to Pangya, as well as all accounts setup during this beta phase.

“Pangya has enjoyed worldwide success and popularity, including its tremendous mainstream popularity in the U.S. market,” said Chris Lee, CEO at Ntreev USA. “Pangya offers a unique golf experience that is easy to pick-up-and-play, and appeals to a wide variety of skilled and casual players alike. We are excited that we could bring it back to the North American players who love it.”

The free-to-play casual game takes players out onto the green in an easy to pick up and play golf experience, suited for players of all levels.  Featuring simple and intuitive controls, players that are familiar with windows are already familiar with Pangya game controls.  The game also allows players a high level of customization, featuring 8 unique playable characters with thousands of possible character costume, accessories, equipment, club, power boosts, combinations.  These character upgrades will be made available via an in game shop for microtransaction purchase.

Pangya’s microtransaction purchased are made via the in game cash system known as Pang.  Players earn pang by finishing a hole at par or better, and by showcasing powerful shots.

An interesting and unique approach to free-to-play gaming, and a possible casual play alternative to EA’s popular Tiger Woods golf, Pangya is now open for beta at pangya.ntreev.net.

 

Nival Online and Gala Networks Europe to launch Allods Online – Autumn 2009

Thursday, April 23rd, 2009

Known as Rage of Mages in Europe and North America, Russian developers Nival Online and Europe’s go to free-to-play publisher Gala Networks are proud to announce that they’re making Allods Online available via the gPotatoe.eu gaming portal.  Allods Online is an MMORPG based on Russia’s most successful gaming series.

allodsWith purse strings in the $12m range, this new title marks the largest budget title in Russian game development in history.  The Nival Online time has recently received the ‘Best Online Game’ and ‘Best Game Developer’ awards at the 2008 Russian Game Development Conference.

This f2p brings European MMO fans into a unique universe of epic fantasy and intense conflict woven into a deep and well-developed storyline.  The setting of this “Fantasy meets Space Opera” struggle takes place on the post-apocalypse planet of Sarnout, and the subsequent formation of the Allod islands.  These islands float in the Astral, a massive living substance that up the game world.  Gameplay takes place on these Allods, where players explore and battle monsters, beasts, and even each other.  Players will also have the opportunity to put their wits and brawn to the test with larger than life Astral Battles, those that occur between various ‘Astral Ships’ manned by multiple players, focusing on cooperative teamwork to achieve victory.

Staying true to the genre, Allods Online features fantasy MMORPG play, with numerous quests, PVP combat, massive exploration opportunities, character development, and plenty o’ social interaction with other players.  Players may choose between six races and eight character classes before having to decide on their faction: The League or The Empire.

“We have spiced up a full-blown fantasy MMORPG with the most compelling elements of space opera and science fiction, with epic battles between huge Astral ships,” said Sergey Orlovskiy, founder of Nival Online. “At the same time, we are keeping a deep focus on characters. Allods Online is not about Astral ships, but about the people on them.”

“We are excited to work with Nival Online who has proved their mastery of PC and online games for over a decade” said Hyun Hur, CEO of Gala Networks Europe. “We are confident that Allods Online will have a major impact on the overall online games industry and demonstrates that top quality games can be free, giving players a strong alternative to subscription-based MMORPGs.”

Mark those calendars now, as Allods Online comes online in autumn 2009, and will be available in German, French, and English via the gPotato.eu gaming portal.  Keep up to date at: allods.gpotato.eu.

 

IGA Worldwide lands exclusive Cross Fire in-game advertising contract

Wednesday, April 22nd, 2009

G4BOX Inc. and Wicked Interactive Ltd. announced yesterday that the ink is officially dry on an exclusive in-game advertising deal with IGA Worldwide for their hit free-to-play first person shooter Cross Fire.

The counterstrike-esque multiplayer first person shooter allows for up to 16 players to simultaneously battle online.  Objective based missions and scenarios take place across a wide range of real world realistic locations and arenas.  Not simply a point and shoot, Cross Fire also offers up a healthy selection of features and game modes including an exclusive ‘ghost match’ mode, a persistent stat-tracking and ranking system, integrated clan and in-game friends systems, and character customizations and realistic military weaponry.

