James Cameron -- Childhood Drawings and Dreams Inspired Hollywood Blockbusters 

Canadian filmmaker James Cameron, poses during a photo session in Paris ahead of the opening of the exhibition entitled "The Art of James Cameron" at the Cinematheque Francaise, on April 3, 2024. (AFP)
Canadian filmmaker James Cameron, poses during a photo session in Paris ahead of the opening of the exhibition entitled "The Art of James Cameron" at the Cinematheque Francaise, on April 3, 2024. (AFP)
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James Cameron -- Childhood Drawings and Dreams Inspired Hollywood Blockbusters 

Canadian filmmaker James Cameron, poses during a photo session in Paris ahead of the opening of the exhibition entitled "The Art of James Cameron" at the Cinematheque Francaise, on April 3, 2024. (AFP)
Canadian filmmaker James Cameron, poses during a photo session in Paris ahead of the opening of the exhibition entitled "The Art of James Cameron" at the Cinematheque Francaise, on April 3, 2024. (AFP)

James Cameron, the mastermind behind "The Terminator", "Aliens" and "Titanic", has an exhibition opening in Paris Thursday showcasing his lesser-known skills with pencil and paper.

"The Art of James Cameron" is at the Cinematheque Francaise until January.

The 69-year-old met AFP there to discuss the childhood origins of his films, his thoughts on artificial intelligence and a few teasers about the third "Avatar" film, due in 2025.

- How important was drawing when you were a child?

Drawing was everything. It's how I processed the world. I was reading, watching films, taking in all the storytelling, and I just had to tell my own. I remember very distinctly (aged eight or nine), I went to see the film "Mysterious Island". And I was so amazed by the big creatures and the giant crab, but I didn't go back and draw "Mysterious Island". I drew my own version with different animals.

I remember in high school being very serious about disciplining myself to draw in all kinds of different styles. I created my own comics. I thought maybe I'll write a novel and illustrate it. They didn't have graphic novels yet, but I was thinking in panels... so I was really thinking in shots. The transition into filmmaking was really pretty easy.

- How did these early drawings inspire your films?

(My first "Avatar" drawing) was done when I was 19 so that was 50 years ago. That drawing led me to think about a bioluminescent world and I wrote a story about that in the late 70s. In the early 90s, when I founded a visual effects company and we were trying to do computer-generated characters and creatures, I needed a script about another planet, and so I went back and found that artwork, and that became "Avatar" -- in 1995.

"The Terminator" image came to me in a dream. I was sick, I had a high fever, and in that fever dream, I saw a chrome skeleton emerging out of a raging fire. I drew it right away. And then I thought: "How did he get in the fire? What did he look like before?" And I knew instinctively that he looked human before the fire.

I had dreams as a kid of going through watery tunnels at high speed, kind of like a circulatory system, that wound up in the abyss. I had a nightmare about being in a room where the walls were covered with hornets that would kill me, and that became the scene in "Aliens" where she runs into the egg chamber.

- Are kids today losing these skills due to technology?

I don't think we can go back, but I think it's important for people to unplug from time to time. It's important to spend time in nature, to spend time with yourself, just quiet the mind. People are very creative but if you're constantly being bombarded by other people's creativity with movies, games, with the constant flood of media, it tends to stunt it.

Drawing is becoming a lost art. Even the artists that work with me now, they don't usually put pencil to paper. They think of me as the dinosaur because I come in and draw something. But I have to feel it in the lines and textures.

- Are you worried about artificial intelligence?

The problem is there's multiple flavors of AI, some of which aren't here yet. Artificial general intelligence is a giant question mark. I think we should definitely pump the brakes on that.

In terms of generative AI... that's really interesting because the data they scrape is all the imagery that human beings have ever created. We're putting our subconscious mind out into the world, and it's coming back to us through these images. That's why they're so compelling, because it's really us writ large. We're going to learn something about consciousness and about art.

But there's no original. There's no paint on a canvas. You can use gen-AI to create music, but you can't take it on the road. I think the human artist becomes more important. Music is going to have to be about the actual moment of performance.

- Can you give us an update on "Avatar 3"?

In movie three, we're in a transitional state between fighting for the survival of Earth and of Pandora. We're exploring other cultures on the planet, and solidifying the bad-guy story. There's a bunch of new things that happen to the Sully family... and we drop in one important new character who then becomes a major part of the story. You've got to remember this is a story arc that goes from one all the way to five, and we're right in the middle.

But I can promise this: Whatever you think it's going to be, it isn't.



