Jeeni Blog

Helping the next generation of talent to build a global fanbase

Waiting for the Harvest in Business

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Waiting for the Harvest in Business

By Kelli Richards, Managing Director, Jeeni USA

As an entrepreneur and/or a self-employed professional, have you ever been in a situation where a game-changing opportunity presented itself to you in business? Something that could “overnight” propel you to a different level of success and financial freedom? Only to find that the brass ring was further away than you thought? And while the opportunity seemed to be realistic and close at hand, it remained elusive for a long period of time; sometimes years at times? I’ve been in such a situation with not one but several ‘big deal’ business opportunities over the past few years. I won’t lie; it has been a trying experience, ranging from being annoying, frustrating and even gut-wrenching — waiting for the dominos to fall and for the scales of justice to be balanced in my favor. Holding my breath and waiting to exhale.

Friends and colleagues have expressed concern and wonder if I’ve lost my mind holding out hope that one or several of these deals will come to fruition. But I know in my heart of hearts that these opportunities are real — and I need to ride the wave and exercise every ounce of patience and trust that I have. Lately, I’ve felt the life force of these opportunities building in strength, and I see light at the end of very long and dark tunnel — it genuinely appears as though the time is growing nearer for them to manifest at last. I look forward to that happening with great zeal and anticipation, knowing my patience will be rewarded and that I’ll experience great relief on the other side.

As I was taking my morning hike the other day in the forest surrounded by trees, I experienced an Ah-Ha! insight that took me aback… I grew up surrounded by fruit orchards. When you plant a fruit tree, you don’t expect it to bear fruit for a few years — but once it starts doing so, it typically delivers wonderful fruit for many years to follow; it’s an investment in patience and trust. Duh!  It occurred to me that each of these ‘big deals’ I’ve been waiting on has been like one of these trees — each one has had to come to maturity at its own time, when it was ready, and not a moment before. As they do, my colleagues and I stand to benefit from their rewards for many years to come.

If you’ve been in a similar situation, take heart and keep the faith; I hope this dose of perspective serves you and will give you strength to stay the course. Though many of us are rabbits in practice (and sometimes deals do come together at a faster clip), the tortoise knows that “slow and steady” wins the race. A good reminder for us all!

Kelli Richards Consultant – Super-Connector Trusted Advisor – Celebrity Wrangler

Creating Powerful Connections Across Music, Entertainment and Technology

With a unique talent for connecting thought leaders and disrupters from technology with innovators from entertainment, CEO Kelli Richards guides her clients to create big visions, make big connections and achieve big results.

Prior to establishing The All Access Group, Kelli made waves in senior-level positions at Fortune 100 entertainment and technology companies including EMI Music, Silicon Graphics (SGI)– and Apple Inc., where she launched Apple’s earliest focus on music & entertainment, driving initiatives in that space during her 12 years with the company. Over the course of the last 25 years, Kelli has been fortunate to have had the opportunity to work and collaborate with many people that have been instrumental in defining their respective fields—some have even become iconic. Steve Jobs, Mark Cuban, Sheryl Sandberg, Stewart Copeland, Nancy Duarte, Todd Rundgren, Alan Cohen to name a few, have all been personal mentors, colleagues, or clients.

Click HERE to visit or return to jeeni.com

06
Jun

Mel Croucher - Multimedia Entertainment - Ahead of his Time.

