Welcome!

News Feed Item

2K Announces ‘The Art of the Game’ Documentary Film

2K, in partnership with the breakout filmmakers at Story Developing, today announced The Art of the Game, a new feature-length documentary film from the co-producer of Muscle Shoals – a 2013 Sundance Film Festival selection. The Art of the Game documents a cultural shift in the entertainment people enjoy by following a group of students at the Academy of Art University in San Francisco, as they compete for a job in the increasingly influential video game industry. Through a series of interwoven stories, the film explores the passion, creativity, and change taking place in interactive entertainment, and its often misunderstood artistic culture.

Brad cleans up a scene in his storyboard, 'Loose Cannon Claptrap,' as part of the Academy of Art Uni ...

Brad cleans up a scene in his storyboard, 'Loose Cannon Claptrap,' as part of the Academy of Art University's 'Borderlands Cooperative' animation project. Through this project Brad has a chance to intern at 2K and find a job in the interactive entertainment industry. (photo: Business Wire)

“The financial success of interactive entertainment in recent years has propelled the medium past film in the eyes of Wall Street, yet too often games are still treated as time-wasting toys,” said Matthew Davis Walker, director of The Art of the Game. “People overlook that games have tremendous impact on how we learn, communicate ideas, and convey empathy, and they do it in ways we’ve previously never imagined possible.”

“Today, interactive entertainment is the most compelling and dynamic medium to enable expressive creativity and artistic vision as has been recognized by The Smithsonian and The Museum of The Moving Image,” said Michael D. Gallagher, president and CEO of ESA, the trade association that represents the U.S. video game industry. “This film provides remarkable insight into the innovation and passion that is driving the continued evolution of our industry. Companies such as 2K, as well as almost 400 universities around our nation that are currently offering courses and degrees in game design, are nurturing our future creative leaders by providing a strong foundation and the opportunity to enjoy a career of captivating audiences throughout the world with their art.”

“The interactive entertainment industry is full of creative and passionate people whose work touches millions of people worldwide,” added Matt Gorman, vice president of marketing at 2K. “When 2K partnered with the Academy of Art University last year we saw just how much talent the students have, and it inspired us to share their passion and creativity with the world through this documentary.”

The Art of the Game will be available for free on Machinima’s Main YouTube Channel, and the film’s official Facebook page starting May 12, 2014. Prior to that, the film can be seen in the following ways:

  • May 8 – Premieres live on Machinima’s Twitch Channel (twitch.tv/machinima) at 1 p.m. and 6 p.m. PDT;
  • May 9-11 – Xbox Live via Machinima’s app on Xbox One and Xbox 360 dashboards.

The Art of the Game was executively produced by 2K, and directed by Matthew Davis Walker of Story Developing who co-produced Muscle Shoals, a 2013 Sundance Film Festival selection. Watch the official trailer for the film at https://www.youtube.com/watch?v=PLOM1bZrrdw, and visit the official Facebook page, facebook.com/artofthegamefilm for more information, behind-the-scenes looks at the film, and direct access to the filmmakers and Academy of Art University students featured in the film.

About Story Developing

Story Developing was born in 2011 by advertising Account Planner Ryan Lynch and Filmmaker Matthew Davis Walker who joined forces because of their belief in the power of a great story. The company is dedicated to helping “interesting brands tell interesting stories,” and has worked with lifestyle and technology brands including Lytro, the revolutionary camera company, Thuuz Sports, and 2K. Story Developing is based in San Francisco, California and Brooklyn, New York. For press inquiries, please contact [email protected]. Business inquiries can be directed to [email protected]. For more information, please visit storydeveloping.com.

About Academy of Art University

Academy of Art University, the largest private university of art and design in the United States, is educating students for the art and design jobs of the 21st Century. Established in 1929, the Academy is an output-based higher education model that provides open admissions to all students, but imposes a rigorous curriculum that requires the students to produce a portfolio of work that demonstrates a mastery of their field in order to graduate. Students are taught by a faculty of professionals from the existing marketplace, both online and on campus in San Francisco, who provide them with an understanding of what it takes to succeed in today’s business environment. The Academy’s hands-on curriculum produces graduates that possess great artistic and design skills – and equally as important, the ability to put those talents to work immediately after graduation. As a result, Academy graduates are ready to compete for and win the jobs of the 21st Century in the fields of Acting, Advertising, Animation & Visual Effects, Architecture, Art Education, Art History, Fashion, Fashion Journalism, Fashion Styling, Fine Art, Game Design, Graphic Design, Illustration, Industrial Design, Interior Architecture & Design, Jewelry & Metal Arts, Landscape Architecture, Motion Pictures & Television, Multimedia Communications, Music Production & Sound Design for Visual Media, Photography, Visual Development, Web Design & New Media and Art Teaching Credential. Academy of Art University is accredited by WASC, NASAD, Council for Interior Design Accreditation (CIDA) (BFA/MFA-IAD), and NAAB (B-ARCH*, M-ARCH), California Commission on Teacher Credentialing (CTC). *B-ARCH program in candidacy status. Visit www.academyart.edu for more information.