‘Scary Movie’ Tops Box Office, Slaying ‘Masters of the Universe’ and Adding to Low-Budget Streak

 (L-R) US actor/producer/writer Shawn Wayans, US actor Anthony Anderson and US actor/producer/writer Marlon Wayans attend Paramount's "Scary Movie" premiere at the Paramount theater in Los Angeles on June 3, 2026. (AFP)
(L-R) US actor/producer/writer Shawn Wayans, US actor Anthony Anderson and US actor/producer/writer Marlon Wayans attend Paramount's "Scary Movie" premiere at the Paramount theater in Los Angeles on June 3, 2026. (AFP)
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‘Scary Movie’ Tops Box Office, Slaying ‘Masters of the Universe’ and Adding to Low-Budget Streak

 (L-R) US actor/producer/writer Shawn Wayans, US actor Anthony Anderson and US actor/producer/writer Marlon Wayans attend Paramount's "Scary Movie" premiere at the Paramount theater in Los Angeles on June 3, 2026. (AFP)
(L-R) US actor/producer/writer Shawn Wayans, US actor Anthony Anderson and US actor/producer/writer Marlon Wayans attend Paramount's "Scary Movie" premiere at the Paramount theater in Los Angeles on June 3, 2026. (AFP)

The summer box office is booming — but not because of the usual suspects.

After three weeks of indie horror dominance at the box office, the slasher spoof “Scary Movie” topped ticket sales with $55 million over the weekend, according to studio estimates Sunday, easily besting the far-from-mighty “Masters of the Universe.”

A new order has lately come to movie theaters, which have seen Gen Z ticket buyers flock to the horror hits “Obsession” and “Backrooms,” both made by YouTubers-turned-filmmakers. Those movies have even outshone The Walt Disney Co.’s “Star Wars: The Mandalorian and Grogu.”

This weekend, comedy was the underdog champ. Though the genre has been all but left for dead in theaters, the sixth “Scary Movie” notched a franchise-best $105.5 million global launch. The Wayans brother comedy even outdid its primary satirical target, the “Scream” franchise. Earlier this year, “Scream 7” debuted with $97 million worldwide.

Both franchises are distributed by Paramount Pictures, though Miramax produced the new “Scary Movie.” Co-written by Marlon, Shawn, Keenan and Craig Wayans, the sequel marks the Wayans’ return to the franchise after their departure over creative differences following 2001’s “Scary Movie 2.”

“This is an outstanding opening for a comedy sequel this far into the series,” said David A. Gross, who runs the movie consulting firm FranchiseRe. "It’s a huge bounceback after the last episode crashed in 2013 when Anna Faris and Regina Hall were excluded. The weekend figure is triple the average for the genre.”

Reviews weren’t good (26% fresh on Rotten Tomatoes) and audience scores (a “B” CinemaScore) were so-so. But that didn’t stop the $30-million “Scary Movie” from dominating its much bigger budget competition.

“Masters of the Universe,” a sword and sorcery action adventure based on the 1980s animated series and Mattel toys, failed to revive the dormant franchise. The Amazon MGM release, the second “Masters of the Universe” film following a 1987 movie of the same title, opened with $29.3 million domestically.

“Masters of the Universe,” starring Nicholas Galitzine as He-Man, added $25 million overseas. But for a film that cost nearly $200 million to produce, a much higher launch was needed to make profitability likely.

It’s Mattel Studios’ first release since 2023’s “Barbie.” But after the extraordinary $1.45 billion success of that film, “Masters of the Universe” will be closer to a flop for the toy company.

A24’s “Backrooms,” last weekend’s top release, slid steeply on its second weekend, dropping 68% with $25.9 million. But “Backrooms,” a $10 million movie based on 20-year-old Kane Parson’s YouTube series remains a record-breaking phenomenon. It's now A24’s highest grossing film ever with $212 million worldwide, moving ahead of “Marty Supreme."

In a near tie for third place, Focus Features’ “Obsession” grossed $25.6 million in its fourth weekend. That marked a paltry 7% drop from the previous weekend for 26-year-old Curry Barker’s horror sensation. Not accounting for inflation, no horror movie has ever had a better fourth weekend.

“Obsession,” about a man who wishes his crush returned his affections, was made for less than $1 million. It’s now grossed $152.1 million domestically and $224.8 million worldwide — a record for Focus.

In its third weekend, “The Mandalorian and Grogu” fell all the way to sixth place with $10 million. It was even bested by Fathom Entertainment’s “The Amazing Digital Circus: The Last Act,” a combination of the last two episodes of the animated series. It collected $12.7 million.

A few other movies hit milestones.

Lionsgate’s Michael Jackson biopic “Michael” became the studio’s highest grossing film ever with $898 million globally. That puts it ahead, not accounting for inflation, both the highest grossing entries in the studio’s “Twilight” and “Hunger Games” franchises.

And 2026 got its first billion-dollar movie. “The Super Mario Galaxy Movie” crossed $1 billion worldwide for Universal.

The weekend overall was up a remarkable 63% from the same weekend last year, according to Comscore. Ticket sales on the year are up more than 13%. Next weekend, Steven Spielberg’s “Disclosure Day” debuts.


