Nicholas Longano

Nicholas F. Longano
Born 28 May 1965 (1965-05-28) (age 46)
Melbourne, Australia
Occupation Marketing, Gaming, Fashion
Spouse Pauline Elena Aguilera (m. 1998–present) «start: (1998)»"Marriage: Pauline Elena Aguilera to Nicholas Longano" Location: (linkback:http://localhost../../../../articles/n/i/c/Nicholas_Longano_ec49.html)
Children (none)

Nicholas Longano (born 28 May 1965 in Melbourne, Australia) is a video gaming executive known for launching numerous franchises such as Blizzard’s Diablo II and Valve’s Half Life.

Longano married Pauline Elena Aguilera (the great-great-granddaughter of Philip Lehman, of Lehman Brothers) on 9 May 1998.[1] The couple now has two children.

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Early years

In 1987 Longano launched Evian Spring Water in the Australian market for Cadbury Schweppes. There he attended David Syme Business School at Australia's prestigious Monash University and earned degrees in Marketing - MBA Equivalent and in Psychology.

Fashion and beauty

Longano moved to New York in 1992 where he served 2 years as Product Manager for L'Oréal, developing hair color products, including L'Oréal Excellence Crème and Performing Preference. From that, he went on to Revlon, where he grew the Revlon Colorstay, Age Defying, and New Complexion Foundation lines to #1, #2 and #3 in the market, respectively.

Longano started his executive tenure in the fashion and beauty industry in April 1997 as the Executive Vice President of Renaissance Cosmetics.

That next year, Longano would join Calvin Klein Cosmetics as the General Manager. There, he developed and launched the Calvin Klein line of color cosmetics and skincare products in 100 doors, across 21 countries.

Gaming

Vivendi Universal Games

In January 2001, Longano entered the world of gaming when he was brought on as Executive Vice President of Marketing at Vivendi Universal Games where he worked on several video game titles including "The Chronicles of Riddick: Escape from Butcher Bay", (2004), "The Hulk", (2003), "Van Helsing" (2004), "Buffy the Vampire Slayer: Chaos Bleeds", (2003), "Jurassic Park", (2003), "Dr. Seuss' The Cat in the Hat", (2003), "The Lord of the Rings", (2002), "The Thing", (2002), "Die Hard: Nakatomi Plaza", (2002), "Diablo II: Lord of Destruction", (2001), "The Thing", (2002), "Battlestar Galactica", (2003), "Aliens vs Predator 2", (2002), Crash Bandicoot 2, Crash Nitro Kart (2003), Spyro: Enter the Dragonfly. and many other titles. By May 2002 he was General Manager of Universal Studios video game development division.

Massive Incorporated

In 2005, as President of New Media at Massive Incorporated, Longano was the key player in the in-game advertising market,[2] and he brokered exclusive, long-term publisher agreements for Massive with 20 video game publishers.[3] He pioneered Massive's greenlight process, which is applied to any potential games for the network by all publishers in the video game industry. In May 2006, Massive was acquired by Microsoft for reportedly several hundred million—providing investors a 1000% ROI. Longano would leave Massive later that year.[4]

Brash Entertainment

One year later, Longano formed Brash Entertainment, along with 3 partners: Mitch Davis, Thomas Tull and Bert Ellis.[5] Longano served as President and COO. He was instrumental in setting up the operations for Brash—a video game publisher which focused its development on film-based IP. Over the course of 16 months, Longano and his 3 partners raised USD$150 million in funding, closed over 25 tent pole film licenses from Hollywood studios, including Warner, Universal, Fox, Lionsgate and Legendary.[6] He led development on 14 titles, including Superman 2, 300, Night at the Museum 2, SAW, The Flash, Alvin and the Chipmunks and Clash of the Titans.[7]

By Jan 2008, speculation about Longano and Davis leaving Brash began to spread.[8] In May 2008, Longano left Brash to pursue another entrepreneurial endeavor.[9][10] While he kept an interest in the company as an investor, he no longer led the company.

Online

Marquee, Incorporated

In 2010 Nicholas Longano founded Marquee Productions, Inc. which is currently in closed Beta.

Marquee World is the first 3D social entertainment network and next generation in social media. It is a platform-agnostic network built to support premium and user-generated content, empowering users to discover new talent and content relevant to them while offering content owners the tools to populate, engage and monetize global audiences. Through a unique ‘game-fied’ experience that provides for discovery, user incentives, and real-world rewards, Marquee World combines live performances, concerts, movies, television programming, stand-up comedy, games, the arts and sports to offer users a vast range of entertainment, socializing and commerce opportunities.

Talent from across the entertainment spectrum can directly connect and engage with their fans and curators, and expand their fan base globally to build exposure. The 3D platform socializes entertainment and acts as a new distribution channel for all content. Users can network with friends from around the world, in real time, sharing a broad range of entertainment and commerce experiences. The user experience is fully customizable to their individual preference and can collectively access and discover content and gain VIP access to artists and celebrities, as well as red carpet premiere events.

In August 2011, Marquee Productions licensed its platform to Safe Communications, Inc to develop a child safe virtual environment for kids 4 to 11. News Release: Safe-communications and Marquee Productions combine to develop child safe virtual world environment in mousemail.com the safest childrens' portal on the internet

See also

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