Brian Loube - Short Bio
Brian Loube has been producing media in New York City for over 20 years. He's managed teams that produce everything from websites to computer games to interactive education, all with a goal to make groundbreaking experiences that engage and captivate the viewer. Back in 1989, he made the very first TV commercial ever created on a Macintosh computer. In 1992, he founded R/GA Interactive, one of the country's top interactive agencies, and went on to spearhead development teams at Imaginary Forces, and consumer brands like Sesame Street and AOL. All this experience earned Brian a deep knowledge of design, education, marketing, e-commerce/CRM, user interaction.....and a lifelong passion for creating magical experiences.
Brian Loube - Long Bio with Project Links
Over 20 years in the world of media production has earned Brian Loube expertise in the design of games, edutainment & advertising; experience managing all aspects of digital production and post-production; and a keen understanding of the interactive software marketplace.
Brian is currently a Partner and Managing Director at Digital Pulp, a boutique digital agency in NYC.
Brian's lastest entrepreneurial creation is LanguageEase, a product he invented and developed. LanguageEase is a fast and cheap method to learn Mandarin Chinese language, developed especially for vacationers and business travelers.
Concurrent with his professional life, Brian has been an artist and 3D photographer. His current work creating 3D animated lenticular images is a satisfying synthesis of his experience over the years in 3-dimensional photography, digital video production, animation, special effects, image processing and good old arts & crafts.
Prior to joining Digital Pulp, Brian was General Manager, Internet at Our365, the nation's largest photographer of Newborn Portraits. At Our365, Brian managed development of a lively content, community and e-commerce site, as well as a robust email CRM campaign to bring value to customers over time, including a stage-based email newsletter, and special email promotions to Our365's database of millions of US families.
Previous to joining Our365, Brian was Director of Integration for AIM & Social Media at AOL, managing partnerships with outside companies, advertisers, entertainment producers, celebrities and others to develop content initiatives for AIM, AIM Pages, and Community on AOL. In 2004, Brian led development of conceptual prototypes for content syndication strategies for the new AOL.com, and leading up its 2005 launch, he worked on a variety of projects including the new AOL Mobile channel and the MyAOL RSS home page. In October of 2003, Brian joined AOL as Experience Director for AOL Games.
Before joining AOL, Brian was Executive Producer of Interactive at Imaginary Forces in New York City, hired to develop a new interactive software division for the award-winning, bi-coastal design and production company. Brian managed IF's participation in the United Architects consortium, one of the six groups that participated in the World Trade Center re-design competition in late 2002, and later created interactive eductional content for IBM based on a responsive, conversational interface. When Brian left after just over a year, IF had an interactive client list including Yahoo!, IBM and AOL, and a cool corporate Web site with a homegrown content management system..
From May 1999 until summer 2001, Brian Loube was founder and CEO of Artifactor, a startup entertainment software company created to build Web communities based around interactive characters. The compelling business strategy, stellar management team and impressive demos almost led to a multi-million dollar investment.... but "changes in the economy" put that ambitious project on the back burner.
In December of 1997, Brian joined Children's Television Workshop Online as executive producer and rapidly built an interactive design and production team of 25 people. During his tenure at CTW Online, Brian established a new development process, a new production accounting model, and an integrated approach to editorial development in which members of diverse CTW editorial teams become virtual multimedia workgroups. The Sesame Workshop website launched just 9 months later in September 1998, and was soon selected as the Family category "Best of Breed" by Entertainment Weekly magazine and highlighted in USA Today, The Wall Street Journal and CNBC.
The opportunity to use Sesame Street characters to educate kids via the Internet led to Brian's initiation of projects such as a Java-based engine for creating autonomous "Living Muppets," as well as a forum for kids to have a fun correspondence with their favorite Muppets. Outside the realm of Sesame Street, Brian also led the development of a destination for school-age kids to express themselves by becoming a member of a safe kids' community. In "Stickerworld," kids aged 6-11 can design and maintain a highly-interactive personal Web page, decorated with their own collection of 'virtual stickers.' The stickers can be collected and swapped with other kids in a simulated trading economy. Also at CTW, Brian designed a demonstration for Microsoft WebTV of a Sesame Street TV broadcast enhanced with interactive learning games.