US Gamers Getting Older as Industry Reports Growth

People play Mario Kart World during a launch event ahead of the midnight release of the Nintendo Switch 2 at the Nintendo New York store on June 4, 2025. (AFP)
People play Mario Kart World during a launch event ahead of the midnight release of the Nintendo Switch 2 at the Nintendo New York store on June 4, 2025. (AFP)
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US Gamers Getting Older as Industry Reports Growth

People play Mario Kart World during a launch event ahead of the midnight release of the Nintendo Switch 2 at the Nintendo New York store on June 4, 2025. (AFP)
People play Mario Kart World during a launch event ahead of the midnight release of the Nintendo Switch 2 at the Nintendo New York store on June 4, 2025. (AFP)

Video games are having a moment in the United States -- but the players are getting older.
The average American video game player is now 37 years old -- up from 29 about two decades ago -- as the industry reports activity climbing back to their highest levels since the pandemic-era boom, a new report reveals.
The findings, from the Entertainment Software Association's annual Essential Facts report, challenge enduring stereotypes about who plays games while underscoring the industry's recovery from a post-pandemic slowdown.
"It mirrors in large part the demographics of the nation," ESA president and chief executive Stanley Pierre-Louis told AFP, noting that more than half of all players in the United States are now 35 or older.
The steadily rising average player age reflects both the aging of a generation that grew up with consoles and a wave of older adults who have since picked up the hobby.
The gender split also defies the stereotypical image of the young male gamer.
Men account for 53 percent of players and women 46 percent, with women actually outnumbering men among Baby Boomers, the ESA said.
Overall, 67 percent of Americans play video games for at least an hour a week -- a figure broad enough to encompass everything from blockbuster console titles to casual mobile games like Wordle.
Revenues -- totaling $60.7 billion in 2025 -- have rebounded to their highest point since 2021, when pandemic lockdowns drove an outsized surge in both players and spending.
After a pullback as restrictions lifted, the industry has returned to growth, Pierre-Louis said.
- Self-regulation -
As lawmakers in the United States and Europe weigh tougher regulations on screen time, age verification and in-game spending, Pierre-Louis argued the US gaming industry's track record of voluntary self-regulation sets it apart.
That voluntary framework, he said, has given the industry credibility with US lawmakers that social media platforms lack.
Those platforms, he noted, "traditionally didn't have the same level of parental tools that video games had" -- a gap that has fueled the regulatory backlash now engulfing companies such as Meta and TikTok.
"Safety is not a competitive issue in our industry -- it's one of collaboration," Pierre-Louis said.
"Being on the ecosystem and staying on the ecosystem means you feel like you're in a trusted environment."
- 'Satisfaction' -
The ESA was founded in 1994 partly in response to congressional concern over violent content in games, and almost immediately established the Entertainment Software Rating Board, which assigns age ratings from E for Everyone to M for Mature for titles sold in North America.
The system also flags details about online interactions and in-game purchases.
Major console platforms including Xbox, PlayStation and Nintendo Switch now offer parental control tools that allow families to restrict what games children can access, cap spending and limit screen time -- capabilities Pierre-Louis said have been refined over decades in direct response to parent and policymaker feedback.
The argument, however, faces increasing pushback in the United States.
The gaming industry is facing growing scrutiny as platforms expand into social media-like features, with ESA member Roblox especially under pressure over child safety issues with regulators and in courts.
Legislative proposals range from mandatory age verification for games with chat features to bills that would impose national safety standards.
For the industry, such legislation should not be necessary.
"It's a matter of how do we get everyone up to speed on what the video game industry has been doing, so that there's satisfaction around the practices and trust and safety mechanisms we have in place," Pierre-Louis said.


Actor Anthony Head, Known for ‘Buffy the Vampire Slayer,’ Has Died at 72

Anthony Head arrives for the European premiere of 'The Iron Lady' on Wednesday, Jan. 4, 2012, in London. (AP)
Anthony Head arrives for the European premiere of 'The Iron Lady' on Wednesday, Jan. 4, 2012, in London. (AP)
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Actor Anthony Head, Known for ‘Buffy the Vampire Slayer,’ Has Died at 72

Anthony Head arrives for the European premiere of 'The Iron Lady' on Wednesday, Jan. 4, 2012, in London. (AP)
Anthony Head arrives for the European premiere of 'The Iron Lady' on Wednesday, Jan. 4, 2012, in London. (AP)

Anthony Head, the suave, smooth-voiced British actor known for roles in "Buffy the Vampire Slayer" and "Ted Lasso," has died, his family said Friday. He was 72.

Head’s daughters, actors Emily and Daisy Head, told the Press Association news agency that the actor passed away due to complications from pneumonia.

The performer became known to British TV audiences in the 1980s as one half of a will-they, won’t-they romantic couple in a series of ads for Nescafe instant coffee.

Head achieved US fame as librarian Rupert Giles, mentor to the title character in the cult-favorite supernatural series "Buffy the Vampire Slayer," which ran from 1997 to 2003.

He most recently played Rupert Mannion, the villainous ex-husband of Hannah Waddingham’s character Rebecca, in "Ted Lasso."

"Our grief is far greater than the hole he has left behind, but we know his legacy will live on, in the shows he was a part of, and in the audiences that love them," his daughters said. "How lucky we are to know we are able to watch him doing what he loved, even when he is no longer with us."