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Update #44: 'Showing FEZ' A Clip From The Film

Hi All,
It is 4:48 am and we are currently waiting in the Winnipeg airport en route to Sundance. But while we sit in our odd combination of sleeply nervousness, we thought we'd share a recent interview we did with Wired Magazine - talking about the making of IGTM & heading into Sundance.
NEW CLIP:
Not only is there a great article (Thanks to Angela Watercutter), but there is also a new exclusive clip for you to watch!

Update #43: Pre Sundance RoundUp: New(ish) Video / Interviews / IGTM Art
A Collection of Tidbits...

Hi Everyone!
We are 6 days away from premiering the film at Sundance (yikes). It’s kinda crazy to think about. Last night, we did a count, and around 35 people have seen the film. That’s it!
So far 35 out of 35 people have liked the film, but the sample size we’re working from is ridiculously small. This will change soon. This will change and we couldn’t be more excited for it.
In fact, last week, the very first public words from someone who has seen the film (but is unrelated to the production) has hit the web. Check out the nice preview words Basil Tsiokos had to say upon seeing the film...

A lot of neat, crazy, surreal things are happening, and we thought we’d send a quick update / round up of some of the stuff IGTM-related around the Internet.
- We re-released the Super Meat Boy: Control clip. It’s a bit cleaned up and features a great new track from Jim Guthrie. Watch it here.
- James talked about meeting Kevin Smith
- We did an interview with Mashable.
- IndieWire talked with us about the film
- We found a beautiful piece of IGTM/PhilFish art (by SaraG) on the Twitters
- We’ve fleshed out Preorder info a little (more info but no firm dates yet).
This time next week, Indie Game: The Movie will have been premiered, kicking off what will surely be a crazed 2012. Before that happens, we want to again thank you for helping make this happen. Without your support, IGTM would very likely not exist.
We can not thank you enough...as evidenced by our continual thanking of you :)
...which will undoubtedly continue.
Sooo.... Thank You! Can’t wait to show you the film!
James & Lisanne
Image Credit: SaraG
Update #42: Happy Holidays from IGTM!
Hi Everyone,
Nearly one year ago today, we arrived back in Winnipeg after spending 3 months on the road shooting for this film. It’s been an absolutely crazy, rewarding, stressful, fantastical year.
When we started this project, we really had no idea it would be doing the things that it’s doing. Like, Co’mon - Sundance...really? SXSW? ... what?! Everything that this film achieves is made all the more special by it’s beginnings.
From Day One, this film’s existence, and success, has been the product of a great community of people that saw something they related to in either the Kickstarter, the website or the videos. We’re indeed two people making this. But we hardly did it alone.
We’re extremely thankful to everyone who supported this film. Whether it be putting your name down for a preorder, throwing us up on your Tumblr, making a tweet or just passing a link to a friend - all of those things add up and have made Indie Game: The Movie what it is.
So, going into this holiday season we have a TON to be thankful for. You’ve help make this one of the most amazing, most fulfilling years ever. Thank you again.
We wish you a happy, safe holiday season. We can’t wait to show you the film in 2012!
Until Then,
-James & Lisanne
Update #41: Indie Game: The Movie is in Sundance!!!

(Feel free to read the original post over on our site)
Hey Everybody!
We have some pretty amazing news...
Inde Game: The Movie will make its world premiere as an official selection in the World Documentary Competition at the 2012 Sundance Film Festival!
Sundance is one of the top film festivals in the world and the premiere showcase for independent cinema. Last year, 3,812 feature films were submitted (796 in the world doc category), likely more this year. Of those films, only 14 were selected for competition in the World Documentary Category.
We are exceptionally thrilled, humbled and, actually, kind of numbed by this honor. It’s surreal to think that Indie Game: The Movie has been invited to the same festival that introduced the world to the likes of: Super Size Me, Born Into Brothels, Man on Wire, The Cove and Waiting for Superman.
...that’s kind of a heavy club to think about joining.