About 2K

Founded in 2005, 2K develops and publishes interactive entertainment globally for console systems, handheld gaming systems and personal computers, including smartphones and tablets, which are delivered through physical retail, digital download, online platforms and cloud streaming services. 2K publishes titles in today’s most popular gaming genres, including shooters, action, role-playing, strategy, sports, casual, and family entertainment. The 2K label has some of the most talented development studios in the world today, including Firaxis Games, Visual Concepts, 2K Marin, 2K Czech, 2K Australia, Cat Daddy Games and 2K China. 2K’s stable of high quality titles includes the critically acclaimed BioShock®, Borderlands™ and XCOM® franchises, the beloved Sid Meier’s Civilization series, the popular WWE 2K franchise and NBA 2K, the #1 rated and #1 selling basketball franchise*. 2K is headquartered in Novato, California and is a wholly owned label of Take-Two Interactive Software, Inc. (NASDAQ:TTWO). For more information, please visit www.2K.com.

*According to 2008 - 2014 Metacritic.com and The NPD Group estimates of U.S. retail video game sales through March 2014.

About Take-Two Interactive Software

Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, marketer and publisher of interactive entertainment for consumers around the globe. The Company develops and publishes products through its two wholly-owned labels Rockstar Games and 2K. Our products are designed for console systems, handheld gaming systems and personal computers, including smartphones and tablets, and are delivered through physical retail, digital download, online platforms and cloud streaming services. The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at http://www.take2games.com.

About Machinima

Machinima is the leading video entertainment network for young males and video gamers around the world. One of the top entertainment networks on YouTube, Machinima delivers more than 2 billion video views per month and reaches more than 170 million viewers monthly. The network features scripted series, original content, weekly and daily shows, official publisher content, and gameplay videos, all aimed at the coveted 18-34 year-old male demographic. The company is headquartered in Los Angeles, California and backed by MK Capital, Redpoint Ventures, Warner Bros. Entertainment Inc. and Google Capital.

For more information, please visit www.Machinima.com and YouTube.com/Machinima.

All trademarks and copyrights contained herein are the property of their respective holders.

Cautionary Note Regarding Forward-Looking Statements

The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws and may be identified by words such as "anticipates," "believes," "estimates," "expects," "intends," "plans," "potential," "predicts," "projects," "seeks," "will," or words of similar meaning and include, but are not limited to, statements regarding the outlook for the Company's future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including: our dependence on key management and product development personnel, our dependence on our Grand Theft Auto products and our ability to develop other hit titles for current and next-generation platforms, the timely release and significant market acceptance of our games, the ability to maintain acceptable pricing levels on our games, our ability to raise capital if needed and risks associated with international operations. Other important factors and information are contained in the Company's Annual Report on Form 10-K for the fiscal year ended March 31, 2013, in the section entitled "Risk Factors," the Company’s Quarterly Report on Form 10-Q for the fiscal quarter ended December 31, 2013, and the Company's other periodic filings with the SEC, which can be accessed at www.take2games.com. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.

More Stories By Business Wire

Copyright © 2009 Business Wire. All rights reserved. Republication or redistribution of Business Wire content is expressly prohibited without the prior written consent of Business Wire. Business Wire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

