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A producer whose work has won awards in music video, film, commercials, multi-media events, and global brand digital and print campaigns.
Responsible for client/creative liaison through all aspects of production – creating multimedia content for all media platforms – creation of content in the full concept spectrum, from Print through to full multi camera live shoots.
Responsible for all aspects of film and media production for every major Production Company/ advertising Agency in London – NYC –LA – San Francisco – including bespoke team building for each project. Selecting team structure and management – orchestrating – identifying the needs of the client the project/product. Budget management – meeting deadlines ensuring all products/projects met industry standards in order to ensure the end product met all criteria for audio visual outlets from MTV through to all major terrestrial channels. To ensure the products were permitted on air. Clients - all Major Records Labels Agencies and TV channels. Basic underlying rolls – location management, technical awareness, team structure and employment, both creative and practical, client care and artistes management, and product delivery. Clients and Companies worked for during this period can be viewed at HYPERLINK "http://www.blur1.com/"www.blur1.com in ‘Clients’.
2 year campaign with SEGA the video games company – on the road living and working on the campaign trail to bring events and awareness of the latest video games on the market. The main objective was to create competitive awareness of the SEGA brand. We offered schools countrywide the opportunity to create the next SEGA advertisement for television. Our role was to enter the school with the bus which doubled as a massive billboard for SEGA and we as a 3 person team would give educational insight as to the workings of advertising and POS – with the information given during the tutorials/lectures – the students (ranging from 6-18) would take the information and apply it to their school curriculum – their teachers would be provided with a years worth of structure/lessons and the students would be allowed to count this as credit for their end of year results - post the educational aspects of the trip the students were allowed to try the latest SEGA games which in turn encouraged sales awareness of SEGAS new products reaching a minimum of 3000 children per day. After the direct contact in schools we also were responsible for the big events at EARLS COURT etc so to achieve maximum impact – over our main competitor Nintendo.
MINI BOREDOM DIGITAL INTERACTIVE http://www.sjgabb.com/?p=13