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  • DigiBC posted an article
    DigiBC announces new board chair and vice-chair see more

    VANCOUVER, BC, June 12, 2024 - DigiBC, the Creative Technology Industry Association of British Columbia, is pleased to announce the appointments of Jeanne-Marie Owens (Co-founder & COO, Critical Path Games) as new Board Chair and Tim Teh (Founder & CEO, Kano) as Vice-Chair.

    We’d like to thank Sarah Nathanson (former COO & GC, Atomic Cartoons / Thunderbird Entertainment) for having served on the board since 2019 and recently as board chair.
    Jeanne-Marie moves into the role of chair after serving seven months as vice-chair and four years as a director. She is also the chair of the DigiBC Video Games Group. She was previously the COO at Phoenix Labs, from 2014 to 2023, before co-founding Critical Path Games earlier this year. Jeanne-Marie’s efforts were critical to the development of the Creative Technology Gallery at Science World, and she has been invited to speak internationally as a consultant and commentator on DE&I in the workplace.

    Tim moves into the role of vice-chair after serving five years as a director. He is the founder and CEO of Kano, an indie game studio based in Victoria, BC, and he served two years on the VIATEC board before joining DigiBC’s in 2019.

    DigiBC is grateful to Sarah for the valuable contributions she made to the association’s development during her tenure. We are also delighted to now have Jeanne-Marie and Tim leading the board of directors, as well as guiding the organization in delivering on its mandate to evolve and support British Columbia’s Creative Technology sector.

    DigiBC’s board membership reflects the broad spectrum of the creative technology industry in BC, with representatives from the animation, VFX, video game, and interactive sectors. Board members are based in the Okanagan, the Lower Mainland, and on Vancouver Island.

     

    Jeanne-Marie Owens & Tim Teh

     

    ================

    About DigiBC
    DigiBC is a not-for-profit association committed to accelerating the growth of British Columbia’s creative technology industry to the benefit of current and future generations. From homegrown start-ups to globally recognized brands, its membership consists of companies across the video games/interactive, animation, visual effects, VR/AR/XR and virtual production sectors, along with technology enablers and service providers. DigiBC’s work is focused on the four pillars of Jobs, Talent, Diversity and Community, bringing value to its members through government relations, education programming for future talent, community events and professional development training.

  • Curriculum Developers / Instructors / Guest Speakers

    Vancouver Community College
    07 Jun 2024
    Vancouver, BC
  • Colleen Arndt posted an event
    Get ready for a fun night of improv pitches, charity, and networking! see more

    Calling Vancouver game devs! PVP Guild’s next event is an Improv Pitch Night on June 20 at Northeastern University! This promises to be a hilarious evening where people will pitch projects with slides they've never seen before. Everyone gets to practice their pitching skills in a casual and friendly setting where it's all about having fun while connecting with industry peers!

     

    CLICK HERE TO RSVP

    Tickets $5-$15

     

  • DigiBC posted an article
    The WPPP will provide 170 student placements at creative tech companies across British Columbia. see more

    Vancouver, BC, May 27, 2024 — DigiBC, the Creative Technology Industry Association of British Columbia, proudly announced today the launch of an innovative pilot program aimed at creating new work placement opportunities for post-secondary students in the creative technology sector within British Columbia.

    The Work Placement Pilot Project will provide students with access to well-managed work placements, along with the additional resources and connections they need to launch a successful career in animation, visual effects, video games, or extended reality. Participating employers will benefit from support structures to make hiring and onboarding students easier and more accessible than ever.

    Beginning in September 2024, the program will provide 170 student placements at creative technology companies across the province over 16 months. Students participating in the program will have access to customized orientation workshops, e-learning resources, mentoring support, and the opportunity to start building their professional network in the industry.

    “The Work Placement Pilot Project is a direct result of a years-long collaboration between the creative technology industry, academic partners, and the Province of B.C.’s Ministry of Post-Secondary Education and Future Skills. The program gives students the critical support they need to launch a rewarding career in our sector. It also incentivizes employers to invest in the next generation of creative tech talent.” - Loc Dao, Executive Director, DigiBC

    DigiBC’s Work Placement Office will partner with creative tech employers and post-secondary institutions across the province. The program matches students with meaningful work opportunities suited to their passions and talents. It also helps employers identify and secure the necessary financial support to subsidize qualifying placements while optimizing the student onboarding and placement process.

    This exciting new program from DigiBC represents an investment in the future of British Columbia’s vibrant creative technology sector. By providing students with valuable work experience and employers with support to hire and nurture promising talent, the Work Placement Pilot Project intends to strengthen our province’s standing as a global hub for innovation in creative technology. The program’s success will be closely monitored and evaluated to incrementally improve the program and serve many more students and employers in future years.

