Bridget Scarr is prominently known for being Colibri Studios’ Executive Producer. She is not only a writer but also a creative producer with the capability to develop an active content that extends through many platforms. It is remarkable that her initiatives match with various audiences not only emotionally but also intellectually. The variety entails television, virtual reality, interactive exhibition, digital content, and augmented reality.
Additionally, Bridget has an experience exceeding fifteen years with making advertisements, animations, and television. Such is in line with her role as an Exec producer who is seasoned. In the course of her profession, she has had the responsibility of enhancing oversight concerning the creative progress together with the technical and artistic production output enhanced by the teams. Each team should have a minimum of five and a maximum of two hundred and twenty people throughout the various productions. They include spanning drama, entertainment, factual entertainment, children’s animation, and lifestyle programming.
At the moment, Bridget serves at Colibri Studios as the head of strategizing, developing content as well as partnerships. In the course of her service in the company, she not only engages in her routine development but also partakes the collaborations with project partners, the international broadcasters, as well as a creative talent meant to aid the livelihood of the projects.
Initially, she served as a TV producer. Her focus in the career entailed bringing the ideas of others into action. Following her decision to shift her career then undergo a transformation towards development as well as the critical components of creating content, Colibri Studio’s idea came into place.
Following her feeling that she needed a home to execute her ideas, Colibri is appropriate for the same. The reason is that Colibri consolidates all her thoughts into reality under a single coverage regardless of their categories. They could be Exhibition projects, Augmented reality, Virtual reality, the Digital content inclusive of the television projects that are more traditional.
The way in which she transforms the ideas into a reality has its basis on the initial inspiration as well as the project itself. The augmented reality project she works on permits the users’ connection to history. It is executed through first methods via stories shared by those who lived then.
It is on such a project that she finds it impressive looking at the way technology facilitates reality towards users. This adds up to the understanding of the possible aspects and the extent of development necessary to execute ideas.
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