Full-Time
Posted on 8/21/2026
Produces women-focused media content and partnerships
$23/hr
Los Angeles, CA, USA
In Person
Bachelor's
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Hello Sunshine creates storytelling and media content centered on women. It develops and produces TV series, films, books, and digital content that highlight women’s experiences, and it licenses this content to streaming services and TV networks while also selling media and forming brand partnerships. How it works: the company staff ideates, develops, and produces content with women at the core, then monetizes it through licensing deals, book sales, and partnerships with brands that want to engage female audiences in authentic, non-traditional ways. How it’s different: its persistent focus on women’s stories across multiple formats and its emphasis on brand collaborations that blend storytelling, commerce, and community set it apart from general entertainment studios. Its goal is to reshape the narrative for women by delivering diverse, engaging stories that resonate with a broad audience and empower female voices.
Company Size
501-1,000
Company Stage
Series A
Total Funding
$5M
Headquarters
Los Angeles, California
Founded
2016
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4 reasons the mall is Gen Z's favorite place to hang out. Posted Monday, June 29, 2026 3:30 pm Kristen Jackman for Westfield Rise For a generation raised on algorithmic feeds, group chats, and on-demand everything, the most surprising place Gen Z is choosing to spend time together may be the most analog one of all: the shopping mall. A nationally representative study conducted in March 2026 by Sunnie, Hello Sunshine's Gen Z-focused media and lifestyle brand, in partnership with Westfield Rise, finds that 73% of Gen Z respondents say the mall is the top place they go to spend time with friends, outranking parks, restaurants, and even each other's homes. The numbers land alongside a broader wave of industry data pointing in the same direction. Projections from research firm Circana show that by 2030, Gen Z and Millennials will dominate the U.S. population and drive 60% of retail sales growth. NielsenIQ projects Gen Z retail spending will surpass $12 trillion globally by 2030, with growth outpacing every other generation. Here are four reasons the mall has become Gen Z's favorite place to hang out and what it signals about a generation choosing physical spaces over digital ones. 1. They're looking for connection beyond the screen. The shift toward in-person gathering comes amid a well-documented rise in social isolation among young people. In 2023, the U.S. surgeon general declared loneliness a public health epidemic. A 2025 Cigna survey found that 67% of Gen Z adults reported feeling lonely, which is the highest proportion of any generation. For a generation that came of age during remote schooling, algorithmic media, and pandemic-era isolation, the appeal of physical gathering spaces is not nostalgic but instead practical. According to Sunnie and Westfield's research, 72% of respondents said they would still visit the mall even if they could not buy anything, suggesting that the draw is less about consumption than about shared experience. Rather than structured activities or ticketed events, many respondents described valuing spaces where they could stay for hours, move freely between environments, and spend time together without pressure to plan or spend. Sociologist Ray Oldenburg coined the term "third space" in 1989 to describe locations beyond home and work, such as cafés, barbershops, and bookstores that foster informal social interaction. For decades, malls performed that role for American teenagers. As screens have become the default setting for nearly every aspect of daily life, Gen Z appears to be actively seeking out the in-person moments that digital environments cannot replicate. 2. The mall beats social for brand discovery. In an era defined by social media-driven discovery, research has surfaced a counterintuitive pattern. A majority of consumers (70%) are more likely to discover new brands in malls, according to Westfield's How Hill Country News Shop: The Next Decade study, a global retail trends report examining how consumers find and engage with brands, versus social media platforms. According to that same research, 59% say physical retail inspires them more than online. In effect, the mall is functioning as an offline group chat where decisions aren't shaped by algorithms, but by the people you're with. Visitors arrive without a strict agenda and make choices based on atmosphere, curiosity, and social cues. Research on sensory marketing shows that physical environments drive higher rates of unplanned purchasing than digital-only touchpoints, in part because they activate emotional and social responses that screens cannot replicate. Quad/Graphics and The Harris Poll released a cross-generational study last year detailing widespread consumer desire for more in-real-life brand experiences. The report, The Return of Touch, shows consumer values rebalancing toward physical, tangible connections and the benefits to brands. Nearly all of Gen Z and millennials (86%) said "touching and feeling products are essential to my purchase decisions." 