Sunday, June 16, 2013

Monsters University Related Merchandise

Monsters University merchandise at Barnes & Noble
YES!! It's almost here! I of course mean the release of Monsters University! It's been 3 years since we first heard about Pixar going back to explore the monster world, and I'm very excited to see this film! As with all Pixar films, there is some great merchandise available. Other sites have done a wonderful job showing off a lot of it, including The Pixar Post with articles on the "Build-A-Scarer" plushes and the Series One Vinylmation that is now available. I wanted to highlight some of the books and other merchandise that has caught my eye.

To start with, if you haven't visited the official Monsters University store, you need to! Disney and Pixar have done an awesome job marketing this film, and the Monsters University website is a great example. The site looks just like a regular university site with campus maps, lists of courses, current events and a store that you can buy real merchandise. It's been difficult for me to control my impulse to buy everything; I have limited myself to only a 2 armed MU hoodie (I wanted the 4 arm version but my wife said she wouldn't let me wear it in public with her. What's up with that?!?!)

As for books, as usual there are a wide variety with my favorite being The Art of Monsters University. I just ordered mine, as I knew I'd want to look through it and was afraid of spoilers. The Art of books have great concept art and usually contain little stories and anecdotes about the development of the movie. Karen Paik is a great choice for author; she has previously written To Infinity and Beyond!, a great book on the founding of Pixar, plus worked on The Art of Ratatouille and The Art of Cars 2. In anticipation of the new book, I have been looking through my copy of The Art of Monsters, Inc.; I especially love the drawings of the Monstropolis neighborhoods done by Harley Jessup, the monster drawings by Geefwee Boedoe and Ricky Nierva, and paintings by Dominique Louis.

I also bought the Monsters University Fearbook. This is a "yearbook" style book, and I think it will be a lot of fun! From the book's description:
Go beyond the screen with the Monsters University Fearbook. Learn all about the fraternities and clubs on campus; find out who is most likely to become a Scarer and who is the class clown; get recaps of the year's highlights; see the monsters' class photos; and more. This 80-page full-color yearbook, which also includes ads, memory pages, and signature pages, is perfect for anyone who wishes THEY could attend MU.
Monsters University Fearbook is authored by Calliope Glass and illustrated by Disney artist Lorelay Bove.


I'm a huge fan of movie soundtracks, especially for Pixar films! I am looking forward to the Monsters University soundtrack. The Monsters, Inc. soundtrack is one of my favorites, from the fun music over the opening credits, to the scare floor theme, the emotion of Boo's theme and the song "If I Didn't Have You", so I can't wait to hear how these themes may be worked into the new soundtrack, and hear all the new music. I love the track "Roar" that was already released and could be heard on the "It All Began Here" trailer. The Monsters University soundtrack will be available on June 18, 2013.



One note, many of the books give away the entire story from the film, so if you don't want to be spoiled then I recommend waiting until after seeing the film before cracking them open. And even with the soundtrack, individual track titles may allude to plot points, so again, be careful!

Tuesday, June 11, 2013

This Day in Pixar History: Pixar Earnings Report, 1st Quarter 1997

I'm back with another post reviewing Pixar's quarterly earnings reports from when they were a public company. I started about a year ago with the first quarter of 1996, their first quarterly report as a public company. In this post I'm covering the first quarter of 1997, another positive if uneventful quarter except for the big, new film agreement with Disney that was announced after the end of the quarter (discussed at the end of this post).

Total revenue for the quarter was almost $7.9 million. As Pixar warned in their annual report earlier in the year, revenues decreased from $8.3 million in the first quarter of 1996 due to a number of reasons. In the first quarter of 1996 Pixar received a large ($6.5 million) patent royalty payment from Silicon Graphics. In addition, Pixar had significantly reduced their commercial animation services business during 1996 to focus on developing feature films, which had a negative impact on the 1997 earnings. On the positive side, Pixar did receive $6.3 million from home video sales of Toy Story, compared to only $76,000 in film revenue in the year ago period. They also increased software sales (mostly from RenderMan licenses) from $911,000 to $1.4 million. But the increases in film and software revenue were not enough to make up for the losses in the other segments.

Cost of revenue as a percentage of revenue continued to be very low. For software sales, cost of revenue was 1% in 1997 compared to 6% in 1996 due to the higher margins received for RenderMan. Cost of film revenue also decreased (as a percentage of revenue) from 12% in 1996 to 9% in 1997. There were no costs for the patent licensing revenue. Therefore, gross margins for the 1997 quarter were $7.3 million, and on a percentage of revenue basis, were 92.7% vs. 90.5% in 1996.

