tv kids cartoon network special report

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SPECIAL REPORT CARTOON NETWORK’S 20TH BIRTHDAY www.tvkids.ws OCTOBER 2012

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Page 1: TV Kids Cartoon Network Special Report

SPECIAL REPORT

CARTOON NETWORK’S

20THBIRTHDAY

www.tvkids.ws OCTOBER 2012

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On October 1, 1992, at a time when the concept of nichechannels was still in its infancy, Turner Broadcasting Sys-tem took a gamble on the idea that viewers would want anall-animation channel. Armed with the Hanna-Barberalibrary, the company launched Cartoon Network in 2 millionhomes. Today, the kids’ channel has become so much morethan a platform for animated library product. Acquisitions,original live-action and acquired series and TV movies allhave a place on the channel, which has 27 feeds in 178 coun-tries, reaching more than 367 million homes in 26 lan-guages. Stuart Snyder, the president and COO of the anima-tion, young adults’ and kids’ media division at Turner, reflectson Cartoon Network’s history, how it is maintaining its rat-ings leadership among the key boys’ demographic, and what’sin store for the future as it expands onto multiple platforms.

TV KIDS: How has Cartoon Network evolved overthe last 20 years?SNYDER: We started as a network that was at its corebased on a library of great content, specifically theHanna-Barbera library that our company purchased.We launched with 2 million subscribers and now, 20years later, we’ve built on that foundation to reach over300 million households worldwide. We’ve grown ouroriginal content. We have the best animation business.We also have a wonderful, broad slate of live-action andspecial-event content. The one thing that has been con-sistent is our brand focus and our content focus. It’s allabout surprising our audience with unique content,all with a little bit of mischief, all with the CartoonNetwork fun aspect to it. We’ve been doing that for20 years consistently.

TV KIDS: Why was the expansion into live actionimportant, and how did you do it while remaining trueto the Cartoon Network DNA?SNYDER: We talk to our audience on a regular basis. Afew years ago we did an extensive study and one of thethings that our audience told us is that they wanted tosee more of themselves on our air. We took that toheart. We’ve been successful with Dude, What WouldHappen, Destroy Build Destroy, Hole in the Wall. Those areright in the voice of Cartoon Network: fun, lightcomedies, talking to that core boy audience while alsoinviting girls. We really hit our stride with our newshow Level Up, which is currently number one in itstime slot. Our next live-action show is Nick Cannon’sIncredible Crew, a sketch comedy for kids. The other thingto point out is Cartoon Network’s Hall of Game, thefirst of its kind kids’ sports-awards show. We’ve had verygood success two years running with that franchise.

TV KIDS: Your ratings with all of these shows wouldcounter the perception that boys aren’t watching TV!SNYDER: I think they are watching TV! We areenjoying fantastic success with our new generationof comedies, such as Adventure Time and RegularShow. MAD is doing well. Annoying Orange is ournewest show. The Amazing World of Gumball. Our showwith LEGO, Ninjago, has just blown the roof off inregard to not only boys but kids [in general]. I was verypleased with the sneak preview of our upcoming showDreamWorks Dragons: Riders of Berk, which is throughour partnership with DreamWorks Animation. You putall that together and I think boys are watching TV—they’re watching Cartoon Network.

TV KIDS: How do you take preexisting brands likeAnnoying Orange and How to Train Your Dragon and turnthem into Cartoon Network brands?

TV KIDS2

By Mansha Daswani

StuartSnyder

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SNYDER: The great thing is we really don’t have todo too much in terms of the core properties of thesebrands. Annoying Orange is already a phenomenalsuccess on the Internet, it has already attracted agreat audience. We’ve added characters, so there’s aconnective story instead of just short clips. Dragonsis a very similar thing. Dragons has that great brandDNA. It was a successful movie and there were morestories to tell with those very engaging characters.We’re building upon the success of these franchises.

TV KIDS: How are you attracting talent to CartoonNetwork Studios and coming up with original ideasthat will resonate with your viewers?SNYDER: It starts with our DNA. We know who weare in terms of what kind of content we’re looking forand who our brand is and why our audience watchesCartoon Network. We have been discovering and thennurturing great creative talent for 20 years, that’s goneall the way back to Genndy Tartakovsky [Dexter’s Lab-oratory] and Craig McCracken [The Powerpuff Girls].Now we’re working with Pen Ward with AdventureTime, J. G. Quintel with Regular Show. So it’s reallyabout finding great creative talent who have visions ofwho their characters are and what they want their

shows to be, and giving them the canvas to create theirshows. And then we put them through the CartoonNetwork platforms, so that they can be discovered bya wide audience. One of our key jobs is to nurture thattalent to make them as successful as they can be.

