CEO of @builtbysnowman and Co-Founder of @playpokpok

Toronto, Canada
Joined March 2009
10 years ago today my life changed forever. On the morning of February 19th, 2015, Alto’s Adventure launched into the world. What started as a tiny passion project became something that took over my life in ways I never expected. Here’s a look back – at the highs, the wild moments and the people who made it all possible. 🏔️✨🧵 – at Toronto, Ontario
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Some crazy ⚡️ in Toronto right now
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Saw LINKIN PARK: UNSHATTER last night and damn, it was so good. And very special seeing it in a fully-packed theatre with other fans. Even if you don't like their music it was such a cool behind-the-scenes look at their creative process. If you make things I'm sure it'll resonate with you. Oh, and Emily is fucking awesome. xitter.cf/ryanacash/status/19562… – at Toronto, Ontario
Saw @linkinpark tonight and wow, what a trip down memory lane.
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These are the games that made a dent in my life and why. They're ordered by when I was introduced to them. 1. Sonic the Hedgehog was the very first video game I actually "owned". My parents were pretty against me playing video games...but my dad won a Sega Genesis at work. And thus I was able to play video games at home (for a very limited time each day). I was mesmerized. Looking back, this might have been the first real spark that went off. 2. I had just started skateboarding around the time Tony Hawk's Pro Skater came out. I didn't have a console that supported the game at the time, but I'd play it on PlayStation at my friend's house (and then later on another's N64). I was so in love with skateboarding and couldn't believe how this game made me feel – and I felt like I was getting better at skateboarding because of it. Ultimately I saved up my paper route money and bought an N64 and was able to play it on my own. Tony Hawk's Pro Skater was legitimately my first real experience listening to "my own" music and being able to play songs from my own "collection". THPS is responsible for getting me into music and to start building a CD collection of my own outside of games. Was pretty surreal seeing Goldfinger in Toronto recently and them having THPS visuals up on stage when they played Superman. Really took me back! THPS also ended up inspiring a bunch of things in some of the games we've made. 3. Super Mario 64 was (and still is) hands down THE most impactful video game on my life. I still remember the exact moment I collected the 120th star. I replayed the game (for the first time) in 2021 on my Switch while recovering from shoulder surgery and I was quite surprised how I'd walk into a room and hear the music in my head before it played – but I could never have described it or known it until the moment just before. It was like walking into my childhood. While it wasn't the first Mario game I played (or even the first N64 game), it's the one I still think about all the time, even to this day. 4. Goldeneye was my first real multiplayer experience in video games – or at least the first one that really made an impact on me. A whole bunch of us would play at each others houses and there was even one friend in the neighborhood who'd go from house-to-house to unlock the most difficult of cheats (Facility I'm looking at you). I loved the single player campaign too. This game also sparked a sense of wanting to travel and see the world (and it of course got me into the Bond movies). 5. At first, Halo was just a single player game (which I absolutely adored). I remember getting lost in the campaign mode and even playing co-op with a friend from school. We then started playing multiplayer rounds in my parents' living room...but then one day, Jordan (my best friend and business partner to this day) and I figured out that we could connect my Xbox (which I had bought with money I made working at Wendy's) to my parent's PC via System Link to a PC using LAN tunneling software to play online! We couldn't believe it! We were playing online multiplayer with strangers! We played countless matches of Capture The Flag through the beautiful landscapes of Blood Gulch. We were pretty good. 6. At some point my gaming seemed to transition from console to PC – though it was only to play one game: Counter-Strike 1.6. I can't even begin to tally up how many hours I must have spent playing this with my friends over the course of a few years. This primarily took place during high school weeknights from 9 or 10pm all the way until the wee hours of the morning...sometimes until 6am or until I had to leave the house for school. A couple times my friends actually lugged their PC towers and monitors over to my place and we setup a little LAN cafe in my parents' basement. This was my first experience with a more in-depth multiplayer game (thinking about strategy more like an adult vs. run-and-gunning in Goldeneye) and the first game I played online with friends where we used voice chat (Ventrilo). When I think back to high school, this is one of my fondest memories. A few of us even got together in Toronto last summer to play a bit of CS at a LAN cafe. I couldn't believe how rusty I was. 7. At some point I realized that video games were a big waste of time and that if I wanted to make something of myself I better quit. And so I stopped playing video games cold turkey. It wasn't until I was a year or two into my career at Marketcircle (a Mac software company) that I decided to buy myself a PS3. But it was only so that I could play Gran Turismo. I convinced myself that I was only buying a PlayStation so that I could improve my driving skills (I still standby this). At the time