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ATTENDEE GUIDE - Toy Industry Association

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28 FEbRuARY 13-16, 2011 | NEw YORk cITY<br />

An Outcome in Question<br />

-Tim Walsh, Inventor and Film Maker<br />

Being an independent toy<br />

and game inventor is<br />

not for the thin skinned.<br />

Rejection is a part of the process<br />

of taking an idea from prototype<br />

to pitch to potential product. <strong>Toy</strong><br />

and game inventors know that<br />

for every<br />

successfully<br />

l i c e n s e d<br />

p r o d u c t<br />

they have,<br />

there are<br />

dozens (ormore<br />

likely<br />

hundreds)<br />

that never<br />

Tim Walsh<br />

see the light<br />

of play.<br />

<strong>Toy</strong> Fair is where dreams are<br />

made and crushed. Name a hit<br />

toy or game and it debuted at <strong>Toy</strong><br />

Fair. The show has been running<br />

for over 100 years and so there’s a<br />

gravitas to it that makes it a hard<br />

place to make it. Many independent<br />

toy and game inventors<br />

come to <strong>Toy</strong>Fair with their “it”<br />

to pitch to the product acquisition<br />

executives at toy and game<br />

companies.<br />

There are many hurdles from<br />

there. First the person in charge<br />

of product acquisition has to like<br />

it. If so, it goes to the toy company<br />

where the sales department has<br />

to like it. If so, it goes to costing<br />

and the number-crunchers have<br />

to like it. If so, it goes back to <strong>Toy</strong><br />

Fair where the buyers have to like<br />

it. If so, it goes on the shelf where<br />

the consumer (often a parent)<br />

has to like it. If so, they buy it and<br />

then finally, the kid it’s intended<br />

for has to like it. If so, the sky is<br />

the limit.<br />

Of course at any point in<br />

the above process, it can be<br />

squashed. It then goes away or it<br />

heads back to the drawing board.<br />

This is the fun and the chase of<br />

trying to make it in the toy trade.<br />

In game parlance, it’s a roll of the<br />

dice. The outcome in question is<br />

Rubik ® and Rubik’s Cube ® copyrights<br />

and trademarks are owned, protected<br />

and enforced by Seven Towns Ltd.<br />

www.<strong>Toy</strong>FairNY.com<br />

a beautiful mystery.<br />

When documentary film director<br />

Ken Sons contacted me about<br />

turning my book Timeless <strong>Toy</strong>s<br />

into a movie about toy inventors,<br />

I jumped at the chance to<br />

be involved. Since I<br />

had met and interviewed<br />

many toy<br />

and game inventors,<br />

Ken brought<br />

me on as Creative<br />

Consultant on<br />

a film we called<br />

<strong>Toy</strong>land: Fun in<br />

the Making. I<br />

got to go along<br />

to the shoots<br />

and interview<br />

inventors and<br />

d e v e l o p e r s<br />

like Eddy Goldfarb (Kerplunk<br />

and Yakity-Yak Talking Teeth),<br />

Betty James (Slinky), Reyn Guyer<br />

(Twister and Nerf), Burt Meyer<br />

(Lite Brite and Rock ’Em Sock<br />

’Em Robots) and Milt Levine (Ant<br />

Farm). As an inventor, I relished<br />

the chance to fly to Chicago and<br />

see inside Big Monster <strong>Toy</strong>s, one<br />

of the most prolific toy design<br />

firms in the world. I was excited<br />

to peek inside the <strong>Toy</strong> Design<br />

Department of Otis College of<br />

Art and Design in Los Angeles. I<br />

was thrilled to interview my heroes<br />

on the topic of designing<br />

toys. I was comfortable behind<br />

the camera...until I wasn’t.<br />

About a year or so into the film,<br />

Ken and I realized we had a problem.<br />

The film became predictable<br />

as we told the story of one legendary<br />

inventor after another. Since<br />

all the toys we covered were huge<br />

successes, the outcome of each<br />

Save the planet!<br />

Use <strong>Toy</strong> Fair Mobile<br />

at the show!<br />

vignette ended the same way: A<br />

hugely popular plaything with its<br />

proud designer. What we needed,<br />

Ken concluded, was an outcome<br />

in question. We needed to give<br />

the viewers of the film a compelling<br />

reason to<br />

keep watching to<br />

see how a story<br />

was going to end.<br />

And so I became<br />

the toy inventor in<br />

front of the camera<br />

whose toy story was<br />

unknown. It’s not<br />

such a comfortable<br />

place.<br />

<strong>Toy</strong>land is a look<br />

inside the fiercely<br />

competitive, 22-billion<br />

dollar toy<br />

indus- try, with me asthe<br />

poster boy for rejection. It’s risky<br />

to put yourself out there for all<br />

to see, when the risk of failure is<br />

more likely than success. In the<br />

film, we trace my toy idea from<br />

mere concept through the development<br />

stage and then the pitch<br />

process, with 2 1/2 years and 8<br />

rejections along the way.<br />

How does the film end? Well,<br />

just like pitching a toy or game<br />

idea, the only way to resolve an<br />

outcome in question is to go<br />

along for the ride.<br />

Tim Walsh is the inventor of the<br />

game Blurt! <strong>Toy</strong>land: Fun in the<br />

Making won Best Documentary<br />

awards at the Naperville<br />

Independent Film Festival and<br />

the Independents’ Film Festival.<br />

This March it will screen in Paris<br />

at the The European Independent<br />

Film Festival. Follow the fun at<br />

www.toylandmovie.com. n

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