Like many of the video games & designers featured in the film, we’re a tiny team (two people made the film from front to back) aiming to create to something new. Something personal. Something with meaning.
Our film looks to be one of the very first film on video game design to be featured at such a high level. Being able to expose a wider slice of the world to the passion, drives, and dreams that reside behind video games themselves is a mind-blowing privilege.
Having this film invited to one of the most prestigious festivals in the world certainly wasn’t on the agenda when, 18 months ago, we hopped into our Toyota Yaris and started bouncing around North America. We were two people with a couple of cameras, a rough script and the crowd-sourced support of a small but fantastic fan base.
From inception to the finished product, so many people have helped and supported this film. We are extremely thankful to everyone who has ever tweeted, blogged, or even mentioned our film. And of course, we literally could not have made this film without the generous preorder support people showed during our Kickstarter campaigns. That early support was crucial in growing this film into what it is now.
We are indebted to so many of you. This whole experience has been a life changing, dream come true. Thank You so much. We can not wait to share the film with you!
"Soooo, when can we see it?"
We’re are working out the details of a preview screening tour that will start after Sundance.
- Our first post-Sundance screening will be in our hometown Winnipeg on Feb. 3, 2012, see details here www.indiegamethemovie.com/igtmscreenings orwww.indiegamethemoviewinnipeg.eventbrite.com.
- After the festival screenings and the tour, we’ll be releasing the digital and DVD versions of the film.
- For updates on the tour and the release, sign-up for the mailing list.
- If want to see Indie Game: The Movie in your town, or if you’re part of an organization that would like to screen the film, please send in a request here. We may not be able to respond to every one, but we do read and consider every submission. These requests help know where to bring the film first. This process has helped find organizations and venues that we’re working with, right now.
So, from the bottom of our hearts, thanks again for all your support over this past year and a half!
Spreading the word, telling your friends about the trailer, tweeting and sharing the Facebook page - all these things have really helped and we deeply appreciate it.
Take Care,
James & Lisanne
Update #40: Showing the Film (to People in the Film)
Hey Everybody, we have a new blog post (with video) over at IndieGameTheMovie.com
We've started to show the film, and the new post is all about screening for film for the first time to the characters in the movie. You can read it here.


Update #39: English Subtitles & 'Clean' Version will be Available
NOTE: You can read the original post over on IndieGameTheMovie.com
Hey Kickstarter friends!
First off: Big release date announcement is just around the corner. We know that info is a long time coming, but the news will be big and worth the wait.
But until then: We just wanted to share some other news...

English Subtitles:
Indie Game: The Movie will indeed have English subtitles.
We've recieved a lot of requests and inquiries for this, so we're glad to be finally able to announce it. It was always in the plans, but we always held off confirming it until it was 100%.
Subtitling is a new process for us, we wanted to make sure there weren't any hidden 'gotchas' or surprises. Turns out, it is relatively straight forward, and we were able to get it done. English subs will be included. Stay tuned for news on other translations.

'Clean' Version:
We were also recieving a fair number of requests for a clean or swear-free version of the film. Normally, this is something that we'd pretty much be against. It is a documentary after all, and we are attempting to capture true, in-the-moment feeling and expression. Cutting out swears, is just not something that we like to do.
However, we do believe that this film is ideally suited to connect with younger audiences that may be considering pursuing game design or simply independent creation in general. The stories of Edmund, Tommy, Phil & Jon have the power to be hugely inspirational and possibly convince others to give independent creation a go.
So, with that in mind (and with the sage advice of Jason Scott), we created a 'clean' audio track version of the film to be made available on the DVD & S.E. DVD. We hate the idea of a few 'F-Bombs' keeping this film out of the places where it could possibly have some of its greatest effects (i.e. educational settings).
So, yeah, if you like your movies cleaned up a bit, IGTM has an audio track that'll fit the bill :)
-James
p.s. For those wondering, the method used to remove swears in the clean version was to drop out the dialogue track in moments of 'sweary-ness'. Briefly toyed with the bleep method, but it was far too intrusive and actually has the effect of drawing more attention to the prescene of a swear word than the actual inclusion of the word itself (sounds strange, but it's true). In addition, the bleeps also ruin & detract from some wonderful moments (the dropouts do as well, but significantly less so)
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Thom Wong on November 17
Swearing is one thing, but if you get requests to do things like remove "offensive visuals" etc, I hope you won't take that route.
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BlinkWorks on November 17
Hey Thom,
Completely agree. In fact, you'll see in the finished product a few examples of moments like that. Though the language is clean, we are not touching any of the 'questionable' (?) visuals. E.g. no blurring of a middle finger. A written on-screen swear will remain. Things of that nature.
Thanks for writing in!
-James
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BlinkWorks on November 17
Also, for anyone interested in the software we used to do the subtitling. We just put up a post over at Indiegamethemovie.com. Check it out here:
http://www.indiegamethemovie.com/news/2011/11/17/q-what-did-we-use-to-do-the-subtitling.html
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Update #38: A Look at the T-Shirts