     

    Work Placement Pilot Project Website

     

    The Work Placement Pilot Project is supported by the British Columbia Ministry of Post-Secondary Education and Future Skill’s Sector Labour Market Partnerships Program with funding from the Canada-BC Labour Market Development Agreement.

    The Sector Labour Market Partnerships program helps industry and employers understand and respond to labour market changes, and provides funding to organizations within an economic sector, region, or population, to develop projects that help respond to workforce challenges.

     

  • Colleen Arndt posted an event
    In the rapidly evolving landscape of creative tech, we recognize the time for change is now. see more

    This very timely panel event will foster a safe space for bold conversations, breaking down barriers and addressing the pressing issues of our industry head-on. This is an opportunity to engage with forward-thinking founders, people leaders, change-makers, and industry trailblazers who are curious and focused on embracing change.

    Featured Panelists:

    • ZOE CURNOE: Ex-Cofounder of Timbre Games | Executive & Leadership Coach | Studio Builder
    • JOSH NILSON: Ex-Founder/CEO of East Side Games | Founder Advisor | Investor
    • CLEA ARRIETA: HR & DEI Consultant @ Bright + Early

     

    INFO & TICKETS

    Tickets: $10

     

     

  • Colleen Arndt posted an event
    Join the Full Indie Summit for a fun day of creativity, innovation, and inspiration. see more

    The long awaited Full Indie Summit will be coming back this year, on Saturday, September 21st, 2024. Mark your calendars and stay tuned as we bring out new information

  • DigiBC posted an article
    Collaborating to meet industry demands see more

    Since 2020, the B.C. Ministry of Post-Secondary Education and Future Skills has funded the development of approx. 180 micro-credentials at public post-secondary institutions across the province.  

    “Micro-credentials are an excellent opportunity for people to take short, focused programs that really level up their area of expertise in a specific industry,” says Adrian Lipsett, VCC’s Dean of Continuing Studies whose team has implemented several micro-credentials at the college. 

    With a mature student population, the average age of a VCC student is 32 years old, many turn to the college to pivot careers or upskill in their current profession. Micro-credentials are an ideal choice for a diverse range of learners as they are often offered at a shorter length, lower cost, and with flexible delivery options.  

    “As an access institution, VCC is committed to reducing barriers to education so that everyone feels truly welcome and benefits from real hands-on education that makes a real difference in their lives and in their communities,” adds Lipsett. “Micro-credentials are symbolic of how our college actively works to serve our community of diverse learners.” 

    The college currently offers 10 micro-credentials with more added every semester in topics ranging from creative technology to business management to fashion. Key to successful micro-credential delivery is collaborating with industry to ensure students come out with job-ready skills. 


    Collaborating to meet industry demands

    An example of a successful partnership is the college’s collaboration with DigiBC — a non-profit industry association that promotes and grows B.C.'s creative technology industry, which is comprised of video games, visual effects, animation, and virtual/augmented/mixed reality. 

    DigiBC reached out to VCC to develop a micro-credential that would benefit their members. With funding provided by the Ministry of Post-Secondary Education and Future Skills, the Award of Achievement in Production for Animation & VFX was created and it was the first of many collaborations with DigiBC. 

    “We used this micro-credential to create new connections with industry, explore new ways to be meaningful partners, and meet niche training needs,” remarks Lipsett. “That first micro-credential we developed with DigiBC has helped us start conversations on a broad range of projects we are now pursuing because we have the confidence that comes from having connected closely with industry to identify and rapidly develop the training they want.” 
      
    “We need new avenues for people to gain the skills they need to enter the creative tech workforce—whether quickly reskilling from another industry, augmenting existing credentials from another region or country, or seeking new ways to gain specific, stackable skills on a flexible timeline,” adds Loc Dao, Executive Director of DigiBC.

    “From the early conversations with Adrian and his team, it was clear that VCC wanted to develop a novel micro-credential program. Together, we were able to quickly identify Production for Animation and VFX as a candidate program, providing a viable pathway for people to enter creative tech from other industries or make a career change within the sector.” 

    Once VCC and DigiBC identified the topic, both teams set out with an ambitious timeline to roll out the micro-credential in four months. DigiBC put VCC in touch with subject matter experts from local studios who helped refine course curriculum to ensure students would learn relevant skills and identified instructors who were experts in their industry. VCC also leveraged DigiBC’s member base when it came to student recruitment, having far greater reach than it had through its own traditional channels.  

    Adds Dao: “From the start, VCC came in with a genuine curiosity about the creative technology industry. They were cognizant of what they didn’t know about our industry. Conversely, we were transparent about our understanding of the complexities of post-secondary institutions and the processes and challenges to creating and launching a novel micro-credential. This open-mindedness and clear communication from both sides, and a willingness to be honest about what we know and what we don’t know, has defined, and strengthened our partnership throughout the process.” 

