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44 projects share over £428,000 Creative Industries funding

Tuesday 28th October 2014 at 5pm 0 Comments

Deepa Man-Kler is just one of 44 local business recipients of funding under the latest Creative Industries Innovation Fund announcement. Image: Deepa Man-Kler is just one of 44 local business recipients of funding under the latest Creative Industries Innovation Fund announcement.

44 local businesses and three sectoral bodies have been announced as the latest recipients of Creative Industries Innovation Funding (CIIF) worth over £428,000.  

Administered by the Arts Council with funding from DCAL, and supported by Northern Ireland Screen and Digital Circle, CIIF provides seed funding to creative businesses (up to £10k) and sectoral development bodies (up to £20k) to enable the development of new products and services. 

194 projects have to date been supported with a £4m CIIF funding investment designed to grow and develop the burgeoning creative industries sector in Northern Ireland. 

Lorraine McDowell, Director of Operations, Arts Council of Northern Ireland, said: “Globally there is a shift from the declining traditional ‘heavy’ industries to the Creative Industries and that is also reflected here. Our creative sector remains one of the few areas of growth and is a vital source of our competitive strength, wealth and job creation, as well as raising the profile of Northern Ireland as a place that’s ready to compete and do business.

Undoubtedly there is greater recognition now that art, design and creativity make a vital contribution to economic growth and regeneration – the arts are the inspiration and the lifeblood of the creative industries.  Investment in creative industries is generating high economic returns with potential for much more so the importance of the Creative Industries Innovation Fund cannot be underestimated.  As such, the Arts Council is delighted to be able to support these 44 businesses through CIIF and looks forward to seeing their creative ideas transformed into commercial success.“

The 44 businesses in receipt of funding span a range of industries and examples include;

• Garry McElherron’s ‘MourneQuest: The Game of Myth and Legend‘– funding will be used to develop the already successful fantasy book series into an innovative family board game and app, turning the MourneQuest concept into a sustainable business.

• Irony Metalworks ‘Mallon Ancestral Foundry Bronze Collection‘ – funding will support the development of a collection of bronze sculptures that will convey the essence of Ireland’s history and legend

• Deepa Man-Kler’s ‘Light Art’ – building on the success of her neon Dog that featured in Derry~Londonderry’s City of Culture Lumière light festival, Deepa plans to modify the existing neon Dog design to make it suitable for sale as a 3D light art piece for the global market while exploring sustainable light energy sources to create these unique light /art pieces.

The University of Ulster is one of the successful CIIF sectoral bodies to receive funding for a project that will see them partner with Marble Arch Caves in Enniskillen in the development of a mobile game that explores the history of the visitor attraction.

Speaking about the funding, Alan Hook from the University of Ulster, said: “Marble Arch is currently undergoing considerable refurbishment to enhance their visitor experience.  This project is designed to build on the content delivered during the tour of the caves by creating a new way to engage with audiences and, in doing so, increasing visitor dwell time in the attraction. We are extremely thankful for the CIIF funding as it will allow us to work with regional start-up company Design Zoo to develop a game prototype. In general, we hope to examine the potential for mobile games to target new audiences, explore new modes of location specific storytelling and develop an innovative way to investigate the history of the site.

Funding sources such as CIIF are really important to us as they enable our researchers to work with companies to allow their research to have a real impact on the cultural industries. In doing so, we get to collaborate with industry and arts organisations to create work which is underpinned by current research into media, such as games, that has a public accessible output.”


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