Hey Everybody,
Here's a quick look at the T-Shirt design. They come in three colors: Blue, grey and black. And are available in sizes S - XXL.
If you've ordered a T-Shirt through the campaign, you'll be receiving a survey to fill out (size, color, address) very soon. Keep an eye on your email. We're aiming to ship all shirts before the film is officially released.
If you didn't get a shirt through the campaign, but would still like one, you can order one here :)

Indie Game: The Movie t-shirts are available now!
Colours: black, blue and gray
Sizes: Mens S, M, L, XL, XXL (note: these t-shirts fit a tad on the small side)
Price: $24.99 (plus shipping)

Update #37: Indie Game: The Movie - Official Poster
IGTM Poster Reveal; T-Shirts & Prints Available.
Read the whole post over on the IGTM website.
Hey everybody, we have a poster!
The poster above - which we love - was designed by the very talented artist/game developer,Greg Wohlwend (of MikenGreg Games).
Having an actual, official poster for the movie is one of those wonderful hey-this-is-kinda-realtouchstones of the movie making process. We have our first batch of posters coming from the printers this week and we couldn't be more excited.
The Design:
Super, super early in the process, Greg actually reached out to us, offering his hand at graphic design. At the time, we were still figuring what this film was about, and couldn't take him up on the offer. This, actually, became a recurring theme for us - not being able to capitalize on peoples' generosity because of not knowning exactly where the film was taking us.
But, sometime this Summer, the film was finally evolving and being crafted into something much more certain, much more clear and something that finally needed an identity. At that point, we reached out to Greg, because we loved the aesthetic of his games (Solipskier,Ridiculous Fishing) and his work (if you haven't seen it, watch the trailer for 4Fourths right now!).
It was an absolute pleasure working with Greg. We asked him if he would mind writing a few words about the design, and to our delight, he said yes and sent us this wonderful bit below...
Designer Statement:
Hey, I'm Greg.
I've been a full-time indie game developer since January 2008. The timeline is a little fuzzier than that, but who is counting? I guess I am. For the last 3+ years I've gone through a lot. Nearly 100% of it hinges on developing and selling indie games. My background is in graphic design. So, James and Lisanne asked me to see what I could come up with for a logo/poster for IGTM. I was thrilled! IGTM is going to rock.
Back when we first started emailing I hadn't seen IGTM the movie yet, but I knew what it was about. James and Lisanne wanted me to screen what they had but, selfishly, I declined. I want to see the movie with fresh eyes, when it's as perfect as they want it to be. I'm actually that pumped about it. But it was ok, because I already knew what it was about.
During most of my time as an indie developer I have merely survived, and even now when many would consider me transitioned to the "thriving" category, it still feels like a struggle. But it's a battle I simply can't quit. It's too much fun.
The other element is the danger. Talking with Mike (Boxleiter, other half of Mikengreg, I refer to this as "the lion." The lion is constantly chasing us, whether it be in the form of time, money or any other number of mortal afflictions. So many things will go wrong during the development of a game, and that's just the game. Life will present hardships that allow you to make excuses to quit. And then, after you've figured it all out and you finally feel steady ground underneath your feet, someone rips off your game and makes the kind of money that you could live off for decades. "Safety" is never part of the equation.