there was a new one coming out "soon". Polyphony Digital had released a Prologue to GT5, but not the full game. Anyways, after racing around for a while and seeing this expensive piece of hardware sitting in my room, I decided I may as well try out another video game since it had been a while. The first Uncharted game had come out recently and seemed to be all the rage, so I bought a copy. Very quickly I was completely engrossed with the game. I felt like I was taking part in a movie. Even my dad would walk into the room occasionally and find himself taking a seat just to watch. I since went on to play every Uncharted game and (The Last Of Us) and saw Naughty Dog as one of the few game makers that really painted the back of every cabinet. Uncharted is probably partially responsible for me wanting to go on adventures to faraway places in my real life. 8. Originally I was going to leave Gran Turismo off this list as I never really saw it as a video game (even though it's pretty good at being one). My first exposure to the series was on a previous version (probably GT4) at a friend's house who had a full steering wheel and pedal setup. We would take turns driving, while the other would kind of sit there and act as a bit of a coach, calling out tips and ideas for improving the other person's driving. Gran Turismo 5 (I guess the Prologue) was the first Gran Turismo game I owned myself (along with a Logitech steering wheel and pedal setup) that let me practice my driving until my heart was content. And it never was fully content, which is why I still spend hours every year honing my driving skills with Gran Turismo, albeit on GT7 now with an even better hardware setup. 9. While I never actually loved the moment-to-moment gameplay in Tiny Wings (I found it too hard and too particular – you had to be extremely precise at a certain point or you'd lose), this was the first video game I was ever exposed to that showed me that video games can be art. That doesn't mean any of the previous games I played weren't – I just hadn't considered them that way. Tiny Wings made me feel calm, relaxed and happy. I remember I'd sometimes just leave it open on its home screen to let the music play on my iPhone speaker while I worked. It completely transformed the way I looked at video games and ultimately helped inspire what went on to become Alto's Adventure. Okay, there's my summary (if you're still reading)! The funny thing is, I don't really consider myself much of a gamer. I don't think about video games ALL that much outside of work and don't spend a TON of time playing games in my spare time these days. I never grew up wanting to work in video games and never in a million years thought I would. But looking back and putting this list together, I realize that video games have had an enormous impact on who I've become and the lens I see the world through sometimes. I've also met a lot of cool people and had many experiences I wouldn't have had otherwise. But this is not about that. What I will end on, is a HUGE, huge thank you to anyone who worked on any of these games or played any part in making them happen. You've truly made a dent in the universe – at least mine. – at Toronto, Ontario
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“What endures is taste and imagination.” ❤️
The World is Changing: AI For Creativity By Jeffrey Katzenberg A few months ago, I sat in my office in Silicon Valley and watched as a tech founder showed me something extraordinary. On the screen was a fully realized, beautifully lit, well-composed animated scene. It was stunning and it made me feel exactly what I felt in 1986 watching Luxo Jr. That was the first time I watched a computer-animated 3D character take a breath and seem, against all reason, to have life. It left me in awe. Later that day, I received a text from an artist I've known for thirty years, 350 miles to the south, in the city where I spent most of my career. After seeing a similar video, she texted: "Is this the end of us?" My answer was, "Certainly not.” I have spent the better part of the last decade in Silicon Valley, but the heart of my career has been in Hollywood. Being deeply connected to both worlds means I have deep loyalties to each and a responsibility to speak honestly to both. In 2023, I said that these new AI tools would cut the time and cost of producing world-class animation by as much as ninety percent within three years. Some colleagues were alarmed, many were furious. There is growing fear and resistance surrounding AI within the creative community. I deeply understand it, because I've spent countless hours walking through animation studios watching gifted artists bent over their desks, rebuilding a single second of film for the tenth time because the ninth version wasn't quite right. I've sat in screening rooms where four years of people's labor played out in minutes, and I knew the name of every person that had spent countless hours bringing those images to life. The creative process is a calling, there's really no other way to describe it. From the outside some see resistance. From the inside, it is love. People do not fight this hard for things they don't care about. The pushback coming out of Hollywood represents the collective effort of people who are deeply passionate about their craft. Is History Repeating Itself? The history here is more complicated than either side may realize. In 1906, the most famous composer in America, John Philip Sousa, published an essay titled “The Menace of Mechanical Music." He warned that the phonograph would become "a substitute for human skill, intelligence and soul." Sousa's fight was not really about the machine, it was about money. The machines were playing his compositions, and the men who built them