By MCN Editor editor@moviecitynews.com

THE WEINSTEIN COMPANY ANNOUNCES THE CREATION OF TWC GAMES

NEW YORK, NY March 25, 2011 – The Weinstein Company (TWC) announced today a new initiative in the video game space by launching TWC Games.  The TWC Games label will utilize The Weinstein Company and Dimension Films’ strong and recognizable properties, and work with external partners to develop and publish video games for mobile, social, and console platforms.  Properties in The Weinstein Company and Dimension Films catalogue include SCREAM, HELLRAISER, HALLOWEEN, SCARY MOVIE, and CHILDREN OF THE CORN, among many others.

TWC CO-CHAIRMAN BOB WEINSTEIN EXPRESSED EXCITEMENT ABOUT THE NEW INITIATIVE.

“The video game marketplace is changing at such a rapid rate.  With all of the digital platforms, there are so many opportunities to broaden our audience with compelling, high quality, cost-efficient, video game entertainment.”

TWC Games has formed a strategic consultancy with Beefy Media, a video game production company, to foster relationships with publishers and create high quality games.  Beefy Media President, Adam Boyes, will work closely with Matthew Signer, TWC Vice President, Production and Creative Affairs, to foster strategic partnerships and oversee all production aspects of the games.

“The Weinstein Company is an incredible entertainment company, and I share their vision for creating very high quality content for the marketplace,” said Boyes. “We plan to combine our extensive video game developer relationships with the impressive catalogue of properties to create and produce content made by gamers for gamers.”

ABOUT THE WEINSTEIN COMPANY

The Weinstein Company (TWC) is a multimedia production and distribution company launched in October 2005 by Bob and Harvey Weinstein, the brothers who founded Miramax Films in 1979.  TWC also encompasses Dimension Films, the genre label founded in 1993 by Bob Weinstein, which has released such popular franchises as SCREAM, SPY KIDS and SCARY MOVIE.  Together TWC and Dimension Films have released a broad range of mainstream, genre and specialty films that have been commercial and critical successes, most recently Tom Hooper’s THE KING’S SPEECH, winner of four 2011 Academy Awards®, including Best Picture; Derek Cianfrance’s Academy Award®-nominated BLUE VALENTINE; and John Wells’ feature directorial debut, THE COMPANY MEN.  Since 2005, TWC and Dimension Films have released such films as GRINDHOUSE; I’M NOT THERE; THE GREAT DEBATERS; VICKY CRISTINA BARCELONA; THE READER; THE ROAD; HALLOWEEN; THE PAT TILLMAN STORY; PIRANHA 3D; INGLOURIOUS BASTERDS; A SINGLE MAN; NINE; and 2011 Golden Globe® Best Foreign Language Film nominee THE CONCERT.   Recently wrapping is MY WEEK WITH MARILYN, Robert Rodriguez’s SPY KIDS 4, and the new installment of the SCREAM franchise, SCREAM 4.  Currently in production is Douglas McGrath’s I DON’T KNOW HOW SHE DOES IT.

TWC is also active in television production, with credits including the Emmy® Award-winning hit reality series “Project Runway,” and the critically acclaimed HBO comedy/crime series “The No. 1 Ladies Detective Agency.”  The company is producing two “Project Runway” spinoffs, “Project Runway: Masters” and “Project Runway: Accessories,” which are expected to debut in 2011.  The company currently has 15 series in different stages of development, including: “Mob Wives,” a reality series for VH1; “Marco Polo,” a scripted historical series about the great explorer; “The Nanny Diaries,” based on the hit book; and “The Mad Ones,” adapted from the Mafia novel of the same name.

ABOUT BEEFY MEDIA LLC

Beefy Media LLC is a video game production company that assists IP holders in creating new game franchises for digital and retail markets at a fraction of the costs of traditional publishing and development. Founded in 2010 by Adam Boyes, a video games industry veteran, Beefy Media also provides business development, production oversight and strategic support for video game developers and publishers. Prior to founding Beefy Media, Adam Boyes was the director of product development for Capcom US, where he helped build the digital games initiative and shipped over 25 products.

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It shows how out of it I was in trying to be in it, acknowledging that I was out of it to myself, and then thinking, “Okay, how do I stop being out of it? Well, I get some legitimate illogical narrative ideas” — some novel, you know?

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