Today, Jeeni has returned to Crowdcube to raise more funds for helping new talent. Jeeni founding director Mel Croucher says, “I admit we're ahead of our original schedule, but there's still so much more to do. We need to scale our online platform globally now and build our mass artist showcases. Then we can hit all our targets, and give our new artists the recognition they deserve.” If you want to see our pitch click HERE. Mel has been writing the best-loved column in top-selling tech magazines for over 30 years. Now he's agreed to share his work with all our members. He's a video games pioneer and musician, and to to find out more about Mel check out his Wikipedia page. https://en.wikipedia.org/wiki/Mel_Croucher. Here's one of Mel's latest! I produced my first multi-media entertainment at the age of eight. It was a birthday gift for my mum. I called it Smellyvision. TV sets had begun to appear in the cleaner homes down my street, but my family was still years away from owning one of those magic boxes with their nine-inch screens. So I made my own. I took a cardboard box and cut a porthole in it, and used my mum's crank-handle mangle to scroll up the storyline that I drew on the reverse of a yard of wallpaper. The soundtrack lasted just under three minutes, which determined the length of my entertainment. It was a recording by the singing cowboy Roy Rogers, played on a shellac disc that spun at 78 revolutions a minute, also driven by a manual crank. But the best bits of my Smellyvision show were the different pongs that accompanied each segment of the story. I can still feel the sting of my mum's flattened hand because I had used her special perfume to enhance the production. The scent was called Evening In Paris, and had been maturing in a little blue bottle too precious to use since the 1930s. I sourced the smell of horses after the coalman's wagon had passed by, and that didn't go down well with my mum either. But how can you have a multimedia show about cowgirls and cowboys without perfume and horseshit? Capcom had exactly the same idea for their videogame Resident Evil 7, and I was not in the least surprised to discover that it too was horseshit. It was marketed as a "4D candle smelling of old timber and blood", with the brand name Blood, Sweat And Fears, and a burning time of 18 hours. The idea was to fire up the stinking candle to enhance gameplay, having handed over fifteen dollars for the privilege. As I have already said, it was crap, unless of course you managed to knock over the candle during your gaming frenzy, and emulate the zombies in the game by setting fire to your face. It wasn’t the first time that Resident Evil had been used to extort money for idiotic multimedia ideas. Back in 2005, there was a crummy accessory for the Nintendo Game Cube device called the Resident Evil 4 Chainsaw Controller. It was nothing more than a standard Game Cube handset with a vibrator unit and a "realistic chainsaw roar", that sounded like a wasp trapped in a jam jar. But gamers seemed to be willing to lay out fifty dollars for the privilege of acting like dorks, so what do I know. In fact Nintendo are serial abusers when it comes to dopey add-ons. Who can forget their Super Scope wireless light gun? Well, just about everybody, it turns out. It was a truly dreadful lump of overpriced plastic that only worked with a handful of games, and devoured AA batteries at the rate of six every four hours. And how about the Nintendo Power Pad which cost anything up to two hundred bucks way back in the 1980s. This was nothing more than a little shiny mat with a dozen or so pressure sensors in it. The idea was to jump around its red and blue squishy bits in order to trigger actions during video gameplay, and break your ankles in doing so. That's why most players resorted to cheating, by going down on all fours and using their fists to bash it into submission, My favourite Nintendo multimedia device is the DK Bongo. It's a totally stupid pair of miniature bongo drums, which suits me just fine. There's a built-in microphone to monitor my bongo-playing skills, and help track my progress as I play along to some of the worst music tracks in recorded history. To be honest, it works just as well if I clap my hands or produce fart noises, but sometimes honesty is not the best policy. After years of misuse, my DK Bongo still works fine and gives me innocent pleasure. Which brings me back to Resident Evil. Since its launch, the Resident Evil series has generated just over one billion dollars, making it the most profitable videogame spin-off in history. The only reward I ever got for my Smellyvision efforts was a sore arse. But I have never claimed to be a profiteer in these matters, only that when it comes to multi-media innovation I have always been way ahead of my time. Click HERE to visit or return to jeeni.com

10
Jun

The Death of Letitia

Jeeni has returned to Crowdcube to raise more funds for helping new talent. Jeeni founding director Mel Croucher says, “We’re ahead of our original schedule, but there’s still so much more to do. We need to scale our online platform globally now and build our mass artist showcases. Jeeni raised £100K in 6 days and we're working hard to get more investors on board. Then we can hit all our targets, and give our new artists the recognition they deserve.” If you want to see our pitch click HERE. Mel has been writing the best-loved column in top-selling tech magazines for over 30 years. Now he’s agreed to share his work with all our members. He’s a video games pioneer and musician, and to to find out more about Mel check out his Wikipedia page. https://en.wikipedia.org/wiki/Mel_Croucher. Here’s one of Mel’s latest! Black lives matter. Unless black lives feature in a videogame, in which case they don't matter a toss. I still remember the feeling of hope and despair when I played Daley Thompson's Decathlon for the first time. That was way back in the Olympic year of 1984, and it was a primitive sports simulation from Ocean software for a little home computer called the 48k Sinclair ZX Spectrum. Daley Thompson was an Olympic gold medal winner from Notting Hill. He had a fine body, and a great moustache, and according to his skin he was the son of his assassinated Nigerian dad. Anyway, I fired up the game and there on my glowing colour monitor was the pixilated figure of Daley, the great black athlete, running along a red cinder track. The thing was, the programmers had made him white. No, I couldn't believe it either. A huge crowd of spectators also appeared in the gameplay, and every one of them was as white as a Ku Klux Klan convention in a chalk pit. It's not as if no black characters ever appeared in videogames. Almost all the assassins, hoodlums, terrorists, monsters and mobsters were black, and their purpose was to be killed off willy nilly. Apart from Michael Jackson. He was the hero in a Sega videogame called Moonwalker and his role was to rescue kidnapped children and take them home. So there was nothing creepy about that, was there. Mind you, wee Michael was mostly as white in the game as he was in real life. For a real black and white issue from the early twenty-first century, I have revisited Ethnic Cleansing, developed by Resistance Records for PC desktop machines. That's the one where the white player gets sent off on a quest to murder blacks. It is equal opportunity racism, because you also score points for killing Latinos and Jews. And speaking of equal opportunities let's hear it for the computer character Letitia who appears in an update of Deus Ex, which is set in a cyberpunk future. Letitia lives on a rubbish dump, she is as horny as she is simple, and she speaks minstrel drivel in the sort of deep-South accent last heard in a Mel Brooks parody. You couldn't make it up. Except that's exactly what they did. And shame on you Mary DeMarle for writing it, Amanda Strawn for acting it, and Square Enix for publishing it. In the USA, over 70% of all African Americans play video games, but they make up less than 3% of game developers, which tells me quite a lot about the state of the play over there. This side of the pond, things are much better, where we have over 10% of people working in game development of a BAME demographic. That's a higher percentage than their number in the national working population, and way higher than in UK publishing, tv and music. This is good news, but it's where the good news ends. Last time I visited a major gaming studio in pre-lockdown, I did see several black faces. One was on security at street level, one was behind the reception desk, two were behind the counter in the canteen, and one was swilling out the bogs. The number of black and minority ethnic decision-makers in the UK computer gaming industry is shockingly low. As a result, race has lagged way behind gender and sexuality when it comes to stereotypes in gaming. Mainstream game designers tend not to question a norm, and they rarely rock the boat by refusing to carry out a questionable storyboard handed down to them by predominantly white hands from above. Most game designers I come across have less creative imagination than Rufus my Irish Setter, not to mention a much poorer sense of loyalty and the inability to lick their own genitalia. Video games have always followed movies in characterisation, and they are painfully stiff with stereotypes. Historically, lazy, myopic creatives have allocated blacks four roles - the violent black, the servile black, the sidekick black and the comedy black. I am removing sports games and music games from my list, since they exhibit no imagination whatsoever, but simply copy real people from the real world, unless you happen to be Daley Thompson or Michael Jackson, of course. The blame for all this lies squarely with the course leaders who purport to teach video game creation in universities and colleges. I have never met a creative course leader who is darker skinned than me, and I'm a sort of mottled puce. They may well instruct their students to bung in a character of the negro persuasion as if to fill some sort of racial minority quota, a bit like when those tv adverts suddenly started to feature blacks doing non-traditional things. Like working in building societies, and driving new cars. The change is coming through the independent video game creators, the so-called home-brew developers, and the change had begun in the UK way before the Black Lives Matter movement gathered such momentum. Creative change always comes from the mavericks and rarely from the corporates. As for the people who play the games, next time you come across a racial stereotype you know what to do. Take a knee. To the groin of the writer, programmer and publisher. The Death of Letitia, from Deus Ex: Human Revolution Click HERE to visit or return to jeeni.com