TV KIDS: Can you tell us about the various waysyou’ve been harnessing web and mobile platforms toexpand the reach of the brand?SNYDER: It’s our responsibility to have our showson as many platforms as possible. It’s really wheneverand wherever [our audience] wants to watch showsor interact with the shows. Kids are watching televi-sion, kids are watching online, kids are watching onsmartphones, they’re watching on tablets. It’s veryimportant that kids are able to engage with ourshows and our brands on a 360-degree, 24/7 basis.First of all, we put our episodes up [online]. We alsotook the step this summer to stream the network liveto our viewers through our Cartoon Network Videoapp and also online. Not only can they watch theshows they want to watch, they can actually watchthe network live. And now the most recent exampleis our new watch-and-play announcement with CN 2.0.That’s where kids choose to either watch a show, or

The many faces of Ben: In both live-action and

animated forms, Ben 10 has been a

megahit withCartoon Network’s

target boy demosince its

2006 debut.

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they can play a game, or on the iPad they can do bothat the same time.

There’s no doubt that the second screen, or whatI call the simultaneous experience, is taking place. Isee it with my own kids, watching television in ourfamily room with their laptops in front of them.Either they’re finding out more about the shows orthey’re playing a game or they’re doing something[else]. Kids today are multitasking, they are enjoyingexperiencing their brands and shows in a whole dif-ferent way than five or ten years ago. It’s importantfor us as content creators and as Cartoon Networkthat they can interact with our brands and our showswhenever and wherever they want to, and thatincludes on a multiscreen basis. If they want to watchsomething and play a game with their favorite char-acter, they should be able to do that if the technol-ogy serves them.

TV KIDS: Does Cartoon Network U.S. work with itssister channels around the world?SNYDER: We collaborate greatly with the CartoonNetworks around the world. We operate from a globalperspective and one of the core tenets is to build globalfranchises. Ben 10 is our big worldwide success story.We’re in the active [franchise] building phase right nowfor Adventure Time and Gumball. What’s great aboutGumball is that it was created out of our Cartoon Net-work Studios Europe.

TV KIDS: What are some of your key pro-social ini-tiatives for 2013?SNYDER: We will con t inue on with our Move ItMovement, which is all about getting kids to get active

and to eat right. Obviously, this is a very important topicfor kids and families. We will also continue our effortson our Stop Bullying: Speak Up campaign. We launchedthis campaign not only because kids told us this wasan important issue for them, they told us that theycould actually do something about it if we providedthem with the tools on how to make an impact. Westarted that campaign here in the U.S. and we’reexpanding it on an international basis. It just recentlylaunched in Latin America.

TV KIDS: What are your priorities for the coming year?SNYDER: First and foremost our focus is aboutbuilding on the momentum that we are enjoyingright now. It’s been five years since this team hasbeen together, and, looking at what we’ve done withCartoon Network, the audience has respondedextremely well to our brand, to our shows. We haveshows that are really breaking out and are becomingtrue global franchises. The whole focus for us is tocontinue to build great content for our audiences. Ifwe do that right, then it’s about serving our audiencewherever and whenever they want our content, inwhatever format. And the third element is to under-stand our audience to the best of our ability. Thewonderful thing about the kids’ business is that itdoes change—in terms of technology, in terms ofplatforms—but in a way it really doesn’t. Kids arestill kids. They want to be entertained, they want tolaugh, they want to watch and engage with charac-ters. If we start there, if we’re doing that, then every-thing else can fall into place, as long as we continueto listen to them and give them great content onevery platform that we can.

TV KIDS4

Powering up:Cartoon Networkhas been expandinginto live-actioncontent over thelast few years withshows like Level Up.

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1992On October 1, CartoonNetwork launches in 2million households. TheGreat Piggy BankRobbery is the first car-toon to air on the channel.

1993In April, Cartoon Networklaunches in Latin America.Six months later, the brandexpands to Europe.

1994Cartoon Network pre-mieres its first original,Space Ghost Coast toCoast, the first animatedlate-night talk show. InOctober, viewers in Asia gettheir first taste of CartoonNetwork.

1995Bolstering its commit-ment to original animation, Cartoon Network commissions48 shorts for World Premiere Toons. Five original seriescome out of the initiative.