    Vitória Cruz M Fatheazam was searching for a program that would allow her to step into production for visual effects when she found VCC’s micro-credential. “I appreciated how the course content creates an environment that is useful for both experienced professionals and newcomers to the industry, like me,” says Fatheazam.

     

    Finding new opportunities

    The successful partnership led to other collaborative opportunities between the two organizations. The following year, VCC and DigiBC applied and received funding from the Ministry for another micro-credential, the Award of Achievement in Project Management for Video Games.

    The program was another hit. In addition, it qualified for the province’s future skills grant that was rolled out in 2023 a part of the StrongerBC: Future Ready Action Plan

    “We added an extra cohort as a result of the popularity of the program,” enthuses Lipsett.

    For both programs, the added benefit is the convenience of flexible learning where students can participate in class and online. 

    “It really caught my eye how the classes were distributed in a way that wouldn't clash with my work schedule at that time, and the flexibility of attending classes online without compromising interaction with colleagues and instructors,” says Fatheazam.

     

    A model for collaboration

    The partnership has become such a model for success that VCC is currently developing a pilot collaboration framework that aims to be shared with other public post-secondary institutions across the province. The framework includes a curriculum repository and a shared licensing agreement that will streamline administration between post-secondary institutions, allowing them to easily access and deliver content in different areas throughout the province.

    The desired outcome for the framework is that it will allow other post-secondary institutions to tap into what made the VCC-DigiBC partnership work so well; mutual vision and goals, open dialogue, sharing of resources, and leaning on the strengths of each organization. For post-secondary institutions, it also provides a formula for financial sustainability by having a nominal fee to offset the costs of administration and, where applicable, upkeep of shared content.

    More broadly, the framework is providing a valuable model to support the Ministry's goals of enabling sustainable collaboration across the system through the Shared Educational Resources and Technology initiative within B.C.’s Digital Learning Strategy.

    After Fatheazam completed her micro-credential, she found work as a production assistant at an established motion picture visual effects company with locations around the world. 

    “Being around classmates and instructors with diverse backgrounds and levels of experience was great,” shares Fatheazam. “We had multiple discussions that helped me gain a better understanding of the contrast between working in production for VFX versus production in animation.” 

    Adds Lipsett, “Our work with micro-credentials is exciting because it’s another way we are showing the community that we are paying attention to what their needs are and that we are responding in a timely and effective manner. That is the value that we should be bringing as a college. And that, to me, is one of the biggest takeaways from engaging in this partnership.” 



    Looking for short, focused programs that offer specific skills?

    Explore VCC's Micro-Credentials

     

     

  • Colleen Arndt posted an event
    Interactive & immersive expo showcasing innovative storytelling in games, XR, virtual production, AI see more

    We hope you’ll join us at Signals 2024! Inspiring, transformative, immersive works that will change the way you see the future. Signals represents both a compelling experience for audiences, and a unique opportunity for producers looking to learn, grow, and showcase their work. 


    SIGNALS WEBSITE

    SIGNALS XR PRODUCER'S LAB

     

     April 03, 2024
  • DigiBC posted an article
    ESAC report showcases how Canadian organizations are using game tech to improve real-world outcomes see more

    TORONTO, ON - The Entertainment Software Association of Canada (ESAC) has published Beyond Entertainment: The Transformative Power of Video Games. Carried out by research firm Nordicity, this report is the first to explore how Canadian organizations are leveraging video games to benefit areas such as rehabilitation and healthy aging, mental health, education and community.

    Video games are an important part of Canadian life. More than half of all Canadians play video games regularly, and a recent study from ESAC found that Canadians are increasingly playing video games together as part of an online community. The video game industry is also an important economic driver, employing more than 32,000 Canadians and contributing $5.5 billion to Canada's GDP. Often unknown to the public, video games and related technologies have also emerged as a powerful tool with significant benefits for both public organizations and corporate applications.
     

    "The video game industry is first and foremost an entertainment business, but the world-leading technology can also be used to develop products and services that go beyond entertainment," said Jayson Hilchie, president and CEO of ESAC. "This report shows how important the video game industry is to a thriving innovation ecosystem and how these technologies can impact multiple areas of society."

    Beyond Entertainment: The Transformative Power of Video Games profiles 11 Canadian organizations who have embraced video games and related technology to develop innovative solutions within their communities to benefit health, education, and community connection, as well as to improve industrial processes.


    Rehabilitation
    Video games are creating new opportunities to make rehabilitation and healthy aging accessible and engaging. Organizations like Ludica Health and Virtual Gym have respectively developed motion-sensing technology and virtual reality environments to provide rehabilitation exercises to adults and seniors, while PEARL Lab is harnessing movement tracking and gamification principles to provide paediatric rehabilitation therapy. These organizations are revolutionizing the way physical therapy is provided and are in the process of developing games that can move from specialized institutions into patient's homes.