Operating expenses stayed fairly constant, increasing 2% to $2.6 million. Expenses were held in check partially due to the new Co-Production agreement with Disney, who was now paying half of all expenses associated with film production.

Net Income for the first quarter of 1997 was $5.1 million versus $6.3 million in 1996, primarily due to the decrease in revenues from Toy Story. Diluted earnings per share were $0.11 versus $0.13.

In usual Pixar style, management gave a plethora of reasons why future revenues and earnings would be decreasing and why losses should be expected, especially in the 1998 fiscal year. They pointed out that since 1990, about 40 animated films had been released and only 2 of those films had generated more revenue than Toy Story, and both of those films were produced solely by Disney. And in the 5 year period prior to early 1997, no animated feature film produced by any studio other than Disney had generated domestic revenue of more than $25 million, other than Toy Story. The point Pixar was trying to make was that even if their next film, A Bug's Life, was a critical and box-office success, generating results similar to Toy Story would be very unlikely. But as we know, A Bug's Life was a hit, generating almost $163 million in domestic revenue and over $363 million worldwide. As an investor I appreciated Pixar's conservative outlooks - it helped keep the stock price stable and avoided large price drops. It also helped keep analyst estimates in check, and as became a regular occurrence, Pixar would exceed these estimates which would help drive the price up.

The biggest news of the quarter was the announcement on February 24 by Pixar and Disney of a new film agreement between the 2 companies. The new agreement, which was expected to run 10 years, expanded the original 3 film agreement to 5 films. With the new agreement, both Pixar and Disney would have equal billing on the films, home videos and other merchandise.  It also greatly increased the risk and reward for Pixar, as they would now evenly split all costs and revenue with Disney from the films and merchandise (in the original agreement, Disney paid for almost all film development costs and Pixar only received a small percentage of the profits). A Bug's Life was to be the first film developed under the new agreement, and it would run through 2006 and the release of Cars.

In addition, as part of the new agreement Disney bought 1,000,000 shares of Pixar stock at $15/share and committed to hold the stock for at least 3 years. This was a strong signal to the market of the confidence Disney had in Pixar, and Pixar's stock price reacted positively, jumping almost $7 to $21. The higher stock price did not last long though, as investors realized the new agreement wouldn't do anything to increase revenue or profits, at least until A Bug's Life was released about 20 months later. But for patient investors, the future was set and looked extremely promising. We'll find out how the 1997 fiscal year proceeded when I look at second quarter earnings in a couple of months.


Friday, June 7, 2013

Early Pixar Technology Breakthroughs

If you listened to the Pixar Post's most recent podcast, you heard me talking to T.J. and Julie about Pixar's formation and their first year as a standalone company. I love Pixar's early history. I mean, before they made Toy Story, Pixar was a computer manufacturer. And before that, they were part of Lucasfilm revolutionizing digital film-making (actually, creating it). And before that, folks like Ed Catmull, Alvy Ray Smith and David DiFrancesco were at the forefront of computer graphics and animation at the New York Institute of Technology (NYIT). When you look back at that time frame (from the mid 70s to mid 80s), before they could act on their dream of creating a feature-length computer animated film, they had to create the tools. Many of the techniques and algorithms found in today's animation tools (motion blur, texture mapping, rendering) were discovered and created by these pioneers.

I thought it would be fun to highlight some of these people and the techniques they pioneered, plus provide links to further information for those of you interested in learning more.

Ed Catmull


Most people know that Ed Catmull is one of the founders of Pixar (along with Alvy Ray Smith). But more than a decade before spinning Pixar out of Lucasfilm, Catmull was studying computer graphics at the University of Utah. As a graduate student in 1972, one of Catmull's projects (along with classmate Fred Parke) was to animate his left hand. He made a plaster cast of his hand, drew a few hundred polygons on the cast, then measured, digitized and entered the coordinates of each polygon into his computer. He then developed a 3D animation program to animate his reproduced hand. Finally, he used a 35mm movie camera to capture the animation from the screen and record it to film. About a minute long, this is one of the first ever computer rendered movies and an amazing piece of work. Not only does the hand rotate and curl up, the camera goes inside the hand. Portions of the film (along with a film that Parke made of animating his wife's face) ended up in the 1976 film Futureworld. To see the video, along with some "making of" and background footage, check out Robby Ingebretsen's blog. Ingebretsen's dad helped out with the making of the video. I strongly recommend reading his post regarding this video - not only does he provide interesting details on it, he tells a nice story of how he was invited to Pixar and met Catmull. And make sure to read through the comments, which include entries from Fred Parke and children of other graphic experts of the time like Dave Evans and Ivan Sutherland (creators of the first frame buffer).

