Larry Hryb
Redmond, Washington, United States
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With over 30 years of experience in media and entertainment, I am a pioneer in…
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Jamy Nigri [he/him/his]
If you care about Mental & Physical health, Screen Time, Hearing Loss etc- then please take a gander ❤️ gamescom I'm collaborating with the World Health Organization to leverage the gaming industry's reach and creativity for public health challenges and rapid response during emergencies. In truth -- this work just builds on the already amazing work that folks like CCP Games and Hilmar Veigar Pétursson have been doing for over a DECADE!! Yup, you read right - for over TEN YEARS they have been thinking about these things! And it builds on what Ian Livingstone has known for several decades -- that games are a powerful way for people to connect, learn and grow. The plan is has 3 pillars: 1. Corporate Wellness Provide interested companies with data and information on how mental health impacts our work and everyday lives, which they can use internally to align their policies and culture. 2. Gamer-Facing Part I: Information Network Establish a network of partners from the largest corporations to the individual gamer -- to combat misinformation and quickly disseminate accurate information. This includes creating reusable WHO-branded templates for use in games, websites, platforms [looking at you Uri Marchand] messaging apps [looking at you Robert Ferrari] and more. BTW - this is the part where I am most active, and will be asking friends for help. For example, a game character could convey a WHO message against harmful behaviours - like - OHHH, maybe using bleach as a treatment for Covid-19 is not such a great idea? 🤔 Delivering the information in an authentic and impactful way. 3. Gamer-Facing Part II: Developer Resources: Offer developers access to verified WHO information and research for health-related content in their games. This helps them incorporate accurate health messaging and use WHO as a reference when publishing their games. HOW ARE WE EXECUTING? Gathering like-minded-souls, and beginning with the END in mind ... which is just good business practice, and some may know as 'Commanders Intent' in the military! WHO CAN TAKE PART? YOU! Everyone! Everyone games - so everyone should be able to take part. That is what gaming is -- a community. Whether you want to send an emoji to friends in chat - or you have a website and need a banner - or are a platform - when the message needs to get out -- ANYONE can show their support and in doing so -- make the world just a little better. HOW DO WE WIN? By sharing the 3 pillars above with our partners, THEY can determine what resources and creativity they can bring to the party. They will each deliver the magic in their own uniquely creative way -- to their audiences -- so that together we can all fight mis/disinformation and make the world a better place! Whether you are a HUGE platform and share messaging with your community, or one person sending an emoji - you matter! ...OVER TIME - fingers crossed -- hopefully gamers will embrace the WHO into the Gaming Family!
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Carlos Pereira
TRACKING RELEASES & TRANSFERS # 1 LIST OF SEPTEMBER, 2024 Hi Mobile Gaming Fanatics! 🤩📲 Today I bring you another edition of our… 💫 Tracking Releases & Transfers 💫 September's first list brings releases and transfers to big publisher accounts between Aug 16 and Sep 21. I've found 157 titles. 💪🔎 I highlight 4️⃣ titles of them. ✅ “Eternal Hero” by Supersonic from Unity A big Israeli publisher 🇮🇱 has released a stunning, high-quality action RPG. ✨ “Eternal Hero” has two standout elements: game art and the deep gameplay. Its highly polished game art, with delightful details such as the excellent jump animation and the battles' SFX. ⚔️ The game’s depth is also a highlight, with a character with dozens of features. Despite this depth, “Eternal” retains the easy gameplay of Hypercasual, with mechanics similar to Idle Arcade, combats that don't kill the player quickly, short dialogs, and an arrow tutorial that remains throughout the game. 👍 There are still some changes to be made, but there's no doubt that “Eternal Hero” is a promising Hybridcasual. 