    Mental Health
    A recent ESAC survey found that 76% of respondents reported that playing video games helped them feel less stressed, and 63% reported that it helped with anxiety. These potential benefits are being explored further in professional settings, with video games being leveraged as therapeutic tools with both children and adults. The intersection of video games and mental health has led to the emergence of initiatives like the Games for Emotional and Mental Health Lab (GEMH Lab) and Ludic Mind. Through carefully designed experiences, these games act as interventions that help children manage stress, anxiety, and other emotional challenges that work to create positive long-term outcomes.


    Education
    Through their engaging and interactive nature, video games can provide customized learning environments that improve student engagement and lessen resistance to traditional educational approaches. Prodigy Education has revolutionized the learning experience by seamlessly integrating mathematical concepts into an engaging online world, while Shoelace Learning provides an adaptative literacy learning game to help students master reading comprehension skills. Video games can also be used to explore career options. DigiBC's Play to Learn works to inspire and empower middle school students through an interactive program to learn more about STEM careers.


    Community
    Video games can be a powerful community-building tool, with 70% of Canadian video game players reporting that they've met new friends through video games. For indigenous communities like York Landing, online games have become a vehicle to address challenges experienced in classrooms. The Manitoba First Nations Educational Resource Center has brought esports into reserve schools, with participating schools reporting a range of positive outcomes among students, including higher class attendance, a stronger sense of belonging, and improved self-worth. This is particularly important in remote Northern communities, where the platforms can help to overcome loneliness and social isolation.


    Industrial
    Video game technology can also reshape the future of industrial processes. Companies like Unity Technologies provide game development tools that are not only used for entertainment purposes but also serve as a foundation for creating immersive simulations and virtual environments. Prototype development and virtual testing within a game engine can save precious capital and development time by allowing companies to rapidly pivot during a design process.
     

    "The video game industry supports a variety of real-life applications that people may not expect, from helping young people with their mental health to promoting healthy aging among seniors", notes Jayson Hilchie, "And as our industry grows, we'll keep pushing the boundaries of innovation."

     

    CLICK HERE TO READ THE REPORT

     

     


    About the Entertainment Software Association of Canada
    ESAC is the national voice of the video game industry in Canada. They work for their members – Activision Blizzard, Glu, EA, Gameloft, Ubisoft, Kabam, Other Ocean Interactive, Ludia, Microsoft, Nintendo, Sony Interactive Entertainment, Epic Games, Relic Entertainment, Roblox, Solutions 2 Go, WB Games, Eidos Montreal, Take-Two Interactive, Tencent, Codename Entertainment, Certain Affinity and NetEase Games – to ensure legal, regulatory and public affairs environments are favourable to long-term business development.

     March 27, 2024
  • DigiBC posted an article
    Sponsoring five selected artists from underrepresented communities in Canada see more

    Think Tank Training Centre and Warner Bros. Discovery’s Access Canada have once again partnered to sponsor five selected artists from underrepresented communities in Canada with full-time tuition to Think Tank’s world-class 3D Art program. Starting June 3, 2024, the program, CG Asset Creation for Film or Games, is designed to teach students how to layer essential technical skills with original artistic ideas, master real-world software, and develop an industry-ready portfolio. Highly personalized, hands-on and entirely online, this program helps young artists gain the crucial skills and connections needed to launch a rewarding career in the entertainment industry.

    Entering its third year, the Doers and Dreamers Digital Arts Scholarship is designed to create opportunities within the entertainment industry for artists from historically overlooked communities. People of all genders, abilities, and identities from underrepresented communities in Canada, including members of Indigenous, Black and racialized groups, people with disabilities, and LGBTQ2+ communities are encouraged to apply for this initiative.


    Scholarship Details:

    • Applications are open from March 18 (9:00am EST) until April 19 (8:59pm EST)
    • Five applicants selected as recipients
    • Recipients receive tuition scholarship for Think Tank’s online CG Asset Creation for Film or Games
    • All software provided by Think Tank

     

    CLICK FOR MORE INFO & TO APPLY

     


    Building off the success of past scholarships

    “With one cohort already completed their studies, and another in their final term, the recipients from the first two iterations of this scholarship are well on their way to elevating their art and making an impact on the creative industry. They’ve all shown incredible dedication and perseverance, as well as an adaptability to the rigors that comes with a full-time education.” says Think Tank Co-founder, Scott Thompson, adding “By re-partnering with Warner Bros. Discovery Access Canada, we are able to once again extend this opportunity to those who have been historically underrepresented throughout Canada. It’s our goal that through such initiatives we can help foster a more inclusive, equitable, and diverse industry that empowers artists of all backgrounds and identities. We look forward to what will surely be another excellent round of Doers and Dreamers applications for 2024.”

