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Leslie Bishko the Uses and Abuses of Cartoon Style in Animation
Animation Studies – Vol.2, 2007 Leslie Bishko The Uses and Abuses of Cartoon Style in Animation Introduction “Cartoon style” in animation broadly refers to animation design and movement that adheres to the 12 Principles of Animation, defined and developed at the Disney Studios. The Principles evolved through trial and error, by observing motion on-screen and noting what aspects of animated movement served the believability of the characters. To this day, the 12 Principles of Animation are known by all animators and used as a benchmark for good animation. Yet, these principles are not complete movement concepts. They influence specific movement patterns that are often applied without consideration of their effects, resulting in characterization that lacks authenticity. Viewers have come to expect that animated character performances portray the illusion of a living being. As a determining factor for believability in animation, authenticity functions on two levels. First, we suspend our disbelief and engage with the character; there is no question of the character’s aliveness. Second, through characterization, we experience an authentic being whose inner intent is communicated outwardly, and made unmistakably clear. Originating from the roots of 20th century modern dance, Laban Movement Analysis (LMA) is a conceptual framework for the observation, description and interpretation of human movement that offers a robust movement vocabulary. Where Animation Principles can potentially impose a specific style of animated movement, LMA is style-neutral and therefore excels at articulating components of style. Additionally, LMA addresses the relationship of intent to action, an innovative feature that aids us in the observation of authenticity which the Animation Principles lack. -
Jews Control U.S.A., Therefore the World – Is That a Good Thing?
Jews Control U.S.A., Therefore the World – Is That a Good Thing? By Chairman of the U.S. based Romanian National Vanguard©2007 www.ronatvan.com v. 1.6 1 INDEX 1. Are Jews satanic? 1.1 What The Talmud Rules About Christians 1.2 Foes Destroyed During the Purim Feast 1.3 The Shocking "Kol Nidre" Oath 1.4 The Bar Mitzvah - A Pledge to The Jewish Race 1.5 Jewish Genocide over Armenian People 1.6 The Satanic Bible 1.7 Other Examples 2. Are Jews the “Chosen People” or the real “Israel”? 2.1 Who are the “Chosen People”? 2.2 God & Jesus quotes about race mixing and globalization 3. Are they “eternally persecuted people”? 3.1 Crypto-Judaism 4. Is Judeo-Christianity a healthy “alliance”? 4.1 The “Jesus was a Jew” Hoax 4.2 The "Judeo - Christian" Hoax 4.3 Judaism's Secret Book - The Talmud 5. Are Christian sects Jewish creations? Are they affecting Christianity? 5.1 Biblical Quotes about the sects , the Jews and about the results of them working together. 6. “Anti-Semitism” shield & weapon is making Jews, Gods! 7. Is the “Holocaust” a dirty Jewish LIE? 7.1 The Famous 66 Questions & Answers about the Holocaust 8. Jews control “Anti-Hate”, “Human Rights” & Degraded organizations??? 8.1 Just a small part of the full list: CULTURAL/ETHNIC 8.2 "HATE", GENOCIDE, ETC. 8.3 POLITICS 8.4 WOMEN/FAMILY/SEX/GENDER ISSUES 8.5 LAW, RIGHTS GROUPS 8.6 UNIONS, OCCUPATION ORGANIZATIONS, ACADEMIA, ETC. 2 8.7 IMMIGRATION 9. Money Collecting, Israel Aids, Kosher Tax and other Money Related Methods 9.1 Forced payment 9.2 Israel “Aids” 9.3 Kosher Taxes 9.4 Other ways for Jews to make money 10. -
Film Flight: Lost Production and Its Economic Impact on California
I MILKEN INSTITUTE California Center I July 2010 Film Flight: Lost Production and Its Economic Impact on California by Kevin Klowden, Anusuya Chatterjee, and Candice Flor Hynek Film Flight: Lost Production and Its Economic Impact on California by Kevin Klowden, Anusuya Chatterjee, and Candice Flor Hynek ACKnowLEdgmEnts The authors gratefully acknowledge Armen Bedroussian and Perry Wong for their expert assistance in preparing this study. We also thank our editor, Lisa Renaud. About tHE mILKEn InstItutE The Milken Institute is an independent economic think tank whose mission is to improve the lives and economic conditions of diverse populations in the United States and around the world by helping business and public policy leaders identify and implement innovative ideas for creating broad-based prosperity. We put research to work with the goal of revitalizing regions and finding new ways to generate capital for people with original ideas. We focus on: human capital: the talent, knowledge, and experience of people, and their value to organizations, economies, and society; financial capital: innovations that allocate financial resources efficiently, especially to those who ordinarily would not have access to them, but who can best use them to build companies, create jobs, accelerate life-saving medical research, and solve long-standing social and economic problems; and social capital: the bonds of society that underlie economic advancement, including schools, health care, cultural institutions, and government services. By creating ways to spread the benefits of human, financial, and social capital to as many people as possible— by democratizing capital—we hope to contribute to prosperity and freedom in all corners of the globe. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Hello, and Welcome to Producer Bootcamp!