📈 Since August the game has amassed almost US$150k in IAP revenue with 220k downloads. Developed by Rivvy Games, "Eternal Hero" was transferred to Supersonic's account on September 16th. 🗓️ ✅ “Unscrew Pin Jam: Nuts & Bolts” by Supersonic from Unity This thought-provoking puzzle mixes “Screw Jam” by Rollic 🔩 with “Tap Away” by Popcore. ↗️ Developed by EOgames, "Unscrew Pin Jam" was transferred to Supersonic's account on August 29th. 🗓️ 👆 In my opinion, the Hypercasual giant is accelerating in the Hybridcasual race with these two games. 👆 ✅ “HexaCoin Harmony - Merge Tiles” by Voodoo “HexaCoin” is another attempt by the big French publisher 🇫🇷 to launch its version of “Hexa Sort”. With few changes in mechanics, the game's key differential is the AMSR coin sound. 🪙 Developed by Cympl Studios, "HexaCoin Harmony" was transferred to Voodoo's account on August 30th. 🗓️ ✅ “Blossom master: Tile matching” by Lihuhu Games The big Singapore publisher 🇸🇬 (and a Cost Center partner 🥰) released another game in its specialty: Match Tile. “Blossom Master” is a typical Matching tile with a flower theme. 🌺 In addition to its usual visual appeal, the flower theme provides powerful collection features. "Blossom master" was launched by Lihuhu on August 16th. 🗓️ All data from AppMagic. 💯 👇 Swipe through the slides below to see releases & transfers by Zynga, Azur Games , Dmobin Global (Dmobin Studio), SayGames, Vgames Studio, Rollic, Supercent, CrazyLabs, Lion Studios, FreePlay, KAYAC Inc., Kwalee, TapNation, YSO Corp, OVIVO Games, and much more. 👇 - X - Cost Center 🔜 GamesCom Asia offers a BI platform that helps scale up mobile games across UA, Creatives, and Gameplay. 💪 Its portfolio includes amazing clients such as Amanotes and Lihuhu. 🏆 I highly recommend it! 😍 Call my friend Yi Ting Ho. She'll show you a demo. 😉 #innovation #gaming #gamedevelopment #HypercasualByCarlosPereira
902 Comments -
Kauser Kanji
In prep for tomorrow's OTT Question Time (where we'll be talking about the types of relationships we have with streaming services e.g. emotional, functional, transactional), I've been reading Whip Media's Streaming Satisfaction study. Based on a survey of 2,000 US viewers conducted in each of the last three years since 2021, HBO MAX TV leads the way in terms of overall satisfaction (88%) followed by Hulu and Disney+. Apple TV + has the best quality of original content (86%) but Hulu, Paramount and Prime Video & Amazon MGM Studios perform strongly too (~70% scores for each). Apple TV+ is also on top in terms of variety of originals (78%). Netflix still has the best UX (84%) and content recommendations (71%), however, according to the survey respondents. It's a fascinating paper which Mike Sid from Whip will be telling us more about tomorrow. Join me, Mike, Julie Mitchelmore and Emma Keith from 4pm UK / 5pm CET! https://lnkd.in/enqsnhJ5
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Christopher Foust
As the discussions heat up between creators, songwriters, rights holders and DSPs around payment, I’m curious to see how meta-data is going to play a pivotal role in reshaping attribution. There needs to be a standardization across the industry and movement (speed of payment) that matches the pace of current technology. Robert Kyncl hits the nail on head here: “The other is that a lot of the revenue is flowing slow[ly], and some of it is trapped and that shouldn’t be [the case] for digital revenue. That [revenue] should be flowing way faster. Some of these things we just need to solve as an industry, and we haven’t yet. I look forward to doing that.” https://lnkd.in/eiVdS-qD
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🗝 Emilio García