    “This program is a wonderful addition to Warner Bros. Discovery’s Access Canada’s  suite of innovative initiatives,” said Melanie Nepinak Hadley, Executive Director of Warner Bros. Discovery’s Access Canada team.  “With the rapid growth in career opportunities across animation, VFX and games, these students will learn invaluable skills that will set them up for success as they enter the industry.  We are thrilled to partner with Think Tank Training Centre in breaking down barriers and expanding industry access for the next generation of talent.”

    Describing her experience as a recipient of the Doers and Dreamers ‘23 scholarship, current Think Tank student, Simin Farrokh Ahmadi, called the program "life-changing". And that “It has helped me channel my talent, time and energy into crafting personal stories, told in every corner of the environments I create.” For a closer look into the work completed by Simin during her time in the program, visit www.artstation.com/simbafa



    About Warner Bros. Discovery Access Canada

    Formerly WarnerMedia Access Canada, Warner Bros. Discovery Access Canada elevates, activates, and connects Canadian talent from communities that have been historically marginalized with global opportunities and global audiences. This suite of above- and below-the-line initiatives builds on Warner Bros. Discovery’s relationships with creators, craftspeople and technicians of all genders and abilities from communities including Indigenous, Black, and racialized groups, people with disabilities, and members of LGBTQ2+ and Francophone minority communities. WBD Access Canada values the undervalued and celebrates the underrepresented – all to bring the best and most promising talent in Canada to the world.

     

    About Warner Bros. Discovery

    Warner Bros. Discovery (Nasdaq: WBD) is a leading global media and entertainment company that creates and distributes the world’s most differentiated and complete portfolio of content and brands across television, film and streaming. Available in more than 220 countries and territories and 50 languages, Warner Bros. Discovery inspires, informs and entertains audiences worldwide through its iconic brands and products including: Discovery Channel, discovery+, CNN, DC, Eurosport, HBO, HBO Max, HGTV, Food Network, OWN, Investigation Discovery, TLC, Magnolia Network, TNT, TBS, truTV, Travel Channel, MotorTrend, Animal Planet, Science Channel, Warner Bros. Pictures, Warner Bros. Television, Warner Bros. Games, New Line Cinema, Cartoon Network, Adult Swim, Turner Classic Movies, Discovery en Español, Hogar de HGTV and others.


    About Think Tank Training Centre

    Founded in 2005, Think Tank Training Centre is a VFX, game art, asset creation, and animation school empowering the next generation of creators. Based in North Vancouver at their state-of-the-art campus, Think Tank also serves their global community through a proprietary teaching platform, Portal. Ranked in 2023 as the #1 Creative institution in Canada by the prestigious website ‘The Rookies’ (www.therookies.co), as well as 1st in 3D Animation in Canada, and 1st in Visual Effects across North America, Think Tank continues to provide students with a high-end education, along with the ability to establish rewarding careers in the TV, Film, and Games industries.


    MEDIA CONTACTS
    Corey Abell, Head of Marketing, Think Tank
    corey@tttc.ca

    Carmen Davenporte-McNeal, Director of Communications, Warner Bros. Discovery
    carmen.davenporte-mcneal@warnermedia.com

     March 26, 2024
  • DigiBC posted an article
    Epic Story Interactive is proud to announce their rebrand to Nightmarket Games! see more

    VANCOUVER, BC, March 11, 2024 — Epic Story Interactive is proud to announce their rebrand to Nightmarket Games, effective immediately. After a year of achievements, notably passing 100 million downloads across their gaming portfolio, this rebrand ushers in a new era for Nightmarket Games, signaling a period of growth and renewed focus.

    With a new logo, website and updates to all outward-facing communications, Nightmarket Games’s rebrand brings with it a transformation in identity, with aims to establish and create a more distinctive brand identity within their games, as well as reassuring stakeholders that the core team and ownership remains unchanged. The new name was chosen to reflect the team’s roots in Vancouver, evoking the experiences and memories of the city’s popular night markets. Nightmarket Games aspires to replicate that joyful sense of discovery, adventure, and fun in their games.

    Nightmarket Games’ rebranding is more than just a change of name; it’s a renewal of the company’s commitment to its vision, its team, and its community. It marks the beginning of a new chapter, promising innovation, creativity, and the continued delivery of captivating gaming experiences.
     

    Ken Faier, Co-Founder and Chief Executive Officer of Nightmarket Games, highlighted the significance of the rebrand, stating,

    This rebranding marks a pivotal milestone in our journey, symbolizing not just our growth but our evolution into a studio that aims to dream bigger and challenge the conventional boundaries of storytelling and game design. Nightmarket Games stands for our commitment to creating worlds where our players are the heroes, offering adventures as diverse and dynamic as our community itself. Our new identity is a testament to our dedication to excellence and innovation in every game we create.


