Location | San Jose and Redwood City, California United States of America |
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Founded | 1990 |
Language | English |
Website | cinequest |
The Cinequest Film Festival is an annual independent film festival held each March in San Jose, California. The international festival combines the cinematic arts with Silicon Valley’s innovation. It is produced by Cinequest, a not-for-profit 501(c)(3) organization that is also responsible for Picture The Possibilities and the distribution label Cinequest Mavericks Studio LLC. Cinequest awards the annual Maverick Spirit Awards. In addition to the over 130 World or U.S. premieres from over 30 countries, it hosts writer's events which includes screenwriting competitions, a shorts programs, technology and artistic forums and workshops, student programs, and a theatre organ accompanied silent film. In 2017 the festival was rebranded as the Cinequest Film & VR Festival and expanded beyond downtown San Jose to Redwood City, California. It took place from February 28 to March 12, 2017.
Filmmakers Halfdan Hussey and Kathleen Powell founded Cinequest in 1990. That year the festival showed 60 films in a single theater, the Camera 3 Cinemas in San Jose; 3,000 people attended. By 2013 there were 100,000 attendees. In 2014 the festival showed 84 world premieres, by film makers in 43 countries, including one filmed using an iPhone. For 2017, Cinequest holds events at the California Theatre, Hammer Theatre Center, CinéArts Santana Row 6, Redwood City Century Downtown 20, San Jose Stage, and San Jose State University Yoshihiro Uchida Hall.
Cinequest Film Festival has gained a reputation as a discovery event: Chris Gore's Ultimate Film Festival Survival Guide recommends it as showing "the future of film".USA Today readers voted Cinequest as the best Film Festival.
The festival expanded to ten days in 2000. Cinequest Online was launched in 2004 and Cinequest Mavericks Studio in 2010. In 2017, the festival was rebranded as the Cinequest Film & VR Festival, to reflect the major role of Silicon Valley in developing virtual reality.