1996Dexter’s Laboratory premieres as Cartoon Network’s firstoriginal half-hour series. By the end of the year, it is thechannel’s top-rated show.

1997Off the back of the originals Cow and Chicken and JohnnyBravo, Cartoon Network increases its average prime-timeratings among kids 6 to 11 by 52 percent.

1998The Powerpuff Girls makes its debut on the channel.

2000Cartoon Network launches Boomerang, devoted exclusivelyto classic cartoons. Cartoon Network Studios opens inBurbank to develop and produce original animated series.

2001The late-night block Adult Swim launches, targeting viewers18 to 34. It becomes a full-fledged network in 2005.

2002Cartoon Network’s first theatrical production, ThePowerpuff Girls Movie, premieres. Celebrating its tenthanniversary, Cartoon Network reaches near-full U.S. cablepenetration.

2003Cartoon Network introduces the Emmy-winning micro-seriesStar Wars: Clone Wars, consisting of 20 three-minuteshorts produced in association with Lucasfilm.

2004The channel ramps up itsslate of originals, unveilingsome 500 new half-hours atits Upfront and announcinga host of acquisitions.

2005Pro-social initiativeslaunch, first with GetAnimated, followed byRescuing Recess, Move ItMovement and StopBullying: Speak Up.

2006Ben 10 premieres. The showwill go on to become thechannel’s most successfulglobal franchise. The chan-nel produces its first live-action and animated hybridmovie, Re-Animated.

2007Produced with Korea’s

Grigon Entertainment, the MMOG Cartoon NetworkUniverse: FusionFall is previewed at Comic-Con ahead of its2008 release. Based on the success of Re-Animated, the chan-nel launches Out of Jimmy’s Head. It later premieres its firstoriginal live-action movie, Ben 10: Race Against Time.

2008Stuart Snyder is named president and COO of TurnerAnimation, Young Adults & Kids Media. The channel scoresthe rights to Star Wars: The Clone Wars. The Ben 10 fran-chise continues with Ben 10: Alien Force.

2009The channel commits to live-action entertainment, presentingsuch hit series as Dude, What Would Happen and DestroyBuild Destroy. The live-action/CG-animated Scooby-Doo!:The Mystery Begins sets new ratings records for the channel.

2010Adventure Time, Regular Show and MAD launch a newMonday night of animated comedies.

2011The first-ever Hall of Game Awards deliver 5.6 million viewersover three weekend plays. The channel inks a deal with JoelSilver for a live-action theatrical feature for Ben 10. It thensigns a development agreement for Angry Filmworks todevelop a live-action motion picture based on Captain Planetand the Planeteers. Level Up, a live-action and CG-animatedmovie, premieres.

2012Cartoon Network launches digital live streaming of its on-aircontent across multiple platforms, including online and on theiPod touch, iPhone and iPad. Cartoon Network and Adult Swimexpand to Canada in partnership with TELETOON.

Years Of

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6 TV KIDS

In 2007, Stuart Snyder was assembling a new team tolead Cartoon Network into the future. To fill the post ofchief content officer—responsible for original andacquired content as well as production at Cartoon Net-work Studios—Snyder turned to veteran cable program-mer Rob Sorcher. The executive had worked at the chan-nel earlier in his career before going on to FOX FamilyChannel, USA and then AMC. During Sorcher’s tenure,Cartoon Network has premiered new hits like RegularShow, Level Up and Adventure Time; acquired third-party fare like Ninjago and the Total Drama franchise;and stepped up its collaborations with sister networksacross the globe.

TV KIDS: What’s been your overarching strategy sincecoming into the role?SORCHER: My focus has been the reinvention of Car-ton Network Studios—putting together a set of shows

and a development process that we can export aroundthe world and that will take us into the future. Betweenour own home-grown hits (Adventure Time, RegularShow, Ben 10), these Warner Bros. Animation shows(Looney Tunes, MAD), key acquisitions and the newlive-action stuff that’s hitting with Level Up, we’re firingon every cylinder now.

TV KIDS: Your latest hits Adventure Time and Regular Showboth come from new, young animators. How did you goabout finding new talent for Cartoon Network Studios?SORCHER: We launched two kinds of shorts pro-grams. [We created] an environment for creativityand for new ideas. [Animators] could work on [thoseconcepts] without a lot of immediate judgment onwhether these were going to be great shows or not.In doing that, we learned how to structure our studioand these shows around young animation creatorswho had really contemporary, fresh takes on theircharacters and storytelling. It’s that process that ulti-mately led to Adventure Time and Regular Show andthe ones that are about to follow. These were the firstmillennial-generation animators making cartoons forkids in their own generation.