    Echoing this sentiment, Dennis Leong, Chief Operating Officer of Nightmarket Games, shared his enthusiasm for the future,

    Rebranding to Nightmarket Games mirrors our ambitious vision for what lies ahead — a future where our games are experiences to be lived and remembered fondly, not just played. As we embark on this new journey, we remain focused on broadening our horizons, exploring new possibilities, and delivering unparalleled gaming experiences. We aspire to make players the heroes of their own stories and connect them with other players in a shared experience. We are incredibly excited for what the future holds and are grateful for the opportunity to continue sharing our passion with gamers worldwide.


    Chad Greenway, Co-Founder and Chief Creative Officer, further expanded on the company’s future direction,

    We are eager to begin this new chapter with the introduction of our latest original title and new IP, ‘TitanCrash’, starting with a soft launch this May. In addition, we are in discussions with a number of partners to further expand our licensed IP business.

    About Nightmarket Games:
    Founded in 2017, Nightmarket Games is focused on making their mark on the industry by creating successful games with top brands and original properties while having fun doing it!Based in Vancouver, the Canadian video game studio is globally recognised for developing hit mobile games for internationally recognized brands such as Beyblade, Slugterra, and Ben 10.
     

    Media Contact:

     

     March 11, 2024
  • DigiBC posted an article
    New benchmarking data & key recommendations to ensure this sector continues to thrive globally. see more

    October 5, 2021 — British Columbia is a globally recognized hub for creative technology, providing over 10,000 jobs across animation, visual effects, and video games. A report released today by DigiBC, the Information and Communications Technology Council (ICTC), and B.C.’s Ministry of Advanced Education and Skills Training (AEST) provides new benchmarking data and key recommendations to ensure this sector continues to thrive on a global scale.

    This first-of-its-kind report for the industry, Benchmarking the Creative Technology Ecosystem in British Columbia, examines both job development potential and demand for talent across animation, visual effects and video game companies in the province, along with current post-secondary training opportunities.

    B.C.’s creative technology ecosystem has flourished since the 1980s to become a key driver of employment in the wider technology sector. British Columbia is a global hotspot for video game production, and more recently it has become a hub for animation and film. Currently, creative technology is a key contributor to the B.C. labour market.

    As the report outlines, ensuring the continued success of this sector in B.C. relies on access to skilled talent at all levels, creating greater visibility for the sector, fortifying access to financing, and further collaboration between industry and post-secondary institutions.

    This study also provides details of:

    • Sector demographics
    • The most in-demand jobs and the skills and competencies associated with those roles
    • An analysis of company views on the quality of B.C. talent compared to international talent
    • Insights into recruitment and retention practices, highlighting barriers and opportunities
    • Relevant education for the creative technology sector, top schools and programs, enrolment, student demographics, diversity and inclusion initiatives, work-integrated learning

     
    “B.C. has long been a leader in the creative technology sector, and it continues to grow at a rapid pace," said Ravi Kahlon, Minister of Jobs, Economic Recovery and Innovation. "This report provides recommendations to keep B.C.’s technology sector thriving which is critical to creating an economy that is inclusive, innovative, and sustainable. It also outlines the need to grow talent, with diversity and inclusion at the forefront – an action that we are deeply committed to through a number of programs. The DigiBC report will serve as a valuable guide as we work to train people for the jobs of tomorrow.” 


    "This report is the result of a year-long collaboration between the creative technology industry, academic partners, and the Province of B.C.'s Ministry of Advanced Education and Skills Training," said Loc Dao, Executive Director of DigiBC. "With the participation of 49 companies, representing nearly 10,000 jobs across our province, this report provides us not only with the most fulsome data available on our diverse creative tech sector but also a clear roadmap, through a series of data-driven recommendations, for us to inspire the next generation of creative technologists and grow this important sector in our province."


    “The triple play of technology advancements, innovations, and talent makes B.C.'s creative technology sector home to a burgeoning industry vertical, contributing to the growth of the local economy and labour market," said Namir Anani, ICTC President and CEO. "Talent in this space is increasingly seen as the comparative advantage in a globally competitive landscape. Harnessing the full potential of all human capital to meet the projected talent demand in this rapidly growing sector will be critical in the coming years.”

     


    About DigiBC
    DigiBC is the creative technology industry association for B.C. with a mission to promote, support, and accelerate the growth of B.C.'s creative technology industry to the benefit of current and future generations. Membership consists of companies from the video game, animation, visual effects, and VR/MR/AR sectors, along with technology enablers and service providers.


    About ICTC
    The Information and Communications Technology Council (ICTC) is a not-for-profit, national centre of expertise for strengthening Canada’s digital advantage in a global economy. Through trusted research, practical policy advice, and creative capacity-building programs, ICTC fosters globally competitive Canadian industries enabled by innovative and diverse digital talent. In partnership with an expansive network of industry leaders, academic partners, and policy makers from across Canada, ICTC has empowered a robust and inclusive digital economy for over 25 years.