As part of Catmull's PhD thesis, he developed a solution for tracking distances between objects in a 3D space and determining which portions of an object are hidden from the viewer. His solution is called the Z-buffer, which stores the distance between the viewer and objects at every point in a scene. At the same time, Catmull discovered a way to project an image onto the surface of an object. This allowed objects in a computer to take on the look of concrete, wood or any object and is known as texture mapping.

The Pixar Touch by David A. Price provides a thorough history of not only Catmull's work at the University of Utah but of the key people and developments of Pixar's history, from the earliest days at the New York Institute of Technology and Lucasfilm, through the forming of Pixar as a standalone corporation and its sale to the Walt Disney Company in 2006.

Alvy Ray Smith

Smith was a pioneer in the area of digital paint systems. His first experience with these systems was at Xerox PARC using Dick Shoup's SuperPaint application. Smith developed his own paint application at NYIT, and followed it up with Paint3, which utilized 3 frame buffers simultaneously to provide a palette of over 16 million colors (each frame buffer supported 256 shades of a single color like red, green or blue. 3 frame buffers therefore could support 256^3 different colors).

In 1978, Smith also made the discovery of the alpha channel, or opacity, which allowed images to be superimposed on top of each other.

These advancements won Smith a Scientific and Engineering Academy Award, along with Dick Shoup and Pixarian Tom Porter, for their "pioneering work in the development of digital paint systems used in motion picture production."

Smith did a fabulous interview (with a detailed companion piece) with Mike Seymour on the fxguide podcast. Seymour and Smith discuss paint systems, the alpha channel and Smith's work at Lucasfilm and Pixar's early days, and is definitely worth a listen. In addition, Smith's website is full of great information on the history of digital paint systems.

Rob Cook

Early on, Catmull realized that for computer generated animation to look believable, it would need to include motion blur. Motion blur is an artifact of using a film camera to record an image with moving object(s). While it is normal to try to reduce or eliminate motion blur when taking a photograph (to stop the motion of a wave crashing on rocks one would use a very fast shutter speed), motion blur is necessary to provide a realistic movie experience. Without it, a film would look similar to stop-motion and have a stutter feeling.

Tom Porter's 1984 pool ball image
droidMaker by Michael Rubin gives a good, in-depth discussion of how Rob Cook solved the motion blur problem while at Lucasfilm. The solution was used in Tom Porter's "1984" pool ball image and in The Adventures of André and Wally B. The book includes interesting bits of the struggles Cook had in finding the solution, and includes the story of the friendly competition between Cook and Catmull to see who could find the solution first.

I am greatly enjoying droidMaker. It is not solely about Pixar like The Pixar Touch, as it is follows George Lucas' career and his impact on the digital film revolution. But Pixar has a significant history with Lucas as Pixar was spun out of Lucasfilm, and the book does an excellent job covering the period of time up to where Pixar was spun out. It also covers a wide range of technical topics such as the beginnings of digital audio, computer graphic workstations and Sun Microsystems (much of my professional career has been done on Sun workstations), which I really enjoyed.

Loren Carpenter

In 1980, Loren Carpenter, then an engineer at Boeing, wanted to get into Lucasfilm. The problem was that everybody wanted to get into Lucasfilm at that time. He knew just sending a resume wouldn't be sufficient, he needed to impress Ed Catmull and Alvy Ray Smith. Carpenter had been applying fractal mathematics in his job and realized he could use fractals to create a whole range of objects from mountains to lightning bolts. He decided he would create a short film for the upcoming SIGGRAPH conference demonstrating his new algorithms. It took him over 4 months to create the 2 minute film, and when it was shown at SIGGRAPH it completely blew away the audience. Catmull and Smith, sitting in the front row, immediately offered Carpenter a job. Carpenter's algorithms were used extensively in creating the Genesis effect for Star Trek II: The Wrath of Khan.

Carpenter has posted his SIGGRAPH video on vimeo, and even today it is a stunning piece of work. It's hard to imagine what he must have gone through to complete that video on the equipment of the day, all in his spare time!