weren't paying him a cent. His campaign helped create the Copyright Act of 1909. He did not stop the technology. He changed the terms under which it could use his work. A hundred years ago, sound came to the movies. We remember it now as a miracle, and it was. What we forget is who paid for it. Before sound, tens of thousands of musicians made their living in the orchestra pits of movie houses, scoring every film live, every night, in towns all over the world. When the soundtrack arrived, the work of one composer and one orchestra was recorded for a film that went into thousands of theaters. The union fought back with everything it had, taking out newspaper ads across the country warning against the menace of "canned music," one of them showing a mechanical man tearing the strings out of a harp while an angel wept. They were not fools, and they were not Luddites. They were right. Those pit jobs did not come back. And yet (this is the part we have to be brave enough to admit), sound gave us the movie musical, the modern score, sfx, sound design, audio engineering, and an art form vastly larger than the one it disrupted. And it helped keep Hollywood in the forefront of world entertainment for the rest of the century and into the next. The loss was real. And yet the art form expanded. This is a story that has been told over and over again. To resist technology is to risk irrelevance. Just look at Kodak or Blockbuster. To embrace technology is to open doors of new possibility. Just consider Apple and Netflix. What I Learned From Walt Disney In the mid-1980s, I was tapped to lead Disney's animation division at a moment when the studio was at an inflection point. Animation wasn't just another business unit. It was the soul of the company, a medium revered because of Walt's genius and his passion. But the production system was cumbersome and unforgiving. A single movie was 125,000 individual hand-drawn and painted cels, photographed one frame at a time. Every revision carried a cost measured in months. These degrees of difficulty shaped the kinds of stories we could tell. We found our way forward in an unexpected place: Walt himself. The Disney archives held astonishing recordings of Walt explaining his creative process. His own writings. His notes and storyboards. Work product captured at every stage of his process. This was truly a gift. Listening, reading, sitting with the work itself, we heard him talk about character, about emotion, about how an audience feels when a character truly comes alive. He talked about making bold choices and refining a scene until it genuinely moved people. We didn't hear a word about pencils or paintbrushes. In fact, Walt was famous for being a technologist, forever hunting for state-of-the-art tools, often inventing them himself to achieve the images he saw in his head. But he never defined animation by the tools. He defined it by whether the audience believed the character. His principles were timeless. The tools were not. That realization changed everything. We co-developed the Computer Animation Production System (CAPS) with a young Northern California company called Pixar, replacing hand-painted cels with CGI. In The Little Mermaid, the final scene shimmered with a dimensionality and light that the old process simply couldn't achieve. In Beauty and the Beast, the ballroom sequence moved with a cinematic sweep that placed the audience inside the emotion of the moment. In Aladdin, the Cave of Wonders felt vast and alive, and the Magic Carpet became an intricate, compelling character all its own. In The Lion King, the stampede carried a scale and intensity that raised the emotional stakes beyond anything we'd done before. Technology didn't diminish the craft, it expanded the canvas. It gave artists more room to create. A decade later, the canvas expanded again. When Disney released Pixar's Toy Story, it wasn't simply a technical milestone. It was proof that a fully computer-animated film could carry real emotional weight, that it could make audiences laugh, cry, and believe. At DreamWorks, we made the difficult decision to sunset hand-drawn animation and become a fully computer-animated studio. It was the right thing to do, but it was not without pain. It cost talented people their place in an industry where they had worked their whole lives. Some made the leap to the new tools and did the finest work of their careers. Some never did. Tools are never the point. The instruments change with every generation. What endures is taste and imagination. The magical ability to make an audience feel. One of the greatest storytellers of our generation, George Lucas, succinctly captured the eternal essence of this issue: “It’s not the how, it’s the why.” A Distinction With a Difference I asked one of the leading AI models a question that has been challenging me for months. What is the difference between reasoning and creating? Its answer changed how I think about almost everything happening in this industry. It said . . . Reasoning and creating are two distinct cognitive modes, though they also work together. Reasoning is fundamentally evaluative and analytical. It operates on what already exists: facts, premises, evidence. It moves toward a conclusion that was in a sense already implied by the input. Reasoning is constrained by logic and truth. Its goal is to arrive somewhere correct, not to invent somewhere new. Creating is fundamentally generative. It produces something that didn't exist before. And crucially, there's no single right answer waiting to be found. A blank page has infinite valid responses. Creation involves choices that can't be fully justified by logic alone. Taste, intuition and vision fill the gap where deduction runs out. Reasoning is what Silicon Valley