3. Retailers are designing spaces for hanging out, not just shopping. As Gen Z's preferences shift, so does the physical environment they're walking into. Across the country, retailers are rethinking what their spaces need to do and increasingly, the answer is to keep people there longer, not just move them through a transaction. Pacsun, a youth-focused apparel retailer, is opening 35 new locations over three years, its first major expansion in nearly two decades. But the strategy is not simply about adding square footage. CEO Brie Olson told The Wall Street Journal that the decision reflects renewed interest from Gen Z shoppers in mall environments as social destinations. Lululemon's 17,000-square-foot SoHo flagship in Manhattan, which opened in late 2025, is designed around community programming - free fitness classes, local ambassador boards, and product personalization areas. The company has said it plans to adapt additional locations using that model. The common thread is clear: For these retailers, the metric appears to be shifting from transactions per square foot to time spent and experiences created. Disney transformed the mall atrium into a runway-style experience for the premiere of "Devil Wears Prada 2" and extended the glam beyond the event itself. "Fashion Emergency" vending kiosks popped up at select theaters nationwide, offering complimentary beauty and styling products like makeup and hairspray, to help moviegoers elevate their night out. 4. Brands are turning malls into stages for culture, not just commerce. Experiential formats are extending beyond apparel. Beauty and entertainment brands have increasingly used temporary, participation-focused installations to translate online culture into physical interaction. At Westfield Century City in Los Angeles, skincare brand Josie Maran hosted a sensory-driven sampling experience that drew thousands of visitors over a weekend. Pinterest and NYX Professional Makeup collaborated on an in-person pop-up inspired by trending digital aesthetics, designed to encourage experimenting and sharing in real time. Entertainment companies have made similar moves. Apple TV hosted an immersive public installation tied to its programming that encouraged visitors to co-create custom merchandise, drawing more than 20,000 participants over two weekends. Music artist Billie Eilish's multi-day pop-up ahead of film screenings drew fans less for merchandise than for the opportunity to take part in a live, shared cultural moment. Clearly, participation now matters more than observation. That preference is reflected in the research findings, with 87% of respondents saying they want brands to involve them in the creative process, according to Hello Sunshine and Westfield Rise's report. A 2024 global survey from Interpublic's Momentum Worldwide shows 83% of consumers expressed a higher appreciation for brands that promote genuine connections with communities, and 75% feel a sense of belonging by connecting with fellow fans of the same brand. The investment is following the foot traffic. Broader marketing trends suggest the industry is taking notice. Experiential and sponsorship spending saw the largest budget increase of any offline channel between 2024 and 2025, growing by more than 7% according to Winterberry Group. In 2026, the Interactive Advertising Bureau reported that 41% of U.S. ad buyers expected to increase their focus on in-person and experiential marketing that year. The growth is not evenly distributed. Reporting from PYMNTS shows that top-tier malls in higher-income areas continue to outperform lower-quality centers, suggesting that foot traffic alone isn't enough. Destinations that succeed tend to offer a mix of social, cultural, and experiential elements that reward time spent, not just transactions. For Gen Z, the draw to shared physical spaces appears to be deliberate rather than nostalgic. The research suggests they are choosing environments that value atmosphere and help foster connection. Methodology. The Comeback of the Hangout study combined three research methods: in-person mall intercepts with Gen Z women ages 13 to 29 at Westfield Century City in Los Angeles (N=86); a nationally representative survey fielded by YPulse (N=1,500; ages 13 to 39, with results reported for a subset of women ages 13 to 29); and a rapid-response national survey fielded by Suzy (N=940; women ages 18 to 29). Data was collected in December 2025 and March 2026. Other items that may interest you
TV & film02.06.26 Hello Sunshine's Lazenby joins Love as CD. GBBO producer, Love Productions, has announced Sarah Lazenby as its Creative Director. Lazenby joins from Hello Sunshine where she was Executive Vice President, Unscripted UK. Championing female stories in particular, during her time there she launched, F1: The Academy for Netflix and Renovation Rescue for Channel 4, as well as the award-winning campaign documentary Sophie Morgan's Fight To Fly. She has previously held several senior roles at Channel 4 from Entertainment and Factual Entertainment Commissioning Editor to Head of Features and Formats and notably was the commissioner for The Great British Bake Off. During her career as a commissioner, Lazenby oversaw popular series such as Alan Carr's Chatty Man, Naked Attraction and Cats Does Countdown, launched Netflix's co-produced global format Crazy Delicious, and commissioned original international formats Flirty Dancing and the award winning The Restaurant That Makes Mistakes. She also helped originate Joe Lycett's Got Your Back and previously was the showrunner for shows such as Gordon Ramsay's F Word and Cookalong Live, to Jamie Oliver's Fowl Dinners. Ralph Lee, CEO Love Productions said: "Sarah has great energy, great creative instincts and an exceptional track record in delivering bold, culturally resonant and successful formats. She brings a passion for story-telling and an effortless ability to nurture talent which make her a perfect fit for Love Productions as we continue to grow our slate in the UK and internationally. We are thrilled to welcome her to the team." Sarah Lazenby said: "Love Productions is a powerhouse British brand - the home of atmospheric feel-good formats beloved by viewers around the world - and it is a privilege to be joining Ralph and the extraordinary team at this exciting point in the company's growth. I'm passionate about creating entertaining, original formats with talent and audiences at their heart, and I cannot wait to help build the next generation of rich, immersive worlds. I look forward to nurturing this iconic slate and leading the team toward our future wave of joyful global content" Sarah Lazenby joins CEO Ralph Lee's newly created leadership team at Love Productions with recently appointed Helen Northrop as COO who was previously Director of Commercial Affairs, Content at Sky Studios.