Loren Carpenter and Rob Cook

Carpenter and Cook also were key contributors to Reyes (which stands for Render Everything You Ever Saw), the rendering system at Lucasfilm that later became the basis of RenderMan. Carpenter and Cook won an Academy Award in 2001 (along with Catmull) for their "significant advances in motion picture rendering".

Cook did a very interesting interview with fxguide's Mike Seymour a few years ago. The interview covers a large span of Cook's involvement with computer graphics and rendering, and includes an in-depth discussion of solving the motion blur problem, in addition to the history and advancements of RenderMan. It also covers Pixar's migration from being technology-focused to art-focused. Seymour and Cook also discuss the implications of John Lasseter's phrase, "Art challenges the technology, and the technology inspires the art."

Bill Reeves

Bill Reeves (center) with myself and
my son Sam at the CAM Benefit in 2011
In late 1981, Ed Catmull, Alvy Ray Smith and others in the computer graphics group of Lucasfilm were busy working on the Genesis effect for Star Trek II. Their original concept included exploding volcanoes and mountains growing from the flat landscape of the planet. But then Bill Reeves showed them his revolutionary new particle system. A particle system can be used to model objects that do not have well-defined borders, such as clouds, smoke and water. Reeves' new system gave a much more natural and realistic look to these objects, and Catmull and Smith agreed it should be incorporated into the effect. The exploding volcanoes were replaced with fire that spread across the planet, and the final effect was stunning with a high amount of realism. It was the first use of this technique in computer graphics, and won Reeves a Scientific and Engineering Academy Award® in 1997.

Saturday, May 4, 2013

Pixar Founding Employees

As you probably know, Pixar was formed in early 1986 when Ed Catmull and Alvy Ray Smith spun the computer graphics group out of Lucasfilm (with the funding of Steve Jobs). When Pixar spun out of Lucasfilm, there were 40 employees, including Catmull and Smith. If you visit Smith's website, you can see some of Pixar's founding documents and a list of all 40 original employees. One thing I find fascinating is the large number of these employees that are still with Pixar today!


Neftali Alvarez Annie Arbogast Malcolm Blanchard* George Cagle
Loren Carpenter Ed Catmull* Susan Anderson Catmull Shannon Collins
Don Conway Rob Cook Lynn DeKeyser David DiFrancesco*
Janice Diane Bob Drebin Lisa Ellis Craig Good
Ralph Guggenheim* Charlie Gunn Doug Hagemeier Dennis Jennings
David Johansen Bill Kaiser John Lasseter Mark Leather
Sam Leffler Adam Levinthal Matt Martin Jeff Mock
Lane Molpus Tom Noggle Eben Ostby Tom Porter
Bill Reeves John Seamons Glenn Sharp Alvy Ray Smith*
Deirdre Warin Jim Wilson Sara Wright Bruce Young

In the list above, 15 of the 40 names are in bold text. These are the founding employees still with Pixar, 27 years after its formation!

But even before Pixar was an independent company, before folks like John Lasseter, Loren Carpenter, Bill Reeves and Craig Good joined up with Catmull and Smith at Lucasfilm, some of these folks were together at the New York Institute of Technology (NYIT) back in the late 1970s. The names with an asterisk were all at NYIT. As you can see, 3 people - Malcolm Blanchard, Ed Catmull and David DiFrancesco, have been working together for at least 34 years! In addition, Tom Duff was also at NYIT in the late '70s and is still with the company today (he left Lucasfilm in 1984 but came back to Pixar a few years after the spinoff).

Given today's environment of contracting work out and short-term engagements, the fact that so many Pixarians have stayed with the company is an amazing accomplishment, and a testament to the  culture that Catmull, Lasseter and the others have built. I think their commitment to each other and their common dream of creating computer animated films has a lot to do with the continued success of the company.


Thursday, April 25, 2013

College Track Pre-Release Screening Benefit of Monsters University (UPDATE)

UPDATE: After originally posting this article, I found 2 other Monsters University pre-screenings happening at Pixar.

The first is for the Bay Area Women's Sports Initiative (BAWSI), being held on June 1. BAWSI is a non-profit organization founded by Olympic and World Cup soccer players Brandi Chastain and Julie Foudy, plus former general manager of the San Jose CyberRays women's professional soccer team Marlene Bjornsrud, that brings together women athletes to help children in the bay area. This event includes a reception with food from Pixar's Café Luxo, a silent auction, self-guided tours of the studio and grounds, and the screening of Monsters University. Tickets are much more reasonable at $275 but there are less than 20 tickets left. Check out the announcement for more information!