Previous to joining CTW, Brian took a year sabbatical during which he traveled to Asia, spent countless hours on 3D photography, and pursued his interest in comedy improvisation performance.
In 1992, Brian founded R/GA Interactive, then a new division of R/GA Digital Studios in New York City, where he went on to manage the company as head of production until November of 1996. In his 8-year tenure at the R/GA Digital Studios, Brian proved himself to be a pioneer in the areas of corporate-sponsored entertainment development and desktop animation, leading production teams to accomplish groundbreaking work in entertainment and advertising.
Brian spearheaded creative and production efforts of the studio, dedicated to the production of interactive content for entertainment and advertising. For 4 years, Brian served as executive producer for all R/GA Interactive projects, managing the creative and technical production process while overseeing all general and project-specific expenditure budgets for the company. Along with the many entertainment projects described below, Brian led the development of high-end advertising websites for companies such as Levis, Nabisco, Lucent Technologies, NCR, AT&T, Liberty Mutual, Johnson & Johnson, Paper Direct, IBM and Campbell Soup Company.
Brian acted as executive producer for NetWits, a series of multiplayer games in a swinging, 'retro' gameshow format which premiered on MSN in December of 1996. The program is a client-based application featuring an animated host named Vic Marvelous who interacts with up to 5,000 simultaneous players as they compete for real prizes in nightly games of skill and smarts.
Brian's first widely-released CD-ROM game was Gearheads, a fast-paced strategic action game for all ages, featuring a cast of 3D computer-animated characters. Designed for both Windows and Macintosh, this program pre-sold in excess of 100,000 in the US and Europe.
At the time of his departure from R/GA, Brian was managing production teams for two other entertainment programs. The Robot Club, a joint venture with Learn Technologies Interactive to be released in Fall 1998 by SouthPeak Interactive, is an educational simulation game in which kids design and program robots to solve problems. Another notable development project was Barbie: Makeover Magic, a Windows CD-ROM technology prototype produced for Mattel Media, in which girls can style and model Barbie's hair in real-time 3D animation.
Concurrent with game development, Brian's early work in interactive advertising helped to define that rapidly growing marketing venue. His aim has always been to convince advertisers that creating compelling content is the most effective way to deliver marketing messages and brand identity in the interactive age. Along these lines, he worked with Prudential Securities to create a CD-ROM "board game" which lets users have a fun, strategic experience while they imagine the experience of planning for retirement. The MSN show NetWits is another example of a program designed to integrate advertising sponsorship seamlessly into an entertainment experience.
In the area of location-based content, Brian executive produced a set of 7 kiosks, installed first in the flagship Original Levis Store in NYC and now in stores across the US, designed to entertain and educate customers about Levi's product line.
Brian's first commercially released entertainment product was a Compact Disc-Interactive program for Philips Interactive Media. This project, for which he was both designer and producer, brought to life Hanna-Barbera's Flintstones and Jetsons in an animated world which the user can control. In 1993, his first interactive advertising project was a humorous game and interactive brochure for Chrysler, designed for Time Warner's Orlando interactive television test.
Before founding R/GA Interactive, Brian tailored R/Greenberg Associates' Macintosh setup to simulate the traditional animation process. In the realm of TV commercials, Brian served in 1989 as technical director on a trio of Reebok spots that became the first nationally broadcast 30-second commercial fully animated on the Macintosh. In these early days of desktop production, Brian utilized the Mac to create character animation for Pepsi/Nintendo, Johnson & Johnson, Kraft General Foods and to make penguins talk for N'ICE cough drops. With projects for the IBM Corporation, Xerox, Estee Lauder and Nabisco Milk-bone, he demonstrated in 1990 that the Mac could be used as a versatile and profitable broadcast production tool, creating high-resolution motion graphics.
Prior to his work with R/GA, Brian worked at various Manhattan production companies as a motion graphic cinematographer, creating animation and special effects for commercials and feature films. He holds a bachelors degree with honors from New York University.
Brian has taught multimedia and desktop animation at the School of Visual Arts, New York University and the Apple Center in New York and has written about multimedia for I.D. Magazine. Interactivity and design was the subject of his talks at New York University, the MacroMedia Developers Conference, Paul Kagan Interactive Advertising Conference, MacWorld, American Institute of Graphic Artists, Computer Graphics New York, New Media 4 Kids and Computer Graphics for Design conferences.