World of Hyatt is bringing back Camp Unwritten for a second year, partnering with Reese's Book Club to host literary-themed glamping experiences at Under Canvas Yosemite and ULUM Moab this summer. The programme offers two camps: a romance-themed weekend at Under Canvas Yosemite from 4-6 May featuring bestselling author Rainbow Rowell, and a thriller-focused retreat at ULUM Moab from 8-10 June with authors Lauren Ling Brown and Andrea Bartz. Both camps will feature author meet-and-greets and genre-inspired programming. World of Hyatt members can earn 2,000 bonus points for eligible nights at Under Canvas destinations between 13 March and 1 July when booked through Hyatt. Reese's Book Club members receive 500 bonus points for stays during the same period. The camps are designed for adults seeking to disconnect from digital life and engage with stories in immersive outdoor settings.
Legally Blonde prequel series announces release date and season two renewal. The new series will follow Elle Woods in high school (Prime Video/PA) The Legally Blonde prequel series, titled Elle, is set premiere this summer - and has already been confirmed for a second season. The Prime Video series will follow Elle Woods, the main character of the 2001 cult classic Legally Blonde, during her high school years, before the events of the hit film took place. Although the highly anticipated series will air on July 1, the streaming service announced a second season has already been commissioned. Legally Blonde is based on the novel of the same name, and stars US actress Reese Witherspoon as pink-obsessed sorority girl Elle Woods, who enrols into Harvard Law to win back her ex-boyfriend, who dumped her to attend the same school. Elle is said to follow the character in high school, as viewers learn about the life experiences that shaped her into the young woman from the first Legally Blonde film. The series will see actress Lexi Minetree take on the role of the sorority girl, with her parents Eva and Wyatt played by comedian June Diane Raphael and That Thing You Do! star Tom Everett Scott, respectively. Witherspoon, 49, is revisiting the pop culture classic, as her production company Hello Sunshine has teamed up with Amazon MGM Studios for the remake. She said: "Twenty-five years after the world met Elle Woods for the first time, it's a dream come true to share the story of how she became the unstoppable force Sidmouth Herald all fell in love with. "Discovering Lexi Minetree and watching her step into Elle's fabulous shoes has been one of the most gratifying experiences of my career." Elle will also star Zombies franchise actress Chandler Kinney, as well as Gabrielle Policano, Jacob Moskovitz and Zac Looker. Dawson's Creek star James Van Der Beek, US actor and chef David Burtka, and Screen Actors Guild award nominee Amy Pietz are among the guest stars who have been named. Legally Blonde - starring Witherspoon, Matthew Davis, Luke Wilson, Jennifer Coolidge and Selma Blair - became a pop culture classic after its release. The majority of the cast returned for the 2003 sequel Legally Blonde 2: Red, White & Blonde - where postgraduate Elle travels to Washington DC with the intention of persuading politicians to ban animal testing. Elle will be available to watch on Prime Video from July 1.