“The Cross Fire beta launch has proven to be a tremendous success. The scale of the community building around the game has been astonishing and is still growing rapidly,” said Howard He, CEO of G4BOX Inc. “We are delighted to partner with G4BOX on Cross Fire. Its success has allowed us to partner with in-game advertising pioneer, IGA Worldwide, to pursue opportunities in this exciting and ground-breaking advertising environment,” added Garvin Yeung, CEO of Wicked Interactive Ltd.

Utilizing IGA Worldwide’s proprietary Radial 4.0 advertising SDK, Cross Fire will now offer brands and agencies the opportunity to display, update and geo-target their ads to a holy grail: the 18-34, tech savvy, male demographic.

Ed Bartlett, Vice President Europe for IGA Worldwide, said “Having pioneered ad-supported free-to-play premium games over the last three years, we are very excited to extend this model to Cross Fire, which has all of the necessary features for another huge success story in this category. IGA prides itself on a qualitative approach to ad inventory, and alongside contextual in-game billboards, users can also expect a sponsored tournament and leaderboards as well as subsidized branded content including new levels and arenas.”

Given that only a month and a half back IGA Worldwide sent out the ‘we need more money, or a buyer’ message, IGA Worldwide has been making signing a number of deals and agreements.  Perhaps there’s something a bit more going on in the background that we’re privy to?  Has IGA found a new investor?  Are they simply trying to pump the value, prepping for a sale?  Or…are they just doing a great job, doing what they do?  Which ultimately leads us to, what the heck WAS that plea for help all about?  Either way, things seem to be looking up for one of the leading in-game advertising providers.  I guess we’ll simply have to wait and see exactly where they’re headed with these exciting announcements.

 

City of Heroes users generate more content in one day than devs did in 5 years

Monday, April 20th, 2009

Building upon our previous post last week about City of Heroes new Architect system, eurogamer.net points out that lead designer Matt Miller is “astounded” with the community response to the new mechanism.

Miller writes on the official COH website, “We are simply astounded at the response we’ve gotten for it (the architect system).”

“I feel like everything we have worked on has really been worth it when I see that within 60 minutes we had 360 entire Mission Arcs (each containing up to 5 missions) available for other people to play. By midnight on day one we had over 2600 arcs, and exactly 24 hours after launch we were already at 3800 arcs.

“We did some data mining of our own,” he adds, “and 3800 surpasses the amount of content that we, the developers, have made for all of City of Heroes and City of Villains combined. In just one day our users did more than we could in almost five years.”

Miller also speaks to the fact that 70% of the user generated mission arcs include customized enemies, thereby overcoming the stagnation problem of users becoming tired of the same set of bad guys to face.  COH residents now no longer need to wait for developers to refresh bad guy content; users are doing it themselves.

After just one week of going live with the new creation tools, the Mission Server had more than 20k playable mission arcs.  6259 of them are heroic-themed, 112 time travel-themed, 134 feature statesmen, and 794 mission arcs feature use of the 5th column.  Users seem to be truly appreciating and eating up others’ creations, as 2860 of the 6259 have 5 star ratings, and only a (relative) handful, 582 to be exact, have received a 1 star rating.

“All in all,” adds Miller, “the actual launch of Issue 14 has exceeded any expectation we have set for it. We aimed very high with this Issue, but even the most Pollyanna dev on the team never expected the feature to take off this fast, with this amount of awesome buzz behind it.

“Players and the press have been calling this revolutionary, and I think we at Paragon Studios are just bringing our heads up to see exactly how revolutionary it actually is.”

If the user generated mission arcs feature continues at it’s current success rate, I wouldn’t be surprised in the slightest to see more and more titles beginning to offer similar options.  Game developers certainly do a boatload of research and listening to their communities about what they want included in future updates to the game, but are limited by their amount of available resources.  By turning over the power of creation to the community itself (within a structured environment), COH has crossed the line between producer to facilitator.  This new and exciting concept and game creation and play can only get better from here, possibly opening other doors to user generated content that we’ve not even explored yet.  Hats off to Matt Miller and the entire COH team!

 

Consumers plan to spend same amount or more on Entertainment in 2009

Saturday, April 18th, 2009

A recent tracking study conducted by the NPD group, Entertainment Trends in America, reveals that most American consumers intend on spending as much or even more on entertainment in 2009.