has been perfecting. Creating is what Hollywood has been practicing for more than a century. AI today operates almost entirely on the reasoning side of the line. It can deduce, evaluate, optimize, and pattern-match brilliantly. And while it can create, there is a real distinction to being creative. What it doesn’t yet have is those things that make us human: empathy, devotion, serendipity, the kind of creativity that comes from a person trying to say something only they could say. When the bot generates a piece of art, it is not trying to communicate anything. It is statistics, not soul; it is emulating things that have been done. By contrast, human creativity isn’t about repeating patterns of zeros and ones; it is about doing something new. One day, AI may close this gap. Three years ago, the leaders building AI would have called what they are achieving today, improbable, if not impossible. Impossible is no longer improbable. Today, the line between reasoning and creating is real. Even the leading technologists acknowledge we are not there yet. There is no scientific path to crossing this divide that anyone in the field can articulate today. Understanding that gap is where we will find common ground. A Path Forward In 2016, I closed one chapter in Hollywood with the sale of DreamWorks and opened another in Northern California, co-founding WndrCo. We’ve backed more than 50 founders building the next generation of technology and watched how breakthroughs in Silicon Valley emerge, first as experiments, then as platforms, and finally as infrastructure that reshapes entire industries. It's worth remembering that the last great revolution in animation also came from the north. Pixar was a Northern California company, forged not in the conventions of the Hollywood studio system, but in the technological breakthroughs of Silicon Valley. I've spent years on both sides of this bridge. For sure, I don’t have all the answers (take Quibi, for one!). But, from my past and present vantage points of my long career, here is what I see . . . Brilliant people in Northern California building this technology have made something extraordinary. They have earned the right for the rest of us to be, if not believers, at least optimistic that what comes next will be remarkable. But they have not made an artist. The tools are powerful, but they are not what makes a story matter. That knowledge lives 350 miles to the south, inside people whose life's work has informed the very models you are building. The right path forward includes them by design, with credit, with consent, and with compensation. Build this with the storytellers. Not on top of them. Taste is not something that can be synthesized, it is uniquely human. At the same time, Hollywood needs to accept that AI is not going away. The energy they are spending trying to make it disappear is energy they are not spending deciding the terms on which it will exist. And the terms are everything. The north needs something from it that they cannot build and cannot buy: creativity. The kind that takes a blank page and conjures a single right answer where there was none and has held audiences for a century. Without it, the most powerful reasoning engine ever invented will still be missing the only thing that makes a story worth telling. The artists who learn to wield these new instruments will do things the engineers never dreamed of. They always have. Edison invented the motion picture but made terrible movies. It took Chaplin, Lloyd, Keaton and so many others to make movies emotional. Now, the canvas is about to expand yet again. We should decide now that we intend to paint on it. There are so many valuable lessons in history. This has happened many times before, and it was never settled by the technology. It was settled by the terms. Sousa did not stop the phonograph; he helped write the law that made sure composers got paid. And two years ago, when the writers and the actors walked out, they were fighting for the very things Sousa was fighting for in 1906. Consent, compensation, the basic recognition that human creative work has a price that must be paid. The terms of that fight are still being negotiated, but the principle is older than any of us. The tools-versus-no-tools argument is a trap. First, we must all agree that there should be terms. Then we can have the crucial debate about what fairness requires. What I Learned From Steve Jobs Years ago, Steve Jobs said, "It's in Apple's DNA that technology alone is not enough. It's technology married with the liberal arts, married with the humanities, that yields us the result that makes our hearts sing." He was describing a device. But he could just as easily have been describing this tale of two cities. What I See Coming Soon As the barriers and the costs come down, more films will get made, not fewer. Studios will get to take more risks. There will be more seats at the table, and very soon entirely new forms of storytelling. In the 1980s, animation was dismissed as a niche corner of the business. Today it is one of the most beloved and profitable forms of storytelling in the world. In live action, filmmakers like Steven Spielberg, James Cameron and Peter Jackson embraced new visual tools not as shortcuts, but as instruments, and expanded cinema in the process. Every time storytelling has met a genuine technological shift, from synchronized sound to color to computer animation, it has redefined the boundaries of the medium and grown larger in the process. Assuredly, I don’t have all the answers, but I am confident that the creative opportunities will expand yet again. How we come through this is a choice. The north has the new tools. The south has the creative soul. The best future will draw on the best of both worlds.