The second benefit is for the JDRF on June 15. John and Nancy Lasseter have hosted a JDRF benefit for the past couple of years, and it has great significance for them as their son Sam has type 1 diabetes. It is a black-tie dinner party that includes dessert reception plus silent and live auctions. Tickets are only sold by the table with a minimum of 10 people to a table, although the event page states they may open it to individuals closer to the day of the event.

All of these are wonderful organizations, and it's great seeing Pixar supporting them.

Here is my original post:

Do you want to see Monsters University almost 2 weeks before its theatrical release? And get inside of Pixar Animation Studios? Well, this may be your chance! Pixar is hosting a pre-release screening benefit for College Track on Saturday, June 8. The event will include a cocktail party and dinner, behind-the-scenes tour of the studio and campus, and viewing of Monsters University in Pixar's amazing theater!

There are only a couple of these types of events every year at Pixar. I have written about the 2011 Cartoon Art Museum Benefit and the Up pre-screening benefit for Emery Ed in 2009. Tickets are expensive, starting at $1000 for individuals and go up to $50,000 for a group of 10, but it would be an unforgettable day!

For more information, check out the College Track website!



Thursday, April 18, 2013

This Day in Pixar History: Pixar 1996 Annual Report

Once again, I'm back looking at the financial earnings reports from Pixar when they were an independent public company. In my previous posts, I covered their quarterly earnings for the first, second and third quarters of 1996. In this post I'm going to cover their 1996 annual report.

1996 Annual Report cover



For their first year as a public company, Pixar did quite well. The studio ended the year with over $38.2 million in revenues, more than 200% higher than the $12.1 million made in 1995. Almost half of the revenue, $18.8 million, came from their first feature film, Toy Story, released November 22, 1995. $9.1 million came from patent licensing, primarily from Silicon Graphics. Another $6.3 million came from software, such as RenderMan licenses and their 2 Toy Story-based CD-ROM products, The Toy Story Animated Storybook and The Toy Story Activity Center. Finally, they made another $3.9 million from television commercials and other animation services.

Toy Story 2 art

Gross margins for the year were amazing - over 87%, higher than the 80% margins in 1995. As I mentioned in my post for the 3rd quarter of 1996, Pixar had very low cost of revenue. According to the Feature Film Agreement signed with Disney in 1991 (and the subsequent CD-ROM agreement), Disney reimbursed Pixar for almost all costs related to the development and production of Toy Story and the CD-ROM titles. In addition, there were no costs of revenues associated with their licensing revenue. Their total cost of revenue was only $4.7 million, of which $3 million was attributed to their television commercials and animation services. Pixar had announced in 1996 they would be getting out of the commercial business and moving those employees to their feature film development teams. As this segment had the lowest margins (23% vs 95% for the other business segments), it is not surprising that Pixar made the decision to exit it.

Research & Development expenses increased from $4.1 million in 1995 to $7.0 million in 1996, primarily in support of their software tools like RenderMan, Marionette (their animation system), and Ringmaster (a production management software system). General & Administrative expenses increased 87% from $3.0 million to $5.6 million. Pixar stated in the annual report that they expected G&A expenses to continue to increase, partly due to intense competition (and the corresponding higher salaries) for animators and other creative personnel. Pixar also experienced an increase in Sales & Marketing expenses in 1996 compared to 1995 (from $1.6 million to $1.8 million) due to the release of Toy Story and becoming a public company.

Net Income for the year was over $25.3 million, or $0.54/share, compared to only $1.6 million ($0.04/share) in 1995. This is a net profit margin of over 66%! Pixar's balance sheet was also very strong, courtesy of their IPO in late 1995 and the good results in 1996. Cash and short-term investments grew from $144.3 million in December, 1995 to $161.0 million in December, 1996, and liabilities were only $6.7 million with not a dollar of debt on the balance sheet!

Even with all this good news, Pixar raised concerns regarding their future financial situation. They stated they expected a substantial decline in their operating results in 1997. The primary cause of this was the expected drop-off in revenue from Toy Story. They only expected revenue from the Toy Story home video release, and the majority of that would occur in the first half of the year. And according to their agreement with Disney, they received a lessor amount of home video revenue than theatrical revenue.