“Warner Music CEO Robert Kyncl says metadata issues make the industry more susceptible to AI in his NMPA meeting keynote: “It takes the teeth out of things.” Metadata problems have been a continual thorn in the side of music rights holders for the last two decades. When performing rights organizations (PROs) can’t accurately match a track’s metadata to its use, artists and their contributors miss out on hard-earned revenue. Warner Music Group CEO Robert Kyncl wants to bring those issues to light for the industry to solve, and he’s got some suggestions for going about it. At the National Music Publishers Association (NMPA)’s Annual Meeting in New York on Wednesday (June 12), Kyncl was interviewed by NMPA President and CEO David Israelite, during which the Warner exec was asked for his views on positive reform in collection societies. “One of the things that troubles me personally is that we’re basically collecting digital revenue the way we’ve collected analog revenue for decades. The speed of it; everything is the same,” said Kyncl. “That’s something we all collectively can do better and I think that will help songwriters tremendously.” “There’s a wealth of repertoire ownership information that sits with the collection societies, PROs, the [Mechanical Licensing Collective] and not everything matches perfectly,” he explained, calling for the industry to enable collection societies worldwide to collaborate in order to solve the continued issue of unmatched data. Kyncl stressed that reducing the amount of mismatched data is “incredibly important, not only for a faster flow of money today,” but for the music industry down the road as AI technology continues to grow. “If we set the rules of the road correctly with the platforms, it will have to depend on ownership information,” he added. “It’s one of the things that we really need to focus on.” Read the full article for more: #Metadata #PROs #CMOs #MLC #WarnerMusicGroup #WMG #NMPA #MusicRights #AI #ArtificialIntelligence #Music #MusicBusiness #Musica #MusicIndustry #Musique #Musik #MusicBiz
32 Comments -
Amir Satvat
Like many of you, I heard today that Intel Corporation plans to cut 15,000-20,000 jobs by the end of 2024. I want to address this, but I want to emphasize that I treat all companies the same in-class and speak for all non-games companies affected by layoffs this year, not just Intel. I am a gamer, but first and foremost, I am a human being. Our community's resources are specifically designed from the ground up for the gaming industry. We work in a relatively small industry, and even with the significant number of cuts, our resources are well-equipped to support everyone in our community. By design, and because this is not my full-time work, my intent was never to build a suite of services for all industries. It would require a very different set of resources and support. With that said, if it was not already clear, let me be absolutely clear that most resources in our community are available to everyone, with priority given to those who want to work professionally in video games. @ amirsatvat.com Our hiring visibility resources: - Resource 1: Open to everyone to sign up, whether you're in games or not. - Resources 2 and 3: Exclusively for gamers. Our coaching resources: - Resources 4-6: Open to everyone for mentorship, CV and LinkedIn reviews, and mock interviews. - Resource 7: For those in game art only. Our role listings resources 8-11: Open to everyone. Even though they are game roles, many qualified people can apply for them. Our support posts for Resource 12: Unfortunately, for game organizations only. Resources 13-14 for career and early career planning: Open to everyone. Resources 15-18: Exclusively for gamers. If you're not in the gaming industry, you still have access to many resources to help you if you lost your job. Also, everyone is welcome in our Discord server to chat and feel the love and support: discord.gg/amirsatvat So please, we open a wide door to everyone, even though our core mandate is for gamers. We are all humans, and if I don't address all cuts outside our industry, it's because we need to maintain a tight focus to make this manageable. I also appreciate the offers to "team up" with other industries, but given time and other constraints, I want to maintain a specific focus on games and will not change that view. If you are affected, please take advantage of these resources. I hope, in some small way, they may help you. Believe me, I am well aware there is plenty of pain to go around everywhere. I want you to know that, even outside of the gaming industry, we have always contributed as much as we can and won't stop doing so. A huge percentage of our membership is already gamers who don't happen to work in games, often by choice. Most importantly, I am deeply sorry to hear about this terrible news. Intel is such a significant part of the tech industry's history and my life. This really sucks.