While music digital downloads took the top slot, with 75% of consumers surveyed indicating that they would spend the same or more on music as they did in 2008, 65% of those surveyed said that will spend the same amount or more on video games. Indicating a favorable nod to downloadable content, in this case, specifically music, only 60% of respondents indicated that they would spend the same or more on physical CD’s. Although spending on theatrical movies did not take the top slot, tracking at 73%, this entertainment sector appears to be in the best position for growth, as the same question in the previous years’ survey logged only a 66% response from those polled.

Theatrical release films look like the big winner for ’09, over half those surveyed 51%, indicated that they’d purchased a DVD or Blu-ray disk during the previous three months. Console or portable video games took the number two spot in recent purchased with 36%, and CD purchases clocked in a 31%.

“Even in the face of a down economy, entertainment remains a popular spending category,” said Russ Crupnick, entertainment industry analyst for NPD. “Most consumers say they’ll continue to purchase at least the same amount of many entertainment categories in the coming year.”

According to the NPD survey, the current per capita entertainment budget is $160 per month. However, this number is slightly misleading, as a majority of this spend is applied to dedicated television and internet access subscriptions. While we’ve all heard/seen/read predictions that consumers would start to trim the entertainment fat during the current economic downturn, the NPD study finds the only noticeable decline in magazine and newspaper subscriptions. Bad news for an industry already in turmoil.

These numbers clearly indicate that the entertainment industry as a whole may be far better positioned to ride out the current economic storm, NPD’s Russ Crupnick advises caution, “There is anxiety about the economy among entertainment buyers, increasing use of unpaid digital options for entertainment and competition for the entertainment dollar, but consumers have clearly shown that compelling content will get them back into the stores or theatres.”

 

Big Stage scores big with an additional $2.7 million

Thursday, April 16th, 2009

Los Angeles based Big Stage Entertainment, Inc. has recently received an additional $2.7m in series B funding from their original investors, Mission Ventures, Selby Ventures and TechCoast Angels.  This round of funding brings Big Stage Entertainment’s total raised to a healthy chunk of change at $10.6 milion.  Presumably, Big State will use this new injection of funding to further advance and accelerate their research and development and sales and marketing for its 3d photorealistic facial avatar modeling technology.  Outside investors still have a shot at getting in on the action, with and additional $3.3 million still remaining in series B funding, open until June 8th.

As reported back in December, Big Stage uses a 3D facial modeling system that renders 3D versions of a person from 3 digital photos taken from different angles.  Now known as @ctors, the entire setup and processing method should take users less than two minutes, making creation easy for even the non-technical.  Third parties can integrate Big Stage Entertainment’s proprietary PortableYou 3-D facial modeling system seamlessly into video games, virtual worlds, Web sites, mobile apps, kiosk-based systems and more. The BackStage white label product offers a turnkey solution to partners who want to leverage the same 3-D face modeling technology as part of high impact participatory experiences under their own brands, with the added benefit of easy-to-use social sharing tools to maximize viral effect.

The company grew out of an advanced stereo reconstruction technology R&D project at USC funded by the CIA and other government grants.  Big Stage Entertainment’s initial round of funding raised $7.9 million from investors Mission Ventures, Selby Ventures and Tech Coast Angels.

“Big Stage Entertainment offers the most realistic 3D facial avatar-creation technology that’s accessible to consumers today. Our service is built on a hub strategy to provide consumers a single online location for the projection of self into digital life,” said Phil Ressler, Big Stage Entertainment CEO. “With this investment, we will continue to push the limits of participatory media to meet the evolving needs of brands and content owners who recognize the immense potential of enabling audiences to star in media experiences created by themselves or others.”

“Big Stage Entertainment brings the deeply personal phenomenon of projection of self to mainstream consumers, breaking new ground in interactive entertainment,” said Robert Kibble, managing partner, Mission Ventures. “Mission Ventures led this Series B investment out of recognition of the huge long-term opportunity in helping Big Stage Entertainment realize its full potential.”

This new influx of cash should keep Big Stage right on track, and delivering top-notch products to current and future clients.  At the present time, Big Stage counts some high level clients amongst their roster including Sony BMG, Lionsgate, Funcom, Intel, Stephen J. Cannell Productions, GGL Global Gaming, The Venue Network, Icarus Studios, Virtual Space Entertainment and Splash News.