Hello, and welcome to Producer Bootcamp! Silence phones, fill out surveys, email me instead of taking pictures of the slides. I’ll leave lots of time for Q&A at the end, so please keep track of anything you want to know more about! Hi, I’m Ruth Tomandl and I’ve been a producer/PM for 10 years (and 3 days!), on 8 different teams at 5 companies. I started in the Games industry at Gas Powered Games as a Level DesiGner workinG on the DunGeon SieGe Games, and I really liked schedulinG and coordination so I looked for a Producer job and joined a small independent game company, Snowblind Studios, which was acquired by Warner Brothers soon after and merGed into Monolith Productions. In 2013 I joined a mobile game startup, and in 2014 it shut down and I helped Uber Entertainment start a backend startup called Playfab. I’m currently at Oculus Research, and we are GrowinG really quickly. Lately I’ve been doinG a lot of interviewinG, hirinG, manaGinG, and mentorinG, and fiGurinG out which skills are needed on which teams. In this talk, I want to share some things I’ve learned about strengths that I wish I had known 10 years ago: what I’ve learned about producer strengths in general, my own strengths and how they’ve fitted the teams I’ve been on (for better or for worse), and how our strengths and weaknesses affect what kinds of producers we are. So today, I’m going to talk about: • The job of a producer: what even is it? • Different types of producer strengths • Different types of teams (and what kinds of producer skills are needed on which kinds of teams) • How to debug your own skills to better fit the needs of your team and build your strengths. -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
AI Game Programming Wisdom 4
AI Game Programming Wisdom 4 Edited by Steve Rabin Charles River Media A part of Course Technology, Cengage Learning Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Publisher and General Manager, Course © 2008 Course Technology, a part of Cengage Learning. Technology PTR: Stacy L. Hiquet Associate Director of Marketing: Sarah ALL RIGHTS RESERVED. No part of this work covered by the copyright Panella herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to Manager of Editorial Services: Heather photocopying, recording, scanning, digitizing, taping, Web