20314 Comments -
Dan Finch 🏳️🌈🦋
Today I want to tell a story. I've been holding onto it for a specific circumstance, but in case that doesn't happen, forgive the rough edges. For the longest time, I wanted to be a games journalist. I've known how to play games and deconstruct their mechanics ever since I spent many school summer holidays playing the same Playstation games over and over. I would be the kid that would read games magazines, mostly for the cheat codes, on occasion spotting an article about the next Pokemon game that I just had to tell my friends about. I was never taught or told that being a "critic" or "journalist" was a career, let alone in games. Media Studies wasn't even a subject my high school taught until sixth form options, so I'd have to get by with learning how to deconstruct the written word - often Shakespeare or "Of Mice and Men" - in English Literature class. Jump forward to 2014/5. I was in University, with the freedom to learn about "the media" and online video (YouTube) as I had experienced through college. Despite being on a TV Production course, and though we students all knew the influence social media was going to play in our careers, games were still part of my plan. Through friendships and unsuccessfully trying out for the Student Union's monthly news series as a "games correspondent", I was able to work on a project with a criminology student who also liked games. He ran his own YouTube channel, as I had done under many brands and guises over the years, but he was more consistent. I came on board as his camera operator during EGX Rezzed and we made a few interview videos together. One of which I want to bring to the attention of Hyper Luminal Games. Yes, happy birthday Hyper Luminal! 🎉 We've both changed since this video about Big Crown Showdown! Congrats on releasing Pine Hearts - a wholesome cosy game that is a love letter to the simple life in Scotland. I can't wait to play the full thing - Melissa kindly showed me it at WASD this year, it really was charming! Things have a weird way of coming back around. I don't believe in karma, but I've been watching the work of many studios that I admire and wondered where I fit, thinking maybe there are some answers in my previous work. So, this little story is tale of never forgetting your roots, and celebrating them where you can! Also, if I may be a bit cheeky: If you ever have the availability Hyper Luminal, I would love the chance to join your team! I can assure you my on-screen presence and ability to manage events & communities is far better than what I could manage 10 years ago. I'm happy to work on a relocation plan up to Dundee, be that to work for the core studio under Melissa's expert & bubbly guidance, or having the opportunity to scout for Little Nook's next great wholesome story to share. Here's to both our next chapters! Video:
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H Schuster
What's old is new again. I have been predicting this since 2017 when premium subscription streaming was heralded as the future of the business. We are seeing streaming embrace traditional TV revenue models like windowing and advertising and now they will start to bundle services into their version of a "set top box" that will look (and cost) an awful lot like your old cable subscription. More cost effective longer seasons, more broadly appealing four quadrant shows, this is where creatives need to focus our energy. https://lnkd.in/gAKsgCnX
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Dmitrii Filatov
Capcom has released a less-than-positive annual report. There's nothing critical in it; all the declines are tied to a pause in releases. Capcom certainly has a vast catalog of successful franchises for upcoming releases. Resident Evil (RE) stands out distinctly. While Capcom didn't start with RE, it played a crucial role in their history and has had a significant impact on the gaming industry as a whole. Today, RE comprises 32 releases across 33 platforms. These are incredible numbers and a testament to success. Moreover, judging by Metacritic scores, Capcom manages to maintain a high standard of quality. I gathered a timeline of all RE releases on one website (link in the comments). I thoroughly enjoyed watching videos, reading books, reminiscing about my own experiences playing the games, and playing with friends and colleagues. Here are a few interesting facts about RE and Capcom: - Resident Evil 4 was released on 14 platforms. - The first RE took 3 years to develop, instead of the usual 3-6 months for Capcom in 1996. Consultants hired from the U.S. advised shutting down the project when it was almost complete, predicting its failure. - Devil May Cry and Dino Crisis were born while searching for fresh gameplay for RE. - Capcom was one of the first companies to start paying revenue shares to developers, which is particularly noteworthy for Japanese companies. - Toy Story I and RE I were released around the same time. - For a while, music for RE was composed by a well-known Japanese composer who was said to be deaf. It later turned out that he wasn't actually deaf and didn't compose the music himself. PS. In 2026, the series will celebrate its 30th anniversary, and there will likely be a special release or edition. Or perhaps they'll simply release a version with full DualSense support.