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🎯 Dartwords is coming to iOS!!! 🎯 We’ve been working on this for a long time, can’t wait for you all to play. Preorder here: apps.apple.com/us/app/dartwo…
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Is there a bigger delta that exists in the universe than the one between In-N-Out Burger’s burgers and their fries? – at Washington, UT
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Wordle people… We made a new kind of word guessing game that’s like 20 Questions but with clues. It’s called Dartwords – I’ll show you how to play:
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I’ve been playing Dartwords basically every day for the last few months. Which is either a good thing or a bad thing I don’t know. Another great game from my friend @samrosenthal and the team at The Game Band 👏🏼
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Internet friends, it's finally here! My debut novel, The Mindless, has finally released! Get it today on eBook, and preorder for Aug 4 in paperback. 📚Paperback Preorder (Aug 4): Amazon: tinyurl.com/3ytxa5pe Barnes & Noble: tinyurl.com/2as58pbb Target: tinyurl.com/3xph4m25 📱eBook (Available Now!): Kindle: tinyurl.com/munrfxv3 Apple: tinyurl.com/4pexkczh 15 years ago it was a dream. Then it turned into a passion project. Today, it's a published novel by Collective Ink and Roundfire Books. I'm absolutely blown away! A massive thank you in advance to anybody that supports me. It's been an amazing journey. #NewRelease #AmWriting #BookMarketing #SciFi #WritingCommunity
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Saw The Odyssey in 70mm last week, and while it was great, there’s just something special about watching it on your most personal device. – at Toronto, Ontario
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Finished MIXTAPE by @bnd_studio last night. Wow, what a thing. All kinds of high school memories came rushing back to me as I played through. Some sad, some happy. Makes me want to hop on my skateboard and cruise around the neighbourhood with my friends and build a tree house. Glad @A_i helped bring this to the world. – at Toronto, Ontario
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Ryan Cash retweeted
As one of our largest projects to date, Laya’s Horizon holds a special place in our hearts. We had always dreamt of flying (who hasn’t?!) and the seed of this idea was on our minds for a long time before we actually started working on it. It’s hard to believe it was almost ten years ago when we finally took the big leap to start making it. Time sure does fly. 😉 Making Laya’s Horizon was an incredible learning experience for us as a studio and helped shape a lot of who we’ve become today. We learned a lot making this game and are excited to be working with many of the same people on some new things (stay tuned!). To the sky!
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Until next time, California ✌🏼
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Alto’s Adventure turns 11! 🦙✨ With new editions, multiple awards and countless messages from our supporters, this community keeps us inspired and reminds us why we started this journey in the first place. Here’s to another year of adventures together and many more to come!
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And just like that, another year's gone by. Alto turns 11 today. xitter.cf/ryanacash/status/18922… – at Toronto, Ontario
10 years ago today my life changed forever. On the morning of February 19th, 2015, Alto’s Adventure launched into the world. What started as a tiny passion project became something that took over my life in ways I never expected. Here’s a look back – at the highs, the wild moments and the people who made it all possible. 🏔️✨🧵
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Ryan Cash retweeted
Winter’s better when you keep moving. 🏂 Take a ride of your own through ever-changing mountains, ancient woodlands, and moments of quiet thrill with @altosadventure. ❄️: apple.co/AltosAdventure
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*THIS* is what innovation looks like.
made an @Arcteryx beanie detector that forces you to name 5 mountains
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⚰️ TIME TO RISE ⚰️ Dead Man’s Party: A Knives Out Game is OUT NOW on Netflix!
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