TV KIDS: What’s the process for turning a short intoa full series?SORCHER: The process is a painful one! [Laughs]Adventure Time, I wasn’t even 100 percent sure it wasgoing to make it to a series. We were committed to it; wehad to redo and redo until we finally had it. Regular Showcame out of the shorts program Cartoonstitute. You getseven minutes. Can you establish a world, a character’s story,a sense of humor, in seven minutes? It’s a very high bar.

Particularly with artists that are starting from avisual point of view, the process has to be worked outvisually, and that takes time and it takes commitment.When you get to the end, you might find it’s notright and you have to go back to the beginning again.It is not like working off a script. In both cases therewere some dark hours. Should we keep going for-ward? Is this really working? All of that. We stayedwith them and in the end that’s what made the dif-ference. Now we can look back and say, How couldwe have ever doubted it? [Laughs] We never doubtedthat the voice was there, that there was something sounique in each of those [shorts]. But the process ofturning them into a series, that took a long time.We’re much, much better at it now. It’s still hard tofind great talent and to really have all the factors thatyou need to have lined up, all working harmoniously.

TV KIDS: What are the specific challenges whendeveloping live-action shows?

RobSorcher

By Mansha Daswani

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SORCHER: The process there is a little bit differ-ent. It is more of a traditional development process.In our case, it’s been a matter of finding what for-mats are really going to work well housed inside allof our cartoons, and what’s going to feel like ourbrand. You have other kids’ channels out there mak-ing live action. In a lot of cases, the shows resembleeach other. The thing that really powers our networkis innovation. It’s something that ideally you’ve notseen before. The tough part in live action is to designshows with that in mind. We’ve really tried to makeshows that don’t feel like they would be found any-where else.

TV KIDS: How have you managed to keep Ben 10 fresh?SORCHER: We’re up to nearly 200 episodes with thatshow. Ben keeps getting reinvented. There have beentonal shifts, there have been artistic shifts—new itera-tions of Ben 10 are occurring each time. I would also

credit all of our international networks and their pas-sion and enthusiasm. This is a real priority for them, sothey’ve actually helped to power this into a global fran-chise and to keep it fresh.

TV KIDS: How closely do you work with your coun-terparts in Europe, Asia and Latin America on devel-oping new content?SORCHER: We are a connected team. The proof ofthat is things like Gumball. The fact that a comedycartoon can be developed in the U.K. and work bril-liantly on U.S. air—that is the first time that has everhappened in this country in kids’ TV. That’s a credit towhat they’ve built over there [in the London studios]and also it’s a testament to collaboration. When itcomes to this new wave of animation that’s comingout of Cartoon Network Studios [the internationalprogrammers] are inside our development process.We’re talking every week.

The Amazing World of GumballProduced by Cartoon Network Studios Europe,this original comedy took the number one rankingamong boys 2 to 11, 6 to 11 and 9 to 14 in its firstseason. Using 2D and 3D animation in a live-action setting, the show, now in its second sea-

son, follows12-year-oldGumball andhis fam ily inthe town ofElmore.

Adventure TimeCreated by the young ani-mator Pendleton Ward, theshow has emerged as a hugehit since its April 2010 pre-miere. What started as a viralhit now leads its time periodamong kids 2 to 11, kids 6 to11 and all major boy demos. It chronicles the adven-tures of Finn, a 12-year-old boy, and Jake, his bestfriend—a dog that can change shape at will. The mad-cap duo live in the Land of Ooo.

Regular ShowAnother one of Car-toon Network’s next-generation animatedcomedies, Regular Showis the creation ofJ.G. Quintel. It hasnotched up morethan a million Face-book fans, while its app leads the iPhone kids’ gamecharts. Incubated at Cartoon Network’s Cartoonstitute,the show is heading into its fourth season, followingbest friends Mordecai, a blue jay, and Rigby, a raccoon,who are employed as grounds keepers at a park.

Ben 10Created in 2006, Ben 10 has been throughnumerous iterations on Cartoon Network andit remains the channel’s biggest global fran-chise. The property includes four animatedseries, two live-action TV movies, one the-atrical animated feature, and a live-actiontheatrical that is currently in developmentat Joel Silver’s Silver Pictures. It hasgenerated more than $3 billion inconsumer-products revenues. There’s also alive stage show in Asia, a roller coaster in theU.K. and more. This year sees the premiereof Ben 10: Omniverse.

Global Franchises

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