163 Comments -
David Carcasole
Happy Wednesday all, or at least it would be if not for yesterday's news. Let's get into the round-up, then. 1. Microsoft shutdown four studios, including BAFTA-award winning Tango Gameworks who recently released "Hi-Fi Rush" and Arkane Austin. The loss of these studios is huge, make no mistake. I've not written on it yet as it was my news partner-in-crime who grabbed it for PSU but I've plenty of thoughts brewing, and you might see something from me soon. https://lnkd.in/gGy7MzyG 2. I covered a couple of the events regarding the Helldivers 2 PSN account linking controversy, but then I thought it would be worth putting everything together in one, clear explainer piece of what happened and what's still going on - so I did! https://lnkd.in/gMdJcfT8 3. More news regarding poor decisions made by games industry executives, Activision reportedly rejected a pitch from Vicarious Visions prior to merging the team entirely into Blizzard for a Tony Hawks Pro Skater 3+4 Remake. Activision instead wanted VV to focus efforts on supporting Call Of Duty & Diablo, which I don't think I can find to be anything less than depressing. Not because I'm a huge THPS fan, but because I find it so short-sighted to go from publishing a diverse string of games to only publishing a few behemoths that have shown they have chips in their 'forever-game' armour. Perhaps I've got more to say on this as well. https://lnkd.in/gYGPFiWH 4. This one's for me, because I've put 1000+ hours into Apex Legends, and the now current season is once again changing the game forever. I've had peaks and valleys with Apex over my time with it, and I'm glad that Respawn is continually trying to keep things fresh with these last two seasons of large, sweeping changes and new modes. https://lnkd.in/g9w5xBhj 5. Lastly, Ubisoft's guitar-learning game turned subscription service Rocksmith+ will arrive on PS5 and Steam in June. I was a big Guitar Hero/Rock Band-head back in the day, and Rocksmith played a key role in my journey to start playing guitar. I'm not sure I'll jump in right away, but I'm glad to see it finally make a console debut, I think tools like Rocksmith+ are great and easy ways to get people into playing and making music. https://lnkd.in/geUTveUd That's all for now, though I do want to leave you with a question to DM me about or answer in the comments: who do you think won the rap beef between Kendrick Lamar and Drake? I see a clear winner, and I want to know if LinkedIn is on the ball when it comes to these big issues. Until next time!
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Chris Heatherly
Big bet. Disney is banking on the bundle reducing churn considerably and making them into the next Netflix. But they will also have to deploy a ton of capital into sports and content to make that happen. Is a $41b valuation a good deal for DIS shareholders? "According to the Disney filing, if NBCU’s appraisal were “deemed to be valid” and a third appraiser’s equity fair-value determination “were consistent with the NBCU’s appraiser’s valuation,” Disney would be required to pay NBCU an additional amount of approximately $5 billion as its share of the difference between the equity fair value and the guaranteed floor value. That suggests that Comcast’s third-party appraisal valued Hulu in the neighborhood of $40.8 billion."
94 Comments -
Joseph Traverso
As I mentioned in my last post, the amazing EA app team's singular focus is on providing our players the best experience possible while playing EA's games. Today, this "experience" starts well before the player presses the "play" button to launch a game. Often, players will need to update the game before they can jump in and play - a major source of frustration and friction! The team took a deep look at this important moment and made some startling discoveries: ❗ More than 60% of game update errors are caused by a lack of disk space ✖ Players experiencing disk space errors are likely to experience them more than once before they are resolved ⬇ Today's games are updated more frequently than ever and updates can be >100GB, and freeing up that much space for an update can be challenging The team came up with an incredible and innovative solution to this problem we call "In Place Updates". Check out the details in the attached blog post! The result is a NEAR COMPLETE ELIMINATION of this entire category of errors for most large game updates, getting players back into their favorite games faster. Congratulations to the entire In Place Updates team for their amazing work! https://lnkd.in/gUnNx-kS
835 Comments
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