distribution, Talbot information networks, or information storage and retrieval systems, except Marketing Manager: Jordan Casey as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the publisher. Acquisitions Editor: Heather Hurley Project Editor: Dan Foster, Scribe Tribe CRM Editorial Services Coordinator: For product information and technology assistance, contact us at Jennifer Blaney Cengage Learning Customer & Sales Support, 1-800-354-9706 Copy Editor: Julie McNamee For permission to use material from this text or product, Interior Layout Tech: Judith Littlefield submit all requests online at cengage.com/permissions Cover Designer: Mike Tanamachi Further permissions questions can be emailed to [email protected] CD-ROM Producer: Brandon Penticuff Indexer: Broccoli Information Management Library of Congress Control Number: 2007939369 Proofreader: Mike Beady ISBN-13: 978-1-58450-523-5 ISBN-10: 1-58450-523-0 eISBN-10: 1-305-40610-9 Course Technology 25 Thomson Place Boston, MA 02210 USA Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Australia, Mexico, Brazil, and Japan. -
H17 It Digitalcontentskyoukai-1.Pdf
ߪߓߦ 㧝㧚ᧄ⺞ᩏ⎇ⓥߩ⟎ઃߌ ࠦࡦ࠹ࡦ࠷↥ᬺߪޔ࠺ࠫ࠲࡞ൻޔㄭઍ⚻༡ൻޔࠣࡠࡃ࡞ൻ߇ㅴዷߔࠆਛߢޔᄢ߈ߥⅣ Ⴚᄌൻߩ⌀ߞดਛߦࠆޕขࠅಽߌ࠺ࠫ࠲࡞ൻߩㅴዷߪޔනߥࠆޔᵹㅢޔᵴ↪න⁛ ߢߩᛛⴚ⊛ㅴൻ߆ࠄޔ࠺ࠫ࠲࡞ࠪࡀࡑߩᓇ✬㓸ᤋᛛⴚߩᮡḰൻߩേะޔࡉࡠ࠼ ࡃࡦ࠼߿៤Ꮺ㔚ะߌࠦࡦ࠹ࡦ࠷㈩ାࠨࡆࠬߩᧄᩰൻߩേะޔ࠺ࠫ࠲࡞ㅍߦะߌߚ HD 㜞♖⚦ᤋߩ✬㓸ߩᧄᩰൻߣ࠺ࠫ࠲࡞ኅ㔚ߩㅴൻ᥉ߩേะ╬ޘߦޔᦝߥࠆ ⛔วൻᛛⴚߩ࠾࠭ߩ㜞߹ࠅߦࠃߞߡޔ㑐ㅪߔࠆࡂ࠼ޔ࠰ࡈ࠻ޔࠆߪ↢↥ࠪࠬ࠹ࡓ ߣߞߚၮ⋚ᛛⴚߩᒝൻ߇ࠦࡦ࠹ࡦ࠷↥ᬺࠆߪ㑐ㅪ↥ᬺߩฦಽ㊁ߢ᳞ࠄࠇߡࠆޕ ৻ᣇߢޔޟ⍮⊛⽷↥ផㅴ⸘↹ 2005ޠ㧔2005 ᐕ 6 10 ᣣ⍮⊛⽷↥ᚢ⇛ᧄㇱ㧕ߦଐࠇ߫ޔᣣ ᧄߩࠆࠥࡓޔࠕ࠾ࡔ࡚ࠪࡦߣߞߚᤋࠦࡦ࠹ࡦ࠷↥ᬺߪ⇇⊛ߦ㜞⹏ଔࠍฃߌޔ ᣣᧄߩ࠰ࡈ࠻ࡄࡢ⊒ାߩਛᩭߣߒߡޔᶏᄖߦ߅ߌࠆᚒ߇࿖ߩࠗࡔࠫะߦᄢ߈ߥᓎഀ ࠍᨐߚߔߛߌߢߪߥߊޔᦝߥࠆ⇇Ꮢ႐ߦㆡᔕߔࠆࠦࡦ࠹ࡦ࠷ߩផㅴߣᶏᄖᏒ႐ᄢ ߇᳞ࠄࠇߡࠆޕ ߘߎߢ࠺ࠫ࠲࡞ࠦࡦ࠹ࡦ࠷ߩᰴઍၮ⋚ᛛⴚߦ㑐ߔࠆ⺞ᩏ⎇ⓥߩታᣉߦᒰࠅޔ࿖㓙┹ ജߩᒝൻߣၮ⋚ᛛⴚߣ߁㕙߆ࠄޔᤋᛛⴚߩ⎇ⓥ㐿⊒⺖㗴ࠍขߍࠆޕᤋࠦࡦ࠹ ࡦ࠷ߩᚻᴺߣߒߡޔ3DCG ߿↹ಣℂߣߞߚ࠺ࠫ࠲࡞ᛛⴚࠍᵴ↪ߔࠆะ߇⇇ߩ ᤋ↥ᬺߢ߿৻⥸ൻߒߚޕᤋ߳ߩ࠺ࠫ࠲࡞ᛛⴚߩㆡ↪ߣߪޔᓥ᧪ᚻᴺߢߪᗐቯߢ ߈ߥ߆ߞߚᤋߩน⢻ᕈߩㅊ᳞ߢࠅޔ৻ᣇߢ↢↥วℂൻߩᵹࠇߢ߽ࠆޕ 2005 ᐕߪ⇇ߦ߅ߌࠆᤋߩ࠺ࠫ࠲࡞ൻߩవ┵ࡦ࠽ߩ৻ߟޔኅᐸ↪ࠥࡓᯏߦ߅ ߡᰴઍᯏ߇⊓႐ߒޔࠥࡓ↥ᬺ⇇ߢߪಠߘ 5 ᐕߦ 1 ᐲߣࠊࠇࠆᛛⴚ㕟ᣂߩᤨᦼࠍㄫ߃ ߡࠆޕ߹ߚ߽߁৻ߟߩవ┵ࡦ࠽ߢࠆࡂ࠙࠶࠼ CG ࡊࡠ࠳࡚ࠢࠪࡦ߮ർ☨ޔEU ߩ࠺ࠫ࠲࡞ᤋ࠰ࡈ࠻ᬺ⇇ߦ߅ߡ߽⛮⛯ߒߚ⎇ⓥ㐿⊒߇ⴕࠊࠇߡࠆޕ ߆ࠃ߁ߥ࠺ࠫ࠲࡞ᤋ↥ᬺߩᛛⴚ㕟ᣂᄢᄌേᦼߦ߅ߡޔᚒ߇࿖ࠦࡦ࠹ࡦ࠷↥ᬺߩࠣࡠ ࡃ࡞ዷ㐿ߩఝᕈ⏕ߩⷞὐࠃࠅޔ࠺ࠫ࠲࡞ᤋߩၮ⋚ᛛⴚߩ⁁ࠍ↥ᬺၮ⋚ߣߒ ߡࠠ࠴ࡦߣᝒ߃ޔ࿖㓙┹ఝߦ┙ߡࠆᰴઍࠦࡦ࠹ࡦ࠷ഃ↢ߩࠠߣߥࠆ⎇ⓥ㐿⊒േะ ߆ࠄࠦࠕᛛⴚࠍតࠅޔᤋ↥ᬺᝄ⥝ߦะߌߡ⺖㗴ឭߢ߈ࠆᬺᵴേߣߒߡᧄ⺞ᩏ⎇ⓥࠍ ⟎ߠߌࠆޕ 㧞㧚 ᧄᐕᐲߩᵴേ ᤓᐕᐲޔᣣᧄࠍઍߔࠆᤋߦ㑐ߔࠆ࠺ࠫ࠲࡞ᛛⴚߩㆡ↪ߣߒߡޔࡂࠗࡉ ࠶࠼ࠕ࠾ࡔ࡚ࠪࡦ㧔ࠬ࠲ࠫࠝࠫࡉޔޡࡂ࠙࡞ߩേߊၔޢઁ㧕߮ᤋ↹ VFX㧔᧲ᤋ᧲ ᤋࠕ࠾ࡔ࡚ࠪࡦޡ࠺ࡆ࡞ࡑࡦޢ㧕ߩࡔࠗࠠࡦࠣࠍ⺞ᩏߒޔᤋࡊࡠ࠳࡚ࠢࠪࡦ႐ߦ ߅ߌࠆ⎇ⓥ㐿⊒ߩࠆߴ߈ᆫߣߒߡޔ႐ߩ࠾࠭ߣ⎇ⓥ㐿⊒ߩࠪ࠭ࠍࡑ࠶࠴ࡦࠣ ߐߖޔࠢࠛࠗ࠲߇ഃㅧߔࠆߣߎࠈߢࠆᣣᧄဳᤋߩㅊࠍᡰេߔࠆ࠺ࠫ࠲࡞ᛛ ⴚၮ⋚ᢛߦะߌߡޔᤋᛛⴚᖱႎᵹࠨࠗ࠻᭴▽߇ᔅ㗇ߢࠅޔߘࠇࠍࠦࡒࡘ࠾࠹ࠖ ⓨ㑆ߣߒߡਔ⠪ߩࠦࡏ࡚ࠪࡦߦࠃࠆ⎇ⓥ㐿⊒ဳหࠍౝኈߣߒߚ↥ቇදห⊛ࠕ ࡊࡠ࠴߇ᔅⷐߣ⚿⺰ߒߚޕ ᧄᐕᐲߪޔᤓᐕᐲᚑᨐࠍ〯߹߃ߡߩਅ⸥Ԙޔԙޔ߮ᰴઍኅᐸ↪ࠥࡓᯏ⊓႐ߦะߌ ߡ㜞♖⚦㜞ᯏ⢻ൻᛛⴚࠗࡦࡄࠢ࠻ࠍㄫ߃ߚࠥࡓ↥ᬺࠍኻ⽎ߣߒߚਅ⸥Ԛߦߟߡ⺞ᩏ ⎇ⓥࠍታᣉߒޔᰴઍߩၮ⋚ᛛⴚߩᣇะߣน⢻ᕈߦߟߡޔᰴઍࠦࡦ࠹ࡦ࠷ഃ↢ࠍ ᜂ߁ࠦࠕᛛⴚߦߟߡ⠨ኤߒߚޕ Ԙ ᤋᛛⴚᖱႎᵹࠨࠗ࠻ߩࡊࡠ࠻࠲ࠗࡊߩ⸳⸘ߣ࠺ࡕࠪࠬ࠹ࡓߩ㐿⊒ ԙCG ᛛⴚࡑ࠶ࡊߩᚑ Ԛ ࠥࡓ↥ᬺߩᛛⴚࡑ࠶ࡊߩᚑ 㧞㧚㧝 -