In addition, Pixar had decided in early 1997 to discontinue its CD-ROM production business. The business had been successful, but Pixar wanted to reassign most of the 60 employees in that department to other groups such as feature film production. This meant Pixar would experience a "material adverse impact" (accounting lingo for "we're going to make less money than we expected") on its operating results in both 1997 and 1998.

Pixar also warned of a decline in RenderMan revenue, as the company focused more on their film business, plus they expected increases in operating expenses from continued growth in their operations and research and development efforts.

Finally, they had no new films due for almost 1 1/2 years. A Bug's Life was to be released in late 1998, and Pixar didn't expect to recognize any revenue until later half of 1999. Also, at this point, Toy Story 2 was still scheduled to be a direct-to-video release, also in late 1998, which meant no revenue from that would be received until 1999. I did find it interesting though that they mention the possibility of releasing Toy Story 2 to theaters rather than direct-to-video. I had always thought that decision had been made late in its production.

It should not be much of a surprise then, given all the cautionary talk on decreasing revenues and increasing expenses, that Pixar stock was stuck in the low to mid teens. I made my first purchase of Pixar stock in April, 1997 for $15/share. Obviously, I was in it for the long term!

I am probably one of those rare (some may say weird) people who enjoy reading annual reports, especially the ones from Pixar! They always started out with an entertaining and informative letter from Chairman and CEO Steve Jobs. His letter in this report was 15 pages long, and include some beautiful drawings, pre-production artwork and storyboards from Toy Story 2, Geri's Game and The Adventures of André and Wally B. In addition to discussing the previous year's results, Jobs provided a good summary of the what's and why's on the newly signed co-production agreement with Disney (I will discuss this agreement in detail in a future post). He also discussed Pixar's 3 core capabilities that would enable them to become a world-class animation studio: Creative, Technical and Production. The annual report also discussed their purchase of land in Emeryville to build a new studio facility. Pixar had put down a $300,000 non-refundable deposit for the land, and while they had not made the final decision to move ahead with building the new studio, the report stated that was their intention.

The next post in this series will cover results from the first quarter of 1997.

Back cover

Friday, April 5, 2013

Monsters University Blogger Press Event

A lucky group of about 2 dozen bloggers will be converging on Emeryville next week for the Monsters University Bloggers Press Event! 



The event begins Monday the 8th with a reception at the Pixar studio, where the bloggers will get to view footage of Monsters University and see the short film The Blue Umbrella. Things really take off on the 9th with a day full of classes, including:
  • English 101: How to Tell a Great Story (led by Kelsey Mann, Story Supervisor)
  • Anthropology 152: Monsterizing the World (Dice Tsutsumi, Shading/Lighting Art Director;  Robert Kondo, Sets Art Director)
  • Sociology 203: The Deconstruction of a Character (Ricky Nierva, Production Designer; Jason Deamer, Character Art Director; Daniela Strijleva, Character Designer)
  • Dramatic Arts: Bringing a Character to Life (Scott Clark, Supervising Animator)
  • Physics 250: Global Illumination (Jean-Claude Kalache, Director of Photography-Lighting; Sanjay Bakshi, Supervising Technical Director; Christine Waggoner, Simulation Supervisor)
  • Roundtable interviews with Monsters University director Dan Scanlon, producer Kori Rae, and director of The Blue Umbrella, Saschka Unseld.
It looks like there will also be fun events like a tailgate lunch and college type activities.

Finally, on Wednesday, the group will spend the day touring the Walt Disney Family Museum. It sounds like an awesome experience!

Here is the list of bloggers I know of that will be attending the event. I'm missing a few, and if you notice only 1 Pixar blogger (@ThePixarTimes) has stated they are attending. I'm guessing there will be a few more announced over the next couple of days, and I will update this list once that happens.

An alternate method would be to look for tweets with the #MonstersUEvent hashtag.

As a side note, almost exactly 1 year ago I published my first blog post. The topic? The Brave Blogger Press Event! Wow, time has sped by! In that first year, I published about 60 posts (not including a couple dozen more that I started but haven't finished!!) and have met some amazing people! For those of you who read these posts, or follow and chat with me on Twitter, I am very grateful! I realize posts have been few and far between the last few months. But I think things will be getting back to order and you'll be seeing posts from me on a more regular (i.e. frequent) basis.

Monsters University opens in the U.S. on June 21! Who else will be attending opening day?