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Andy Baio on October 10
Love the poster design SO much. Looks amazing! (A little bummed that the t-shirt design has that big border around it, would've looked even better without it.)
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BlinkWorks on October 15
Hey Andy,
Thanks so much, glad you're digging the poster!
In terms of the T-Shirt, we wanted to incorporate the spikes into the image. Hence the border :/
The original pictures that were posted were mockups, the actual T-shirt doesn't come off as blocky as those images do (we've since put some real pics up). Hopefully, you'll like 'em once you have it in hand :)
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Update #36: Quick Update on Indie Game: The Movie
(Note: Read this update on www.indiegamethemovie.com here)
Hi Everyone,
We just wanted to post a quick update on the film. We’re currently in the final throes of polish & detail work. Basically, we’re tinkering with color, audio and a few graphical bits. The film is about 98% done.
At the same time, we are planning, organizing and starting to book the film’s release. You may have noticed a conspicuous lack of a release date on the site. We’re waiting on a couple very specific pieces of the puzzle to fall into place before we’re able to announce where and when you can start seeing Indie Game: The Movie.
We’re not trying to be coy with the release date at all. We just can’t announce anything just yet. Bbbuutt, we can say that what we do have in the works is kinda, really amazing.
We hope to announce as soon as we possibly can. But rest assured, the movie is in a really good place. Everyone we’ve screened it for has been exceptionally positive. We’ve started in on Special Edition content. T-Shirts & Artwork is forthcoming.
In short: Lots of good things are happening :)
-James & Lisanne
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Reid Bryant Kimball on July 29, 2011
Fantastic! Will there be a difference in the events that take place during the first showing and the world premiere?
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BlinkWorks on July 29, 2011
Probably. Basically, we're going to try and make each screening as good as we can. Any screening that Lisanne and I attend, we'll do a Q & A, hang out afterwards, etc. Whenever we can, we'd like to involve developers that were in the film and/or local developers that can continue the conversation after the film (through Q & A, presentations, etc.)
The premiere will be cool, this particular showing should be awesome. But every one that we do, we'll try and make it as interesting and dynamic as possible.
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Update #34: Special Edition: Alec Holowka & Derek Yu

Hey everybody, we're continuing to bring you a glimpse into the Indie Game: The Movie Special Edition.
The Special Edition will include the feature film, as well as stories from many other game developers, including Alec Holowka and Derek Yu, the team behind the Seamus McNally award winner, Aquaria.
In the SE, Alec and Derek speak honestly about the challenges of creating a game and discovering its strengths as you go. It's an inspirational story about the creative process and collaboration.
We also hear from Alec's journey to make his new game, Marian. And, we talk to Derek about his upcoming XBLA title, Spelunky.
At one point, nearly every piece that will be included with the Special Edition was marked as being in the main film. This piece in particular was really hard not to include. Basically, it came down to what is the eternal bane of many filmmakers - time and pacing. This story needed breathing room to do it justice, and the film needed to be markedly shorter and more quickly paced. It's cuts like this that make us so thankful that we decided to go all out on the S.E. It'll be a very good piece :)
You can Preorder the Special Edition via PayPal or our (soon-to-be-ending) Kickstarter.



Update #33: Special Edition: Jason Rohrer
Another Segment that will appear in Special Edition version of Indie Game: The Movie...
We went down to Las Cruces, New Mexico to film with game designer and programmer, Jason Rohrer (Passage, Sleep is Death, Inside a Star-filled Sky) and his family. He talks about the origins of his games, his game design process and his take on story-telling in games.
On a related note, here's a fascinating story about Jason's latest creation - it's not in the film, but damn, we wish it were :)



Update #32: SPECIAL EDITION: DAVID HELLMAN & THE ART OF BRAID

Another preview of the Indie Game: The Movie Special Edition...
We filmed with the creator of Braid, Jonathan Blow, as well as the artist, David Hellman. In the Special Edition, David gives us a more detailed look at the art of Braid. We take look at his process, from concept to completion, and get insight into the thought and themes in Braid.
If you want a vibe for the kind of stuff we'll be talking about. Check out David's fascinating posts about the creative process behind Braid's Art.