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories Dragon Age: Inquisition takes home Game of the Year followed by three award wins for Middle- earth: Shadow of Mordor AUSTIN, Texas (Mar. 14, 2015) — South by Southwest (SXSW) Gaming today announced the winners of the second-annual SXSW Gaming Awards – part of the SXSW Gaming Expo – presented by iam8bit, Logitech, Porter Novelli, Twitch and Wikia. Austin City Limits Live at The Moody Theater hosted the ceremony which was co-emceed by actress and comedian Janet Varney and popular YouTube personality Markiplier. In all, 21 awards were handed out, with Dragon Age: Inquisition taking the top honor as Game of the Year. Middle-earth: Shadow of Mordor followed with three award wins, including Excellence in Gameplay and Excellence in Animation. Speedrunners was chosen by gamers on the show floor to take home the Gamer’s Voice Award, beating out 29 other games showcased in the SXSW Gaming Indie Corner. To be considered for the Gamer’s Voice Award, games must have had less than $1 million in funding; a working and playable demo; and be released by the end of 2015 or shortly thereafter. “We’re ecstatic to see the gaming industry and gamers alike embrace the SXSW Gaming Awards,” said Justin Burnham, SXSW Gaming Project Manager. “Our awards bring together the voice of gamers everywhere with those of industry experts to decide the best of the best. Congrats to the team behind Dragon Age: Inquisition for its Game of the Year win and to the rest of this year’s winners for making 2014 another stellar year for gaming!” The submission process opened in August 2014 through the official Gaming Awards page and closed in December. -
Download This PDF File