    To arrange an interview with members of the teams involved in the creation of this report, please contact:

    DigiBC: Colleen Arndt, Marketing & Communications Manager, at colleen@digibc.org

    ICTC: Paul Stastny, Communications Officer, at p.stastny@ictc-ctic.ca or call 403.351.0138 Ext. 823


    Funding for this study was provided through the Canada-British Columbia Labour Market Development Agreement.

     


    CLICK HERE TO SEE THE FULL REPORT
     

     

     October 05, 2021
  • DigiBC posted an article
    The facility in South Burnaby sets a new standard for innovation and creativity in the film industry see more

    VANCOUVER, BC, February 9, 2024 — Versatile Media, a leading provider of cutting-edge film production technology, is thrilled to announce the opening of its purpose-built facility in South Burnaby, setting a new standard for innovation and creativity in the film industry. This 44,000-square-foot building features two expansive sound stages, one of which houses North America’s first enclosed volume with a seamless ceiling.

    The two-story building houses a bespoke LED volume in its main stage with a smaller secondary soundstage of 13,000 SF for use as traditional filming space, as well as 10,000 SF of production offices. The volume itself stands at 83-foot wide and 29-foot height, with an immersive 270-degree curvature. The seamless structure is equipped with the latest LED panels and technology and was purpose-built for large scale film projects.

    Running on Nvidia’s GPU technology and utilizing RTX 6000 Ada Generation GPUs, this cutting-edge technology supports filming at an astonishing 8K resolution and is capable of filming with multiple cameras on set. The technology will set a high bar for virtual production, and together with BC’s talented filmmakers will elevate what Vancouver will be able to offer to international and local productions alike.

    What truly sets the Versatile Volume apart is the seamless integration of the ceiling and wall. Between the two, it allows for uninterrupted shot lensing across the entire volume. This means the ceiling is not just for reflections and lighting, but a part of the in-camera framing. Versatile committed to merging traditional live-action workflows into the volume setting, ensuring that virtual production adapts to live action as closely as possible. They collaborated with local film rigger Dave McIntosh, renowned for his Academy Award-winning work that was first used on Godzilla in 2016, and he applied his innovative expertise to craft the bespoke ceiling structure. McIntosh engineered the mechanics of the unique ceiling, allowing efficient removal of LED panels for the seamless integration of diverse filming equipment. This adaptable solution ensures easy access to sets, the capability to suspend sets within the volume, and facilitates the integration of lighting equipment. It also allocates a convenient path for special effects teams to achieve complex and expansive shots and stunts.

    "Using my years of rigging experience, we crafted a functional and easily accessible ceiling that allows for removal of LED panels, allowing for diverse filming equipment to be added. This adaptability opens new possibilities for filmmakers using virtual production, making it easier to work on the volume and achieve complex shots. It's a great example of how collaboration in the film industry drives innovation." - Dave McIntosh

    12 unique ‘catwalks’ designed and purpose-built for access to LED ceiling allowing panel removal for lighting and stunt setups

     

    Linking their Vancouver pre-visualization studio with the newly built Burnaby stages, Versatile collaborated with Sohonet to elevate their operational workflow by providing production-grade connectivity and networking infrastructure. The completion of the film facility and LED volume completes their ambitious goal on offering an end-to-end virtual production solution for filmmakers, as well as being a first-of-its-kind for the Vancouver film market.

     

    The new film facility and LED volume in South Burnaby

     

    About Versatile Media:
    Versatile Media Ltd. is a global media company that was founded in 1993. It has over 500 creative artists, technical artists, and R&D staff globally. Their North American virtual production studios and LED sound stages are located in Vancouver, Canada. The company has built a full-cycle virtual production workflow including performance capture, pre-visualization stages, as well as LED volumes for both servicing the film and television industry for the company’s original IP and co-productions.

     

    Media Contact:
    Roula Lainas
    roula@versatile.media

     February 09, 2024
  • DigiBC posted an article
    Vaudeville to implement the design and showcase of 3D sound objects based on new IAMF specification see more

    VANCOUVER, BC, January 8, 2024 – Vaudeville Sound Group, a leading global sound design, production and post-production group, announced today that it is working with Google to build 3D audio models and creative sound design for the launch of the recently released Immersive Audio Model & Formats (IAMF) specification. From broadcasting to XR, this royalty-free license released through the Alliance for Open Media (AOMedia) will enable developers to create immersive audio applications, content, and experiences across a myriad of devices and platforms.