08
Jul

Zed, The Dreamer – ‘I died too’ Single Review

Charming, layered and dreamy, the latest single from this starry-eyed balladeer might be his most impactful yet.  With a rich roster of influential artists like Bon Iver, Michael Kiwanuka and Matt Corby, Zed, The Dreamer has a wide and varied well from which he draws inspiration and these influences reveal themselves quite clearly across Zed's young, bright discography. The style of the previously mentioned muses can essentially be reduced to an initial representation of the broad genre of folk music, however, they all individually decide to expand beyond that folk core by enriching it with their own individual styles, experiences and personalities. This is a skill that Zed has adopted in full-effect. A notable element of Zed’s style is his subtle embrace of lo-fi aesthetics. Before, this has materalised as some unfiltered-out background fuzz in tracks like ‘Comfort (Not Love)’, but Zed's latest track takes this raw, casual sentiment to a further level as he uses it to almost reinforce the heart aching messages that he displays in ‘i died too’. The track whirs to life like a tape machine accelerating to the right speed, instantly giving off a warm, analogue tone to the track. The sudden click to silence after just a second of guitar also contributes to a feeling that this is an impromptu recording, straight from the heart, to the microphone.  As more elements are introduced, this nonchalant façade crumbles and Zed’s ballad blossoms into a polished and astonishing chorus of love. Intricate and symbolic lyrics aren't needed for the confessional “Baby, I love you” chorus, because the verse has already provided poetic details into the relationship.  Interestingly, after the first chorus, Zed doesn’t use its natural momentum to maintain the energy, but instead, he brings the composition back down to where we began with an interlude of radio-effect conversational samples and background ambience that replaces the full, lush textures that we just heard over the chorus. Once back down to the ground, Zed’s forlorn vocals begin to slowly levitate the piece once more with the next verse. The second verse consists of simple guitar-tapped percussion, rumbling bass and shimmering chords, all ornamenting Zed’s gentle acoustic guitar and crooning vocals which creates the folk centre of the piece. The second verse much more seamlessly feeds into the second chorus which now professes the title of the piece, “I died too” in replace of “I love you”. This heartbreaking variation to the chorus is such a clever story-telling device. It’s not often that a chorus is altered to reveal an entirely different side to an emotive narrative, it adds a stunning amount of weight behind an already compelling single. The piece winds down one final time as a more distant and mournful "Baby, I love you" is heard underneath auto-tuned vocalisations and a self-comforting "It's alright, now" repetition. This extended ending at almost a minute long is a beautiful finish to an already unorthodox song structure. A final, pensive guitar chord rings out to finish the piece with one last poignant resignation. Zed, The Dreamer will be performing at Victorious festival this August (26th-28th) so be sure to check him out if you have tickets!