Vol. 10, No. 1 (2019) http://www.eludamos.org Games and AI: Paths, Challenges, Critique Mathias Fuchs, Andreas Sudmann Eludamos. Journal for Computer Game Culture. 2019; 10 (1), pp. 1–7 Games and AI: Paths, Challenges, Critique MATHIAS FUCHS AND ANDREAS SUDMANN In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games. From earlier productions like No One Lives Forever 1 & 2 (2000, 2002), players were already familiar with NPCs that are able to seek cover under fire and to leave it at random in order to shoot back at the player. In F.E.A.R. that happens too, but in a much more realistic manner. Computer-controlled enemies attack players in a coordinated way. If one member of the enemy team comes closer, he gets supportive fire by his team members. If the player attacks them, enemy forces remain in cover until they are immediately threatened. Ten years later, an AI system called AlphaGo beats the human world champion Kim Sung Yong in the ancient board game Go in five rounds—final score: 4-1. The global community of Go players is perplexed, almost shocked, even though the victory did not totally come out of the blue. Already in October 2015, an earlier version of AlphaGo was able to beat the European Go champion Fan Hui. However, Hui’s playing level was significantly lower than that of Kim Sung Yong (2-dan out of possible 9-dan levels). -
Advertising Media Planning
Advertising Media Planning FOURTH EDITION The planning and placement of advertising media is a multibillion dollar business that critically impacts advertising effectiveness. The new edition of this acclaimed and widely adopted text offers practical guidance for those who practice media planning on a daily basis, as well as those who must ultimately approve strategic media decisions. Full of current brand examples, the book is a “must-read” for all who will be involved in the media decision process on both the agency and client side. Its easy-to-read style and logical format make it ideal for class- room adoption, and students will benefi t from the down-to-earth approach, and real-world business examples. Several new chapters have been added to the fourth edition, including: • International advertising • Campaign evaluation • The changing role of media planning in agencies, to give the reader a better grounding in the role of media in an advertising and marketing plan today • Evaluating media vehicles, fi lled with up-to-date examples • Search engine marketing, and a thorough revision of the chapter on online display advertising to address the increased emphasis on digital media • Gaming, and