    IAMF is a codec-agnostic container specification that can carry information for playback time rendering algorithms and audio mixing. The new specification also enables more flexibility in rendering audio to end devices, whether 3.1.2 channel audio combined with stereo audio or third order ambisonics paired with non-diegetic stereo audio.

    “The IAMF specification has arrived at the right moment in the immersive audio industry, and we are thrilled to be working with Google and their partners to deliver the next generation of 3D audio experiences. We have worked with all the leading immersive audio formats and see IAMF as the gateway to truly deep, rich and interoperable audio experiences across the widest range of devices and applications. From streaming and gaming to augmented reality and virtual reality, as well as traditional broadcasting, phones, and vehicles. Many engineers and consumers have been asking what’s next?, so this is the answer to that.” - Mirko Vogel, Managing Partner, Head of Immersive Design & Development, Vaudeville

    “We have seen a strong desire for an open standard like IAMF in the recording industry, and Vaudeville is an ideal ally for us with the development of new workflows for this sector. Whether mixing for film, games or music, we envision IAMF opening up new ways for sound engineers to create immersive experiences all the way to the end users. Vaudeville will help us realize our goals for this industry.” - Jani Huoponen, Product Lead of Immersive Audio, Google

    Vaudeville is the creative launch partner for Google’s IAMF technology demonstrations at CES 2024 (January 8-12, Las Vegas, NV) and will be available during this time. Email CES@vaudeville.tv to set up a meeting with either Mirko Vogel (Managing Partner, Head of Immersive Design & Development) or Dan Jones (CEO).

     


    ABOUT VAUDEVILLE
    Vaudeville Sound Group is a leading global creative sound design and mixing firm for broadcast, streaming platforms, AR/VR, gaming, and events. The company has one of the top immersive and spatial sound production and development units and has pioneered the development of in-house audio post-production studios, providing full management, supervision, and staffing for all types of audio post-production projects. Their award-winning talent team works across its studios in the UK, USA, and Canada.

    Vaudeville created the first at scale native 3D sound library for Shutterstock, the first immersive audiobook for Penguin Random House, as well as the first immersive audio podcasts and award-winning immersive sound for VR. The company has received many awards and nominations including BAFTA, Emmy’s, CASS, LIA, Clio, RTS, British Arrows, Cannes Lions, New York Festival, D&AD, among others. For more information, please visit www.vaudeville.tv

     January 08, 2024
  • DigiBC posted an article
    This award recognizes the studio's commitment to excellence in exporting digital media products see more

    [Kelowna, BC] – Hyper Hippo, a leader in the mobile games industry, is proud to announce its recent achievement of winning the BC Export Award in the Digital Media & Entertainment category. This award recognizes the studio's commitment to excellence in promoting and exporting digital media and entertainment products on a global scale. Hyper Hippo was a finalist alongside leading contenders, Aequilibrium Software and Smoking Gun Interactive. This distinction is a testament to Hyper Hippo’s dedication to crafting innovative games that entertain and engage global audiences.

    “We are deeply honored to be recognized as a leader in digital exports within British Columbia,” said Emma Bullen, Director of New Global Markets. “This award represents the collaboration and creativity of our dedicated team, as well as the substantial input from our advisors and partners.”

    Hyper Hippo would like to express deep gratitude for the support and recognition from key figures and organizations, including the Minister of State and Trade, the Honourable Jagrup Brar, and the Minister of Jobs, Economic Development, and Innovation (JEDI) in BC, the Honourable Brenda Bailey, and their teams, as well as Business in Vancouver and Glacier Media for this meaningful recognition.

    “We are inspired by this award to continue our mission of creating digital entertainment that delivers moments of joy to global audiences," said Sam Fisher, CEO. “Our journey is all about creating entertainment that delights and connects our audience and we extend our heartfelt thanks to everyone who has supported and shared in this vision along the way.”

    (far right): Emma Bullen accepting the award on the studio’s behalf alongside other winners at the ceremony on November 24, 2023

     

    About Hyper Hippo Entertainment:

    Hyper Hippo Entertainment is an award-winning mobile game studio creating short-form digital experiences that entertain global audiences and leave a positive impact on the world. They are the creators of the popular game, AdVenture Capitalist, which has received multiple awards including a Google Play Editor’s Choice Award and Best Instant Game of the Year on Facebook. Along with AdVenture Communist and AdVenture Ages, Hyper Hippo’s titles have been installed over 80 million times globally. Hyper Hippo is committed to creating entertainment that resonates with audiences around the world, and currently supports 11+ languages in 170+ countries across their live games. Hyper Hippo is a proud recipient of the GamesIndustry.biz Best Places to Work award in 2021 and 2022. For more info, please visit hyperhippo.com

     December 01, 2023
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DigiBC's mission is to promote, support and accelerate the growth, sustainability and competitiveness of BC's creative technology industry (video games/interactive, animation, VFX, VR/AR/XR and virtual production).