Update #31: Hanging Controllers; Looming Questions

"So...what’s up with the SNES controller? They know that’s not indie right?"
When videos from the film get posted elsewhere on the Internet, invariably the comment thread gravitates towards the fact that we prominently feature a Super Nintendo Controller, hanging from power lines and twisting in the wind (people also seem enamoured by the display of varying facial hair, but that’s a different post :)
We thought we take a moment to tell the story of how a dangling SNES controller kinda accidentally became the defacto image for the film.
Back Story
Early in 2010, in our hometown of Winnipeg, we were walking down a backalley shortcut to grab breakfast. In the alley, we came across a couple of hanging Nintendo controllers, thrown up on power lines in the manner of old sneakers. We immediately recognized it as a rather unique and striking image.
In our heads we imagined a scenario of bored 11 year old creating a kind of accidental 8-bit (or in this case 16) graffiti/public art. It could easily been a set of 20 somethings on their way to the beer vendor. But in our mind, it was something a little more magical.
Around this time, we were strongly considering, but hadn’t made a decision, doing Indie Game: The Movie. But, we were close enough to almost doing it that James came back later that day and filmed some B-roll of the hanging controllers just in case it might be useful in some way.
Fast forward a couple months, and we're editing together our first ‘proof of concept video’(Edmund’s Aether video). We needed some nice visuals to open the piece with, and we needed to be able to place a bit of a text-based preamble on. The hanging SNES controller fit the bill perfectly.
At the time, it was actually doubly appropriate. In an earlier iteration of the video, Edmund discusses how he was a SNES fanboy growing up. So, the nostalgic imagery of sneaker-like hanging discarded controller was unbelievable spot on. In the end, that section of the video was cut, but we still enjoyed the imagery and what it could mean in the context of a film about independent games.

More Than a Pretty Face?
And that’s why we left it in. Of course, it’s a lovely, nicely iconic bit of footage, but the image also has a some rather nice subtexts to it. The type of stuff that film essays delight in crafting a paragraph or two about. Without going into too much detail, we rather enjoy the references to nostalgia and childhood inspiration - so it works on that level. Also, if one were so inclined, one could read into the image a pseudo-statement about discarded technology/discarded gatekeepers and how less reliant independent developers are on the big players than they were previous.
So, the image has those types of fun angles going on with it. Which is one of the reasons we kept it for so long.

Accidental Branding
Another reason the hanging controller became the image most associated with our film, and let this be a lesson to anyone considering an open-development like project, is because that’s what we had when the Internet found us.
The film has been really fortunate to receive a good amount of press coverage over the course of its development, and in each post, the hanging controller was (understandably) popping up again and again. It wasn’t our ideal image (we hadn’t figured that out yet), but it was the image we had at the time. And before we knew it, the hanging controller was indeed the icon for Indie Game: The Movie. A quick google image search kinda confirmed this for us.
Much of the project has been like this - a process of accidents, discovery and going with various flows. You try something and it sticks, You meet someone by chance, and they become the person you follow for a year. You stare at 300 hours of footage, and work bits and pieces until the real story emerges.
The hanging controller is a microcosm of our experience with this film. Taking interest in something beautiful while heading somewhere else....
-James (& Lisanne)
p.s. Fun little aside: Often people say we should have used a NES controller instead, as that is much more indie-centric. Well, there indeed was a NES controller hanging. But sadly, it’s wasn’t hanging nearly as artfully. What can we say, it just didn’t ‘bring it’ to the shoot that day and wasn’t giving the camera good face. See for yourself...