many new examples of the latest digital media with an emphasis on social media, and a new framework for analyzing current and future social media • Increased coverage of communication planning • Added focus on the importance of media strategy early on in the book • Separate chapters for video and audio media (instead of lumping them together in broadcast). This creates a more in-depth discussion of radio in particular. -
The Lazard Report the LAZARD REPORT Disclaimer
FEBRUARY 1, 2006 TIME WARNER INC. The Lazard Report THE LAZARD REPORT Disclaimer These materials were prepared at the request and on behalf of Icahn Partners LP, Icahn Partners Master Fund LP, American Real Estate Partners, L.P., Carl C. Icahn, Franklin Mutual Advisers, LLC, JANA Partners LLC, JANA Master Fund, Ltd., S.A.C. Capital Advisors, LLC, S.A.C. Capital Associates, LLC and certain of their respective affiliates (collectively the “Icahn Parties”). Lazard has been retained as independent contractor to the Icahn Parties and has no fiduciary, agency or other relationship to the Icahn Parties or to any other party, all of which are hereby disclaimed. Therefore, no obligation or responsibility is assumed to any person with respect to these materials. These materials do not purport to be a complete description of the views of or analyses performed by the Icahn Parties or Lazard. Nothing contained herein should be construed as providing any legal, tax or accounting advice, and you are encouraged to consult with your legal, tax, accounting and investment advisors. You should consider these materials as only one of many factors to be considered in making any investment or other decisions. Given Lazard’s past, current or future relationships with companies mentioned in these materials, investors should be aware that the firm could be viewed as having a conflict of interest affecting the objectivity of these materials. See the “Important Disclosures” section at the conclusion of these materials for important required disclosures, including potential conflicts of interest. © Lazard 2006 i THE LAZARD REPORT MANAGING “I’m desperately in need of a strategy.”(a) --Richard Parsons, CEO of Time Warner Inc., April 2002 MANAGEMENT LAYERS AND CORPORATE STAFF “First, we took out management layers.