Interview with Megabit Publishing's newly appointed CEO Jonathan Hales. Megabit, the publishing arm of Aonic, has appointed Jonathan Hales as its new CEO, leading a strengthened team. Mobidictum Mixer followed up with Hales about his new role and the industry's future. Jonathan Hales joins the Megabit Publishing team after nearly 15 years at Kalypso Media's publishing imprint Kasedo Games, which he was instrumental in founding. He served as Managing Director, leading the publishing team behind hits including Warhammer 40,000: Mechanicus, IXION, Rise of Industry, Project Highrise, and more. In his new role, he leads a strengthened publishing unit following the merger of Megabit's established team with the award-winning publishing department of Aonic stablemates and VR specialists nDreams in late 2025. The result is a team of multidisciplinary experts strongly equipped to support, market, and publish high-quality multiplatform games. Megabit is the publisher for all the PC and console games developed within Aonic's group - including Lou's Lagoon and Verdant from Tiny Roar, Thick As Thieves from OtherSide Entertainment, Grit and Valor from Milky Tea, and Pathfinder: Abomination Vaults from BKOM - as well as a third-party publisher partnering with the world's most exciting developers. In December, Hello Sunshine from Red Thread Games was unveiled as Megabit's latest third-party signing with an evocative new trailer at the PC Gaming Show: Most Wanted, which was viewed by more than 2.5 million people. Quickly topping 120,000 Steam wishlists, IGN reported that "Hello Sunshine's future is looking bright." Megabit has a significant third-party publishing fund to invest and is actively looking to sign more promising PC and console games in 2026. "I was immediately excited by the opportunity that exists at Megabit and the challenge to make waves in indie and double-A gaming. Seeing the anticipation building for its in-development titles, all of which show a boldness in direction and ambition that reflects its own as a publisher, gives me great confidence in what Mobidictum Mixer can achieve. My goals are to build a strong collective spirit, empower talented people, and ultimately establish Megabit as the publisher of choice for ambitious developers." Megabit Publishing CEO Jonathan Hales Exclusive interview with mobidictum. What are your short, mid, and long-term goals as CEO of Megabit - and what are the first concrete actions you're taking to execute on them? My short-term goal is to ensure I really get to know the team, its development partners, and of course its games, to ensure its collective ambitions align, and to determine where best I can offer support. Moving forward, it's to build a unified and strong team spirit, which also enables Mobidictum Mixer to react quickly and efficiently to changing markets and ensure Mobidictum Mixer is always considering how best to position its games. Its aim - now, mid and long term - is to deliver excellence and be the publisher of choice for ambitious developers. Over the past years, Mobidictum Mixer has seen indie and double-A games capture a lot of attention. From your perspective, what's driving that, and how do you expect the landscape to evolve in 2026 and beyond? I don't see much changing, other than more ambitious indie and double-A developers learning from past successes. Its job is to identify the experiences that players want and work with its developers to ensure they have everything they need to succeed. As for why this is happening, my personal feeling is that indie and double-A development teams are better positioned to take risks and show innovation, something that players are crying out for. Established brand franchises can be extremely restricted and polarising, and more often than not, any development is lengthy and costly, which is always a risk. How has discoverability changed for PC/console over the last couple of years, and what tactics do you believe still work reliably? That's a good question, and firstly, let me apologise, as I'm not going to share all its tactics for discoverability for others to see! But I would certainly agree that habits have changed and will continue to change, as Mobidictum Mixer all fight for a share of players' time and awareness. The first and most important step, as always, is to create games deserving of that time and awareness. For developers planning to pitch to Megabit, what are you looking for, and what typically makes a project stand out during the evaluation process? Mobidictum Mixer love to see a high-level vision, which is supported by a proof of concept. This can be a short vertical slice, tech demo, or prototype. I have talked about ambition, but with a pitch, Mobidictum Mixer like to see realistic expectations from the development team, which match their experience and team size. To stand out, Mobidictum Mixer is looking for that "hell yeah" moment; a feature or hook that has all our team thinking "this looks amazing" and ready to buy into the project. Developers interested in pitching their games to Megabit can do so here. Do you follow the games industry in türkiye - and more broadly, when you assess teams in markets you know less well, what signals help you evaluate them early on? I try to follow all markets, particularly their sales trends. Obviously, I'm aware of the great success Turkish developers have had on mobile, but in its PC/console world, it would be TaleWorlds Entertainment and their phenomenally successful Mount & Blade series that stands out to me. As for assessing teams, wherever they're based, the game is always the most important thing to Mobidictum Mixer. Of course, a track record of having shipped successful games is always great, but a passion Mobidictum Mixer can buy into, and a collaborative attitude are more important. In terms of finding success in specific markets, Mobidictum Mixer is always monitoring traction from players and local influencers by region and tracking against sales, with localisation obviously a key part of that. CEO at Megabit Publishing I'm Sina, and I live and breathe video games. I have been lucky enough to make my passion my job, and I will always be grateful for that.