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BlinkWorks on July 19, 2011
Whoops. Not too sure how we managed to double post this one. Sorry about that. (unfortunately, can't delete it)
-James
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Update #30: Hanging Controllers; Looming Questions

"So...what’s up with the SNES controller? They know that’s not indie right?"
When videos
from the film get posted elsewhere on the Internet, invariably the
comment thread gravitates towards the fact that we prominently feature a
Super Nintendo Controller, hanging from power lines and twisting in the
wind (people also seem enamoured by the display of varying facial hair,
but that’s a different post :)
We thought we take a moment to tell the story of how a dangling SNES controller kinda accidentally became the defacto image for the film.
Back Story
Early in 2010, in our hometown of Winnipeg, we were walking down a backalley shortcut to grab breakfast. In the alley, we came across a couple of hanging Nintendo controllers, thrown up on power lines in the manner of old sneakers. We immediately recognized it as a rather unique and striking image.
In our heads we imagined a scenario of
bored 11 year old creating a kind of accidental 8-bit (or in this case
16) graffiti/public art. It could easily been a set of 20 somethings on
their way to the beer vendor. But in our mind, it was something a
little more magical.
Around this time, we were strongly
considering, but hadn’t made a decision, doing Indie Game: The Movie.
But, we were close enough to almost doing it that James came back later
that day and filmed some B-roll of the hanging controllers just in case
it might be useful in some way.
Fast forward a couple months, and we're editing together our first ‘proof of concept video’ (Edmund’s
Aether video). We needed some nice visuals to open the piece with, and
we needed to be able to place a bit of a text-based preamble on. The
hanging SNES controller fit the bill perfectly.
At the time, it was actually doubly appropriate. In an earlier iteration of the video, Edmund discusses how he was a SNES fanboy growing up. So, the nostalgic imagery of sneaker-like hanging discarded controller was unbelievable spot on. In the end, that section of the video was cut, but we still enjoyed the imagery and what it could mean in the context of a film about independent games.

More Than a Pretty Face?
And
that’s why we left it in. Of course, it’s a lovely, nicely iconic bit
of footage, but the image also has a some rather nice subtexts to it.
The type of stuff that film essays delight in crafting a paragraph or
two about. Without going into too much detail, we rather enjoy the
references to nostalgia and childhood inspiration - so it works on that
level. Also, if one were so inclined, one could read into the image a
pseudo-statement about discarded technology/discarded gatekeepers and
how less reliant independent developers are on the big players than they
were previous.
So, the image has those types of fun angles going on with it. Which is one of the reasons we kept it for so long.

Accidental Branding
Another
reason the hanging controller became the image most associated with our
film, and let this be a lesson to anyone considering an
open-development like project, is because that’s what we had when the
Internet found us.
The film has been really fortunate to
receive a good amount of press coverage over the course of its
development, and in each post, the hanging controller was
(understandably) popping up again and again. It wasn’t our ideal image
(we hadn’t figured that out yet), but it was the image we had at the
time. And before we knew it, the hanging controller was indeed the icon
for Indie Game: The Movie. A quick google image search kinda confirmed this for us.
Much
of the project has been like this - a process of accidents, discovery
and going with various flows. You try something and it sticks, You meet
someone by chance, and they become the person you follow for a year.
You stare at 300 hours of footage, and work bits and pieces until the real story emerges.
The hanging controller is a microcosm of
our experience with this film. Taking interest in something beautiful
while heading somewhere else....
-James (& Lisanne)
p.s. Fun little aside: Often people say we should have used a NES controller instead, as that is much more indie-centric. Well, there indeed was a NES controller hanging. But sadly, it’s wasn’t hanging nearly as artfully. What can we say, it just didn’t ‘bring it’ to the shoot that day and wasn’t giving the camera good face. See for yourself...

(Poor show indeed. No working the angles. No smizing. If this were ANTM, the Jays would’ve sent her packing after the first week....Reality TV is the shameful indulgence of many doc folks...er...research, yeah, research)
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This project successfully raised its funding goal on July 20, 2010.
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Project By
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James Swirsky and Lisanne Pajot are producers/directors/editors/cinematographers behind the production company, BlinkWorks Media.
For the past year, they've been traveling North America filming indie game developers and editing their stories for Indie Game: The Movie, the feature film and the website.
Prior to this project, Lisanne and James produced TV series' for CBC in Canada, corporate videos, and commercials.