Latest Stories
Major trends and emerging technologies – from virtual reality and IoT, to Big Data and algorithms – are helping organizations innovate in the digital era. However, to create real business value, IT must think beyond the ‘what’ of digital transformation to the ‘how’ to harness emerging trends, innovation and disruption. Architecture is the key that underpins and ties all these efforts together. In the digital age, it’s important to invest in architecture, extend the enterprise footprint to the cl...
Leading companies, from the Global Fortune 500 to the smallest companies, are adopting hybrid cloud as the path to business advantage. Hybrid cloud depends on cloud services and on-premises infrastructure working in unison. Successful implementations require new levels of data mobility, enabled by an automated and seamless flow across on-premises and cloud resources. In his general session at 21st Cloud Expo, Greg Tevis, an IBM Storage Software Technical Strategist and Customer Solution Architec...
"We work around really protecting the confidentiality of information, and by doing so we've developed implementations of encryption through a patented process that is known as superencipherment," explained Richard Blech, CEO of Secure Channels Inc., in this SYS-CON.tv interview at 21st Cloud Expo, held Oct 31 – Nov 2, 2017, at the Santa Clara Convention Center in Santa Clara, CA.
Data is the fuel that drives the machine learning algorithmic engines and ultimately provides the business value. In his session at Cloud Expo, Ed Featherston, a director and senior enterprise architect at Collaborative Consulting, discussed the key considerations around quality, volume, timeliness, and pedigree that must be dealt with in order to properly fuel that engine.
"We were founded in 2003 and the way we were founded was about good backup and good disaster recovery for our clients, and for the last 20 years we've been pretty consistent with that," noted Marc Malafronte, Territory Manager at StorageCraft, in this SYS-CON.tv interview at 20th Cloud Expo, held June 6-8, 2017, at the Javits Center in New York City, NY.
Effectively SMBs and government programs must address compounded regulatory compliance requirements. The most recent are Controlled Unclassified Information and the EU's GDPR have Board Level implications. Managing sensitive data protection will likely result in acquisition criteria, demonstration requests and new requirements. Developers, as part of the pre-planning process and the associated supply chain, could benefit from updating their code libraries and design by incorporating changes. In...
Two weeks ago (November 3-5), I attended the Cloud Expo Silicon Valley as a speaker, where I presented on the security and privacy due diligence requirements for cloud solutions. Cloud security is a topical issue for every CIO, CISO, and technology buyer. Decision-makers are always looking for insights on how to mitigate the security risks of implementing and using cloud solutions. Based on the presentation topics covered at the conference, as well as the general discussions heard between sessio...
IoT is rapidly becoming mainstream as more and more investments are made into the platforms and technology. As this movement continues to expand and gain momentum it creates a massive wall of noise that can be difficult to sift through. Unfortunately, this inevitably makes IoT less approachable for people to get started with and can hamper efforts to integrate this key technology into your own portfolio. There are so many connected products already in place today with many hundreds more on the h...
Andi Mann, Chief Technology Advocate at Splunk, is an accomplished digital business executive with extensive global expertise as a strategist, technologist, innovator, marketer, and communicator. For over 30 years across five continents, he has built success with Fortune 500 corporations, vendors, governments, and as a leading research analyst and consultant.
No hype cycles or predictions of zillions of things here. IoT is big. You get it. You know your business and have great ideas for a business transformation strategy. What comes next? Time to make it happen. In his session at @ThingsExpo, Jay Mason, Associate Partner at M&S Consulting, presented a step-by-step plan to develop your technology implementation strategy. He discussed the evaluation of communication standards and IoT messaging protocols, data analytics considerations, edge-to-cloud tec...
Today we can collect lots and lots of performance data. We build beautiful dashboards and even have fancy query languages to access and transform the data. Still performance data is a secret language only a couple of people understand. The more business becomes digital the more stakeholders are interested in this data including how it relates to business. Some of these people have never used a monitoring tool before. They have a question on their mind like “How is my application doing” but no id...
Announcing Poland #DigitalTransformation Pavilion
Digital Transformation is much more than a buzzword. The radical shift to digital mechanisms for almost every process is evident across all industries and verticals. This is often especially true in financial services, where the legacy environment is many times unable to keep up with the rapidly shifting demands of the consumer. The constant pressure to provide complete, omnichannel delivery of customer-facing solutions to meet both regulatory and customer demands is putting enormous pressure on...
In his Opening Keynote at 21st Cloud Expo, John Considine, General Manager of IBM Cloud Infrastructure, led attendees through the exciting evolution of the cloud. He looked at this major disruption from the perspective of technology, business models, and what this means for enterprises of all sizes. John Considine is General Manager of Cloud Infrastructure Services at IBM. In that role he is responsible for leading IBM’s public cloud infrastructure including strategy, development, and offering m...
CloudEXPO | DXWorldEXPO are the world's most influential, independent events where Cloud Computing was coined and where technology buyers and vendors meet to experience and discuss the big picture of Digital Transformation and all of the strategies, tactics, and tools they need to realize their goals. Sponsors of DXWorldEXPO | CloudEXPO benefit from unmatched branding, profile building and lead generation opportunities.