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November FableFriday: Olubunmi Mia Olufemi, Children’s Programming Producer at WGBH

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For Olubunmi Mia Olufemi, inclusivity is not just an important concept, it’s a crucial and integral part of every project, meeting, and decision as a children’s programming producer at WGBH. As a producer for Molly of Denali, the first nationally-distributed children’s television series to star an Indigenous lead, Mia uses her voice to not only keep the production schedule and budget on track, but also to ensure that the right people and experiences are included and considered in every aspect of creating the show. 

“Being the only person in the room who looks like me is not a new experience,” shares Mia. “Being the only person in the room who looks like me and has a voice in how a project is run, is.”

Mia and her team work with a team of Alaska Native advisors to inform how they approach character design, backgrounds, script, plot, and more. Though these conversations surrounding race, ethnicity, gender, and culture can be challenging at times, Mia and the WGBH team know that the time and money put in is worth it to ensure that the project is authentic and the teams are inclusive. And this is something that Mia carries with her in every project she is a part of. “I know I have to throw myself into each project head, shoulders, feet, and all, otherwise I won’t have the passion, belief, and love I need to advocate for it, work hard for it, sacrifice for it, and proudly promote it,” says Mia. “And a huge part of building a project to believe in is not being afraid to get in there and do the work.”

This FableFriday, we spoke to Mia about her personal and professional journey, how the Molly of Denali team keeps in mind the real experiences of Alaska Natives when creating the show, and how companies and organizations can navigate conversations about representation and inclusivity. 

Mia in Haiti in 1996 with a Goosebumps book. She always had a book somewhere on her.

Mia in Haiti in 1996 with a Goosebumps book. She always had a book somewhere on her.

You worked in consulting for six years before entering the children’s media industry. What initially attracted you to the industry, and what made you stay for another six years since then?
I’ve always loved children’s media, books in particular. My parents read to me every night when I was little until I could “read” my favorites to myself from memory. Later, I read books to my brother, and devoured the boxes of books my aunt, who worked at Scholastic at the time, would send me. Growing up, I took a book everywhere I went: parties, concerts, games, you name it. After college, I knew I wanted to become a young adult fiction editor, so that I could help bring wonderful stories to other kids who liked to bury themselves in books like I did.

I went to Emerson for my master’s after two years of working in consulting to get my degree in publishing, literature, and writing. A mentor, Gary Hill, offered me a job, and then kept me flush with part-time work when I eventually made my way back to Boston to work an editorial job for a medically inclined publishing resource. 

About a year into that, I was itching to get back into a creative field. I was mostly looking for editorial jobs, but by chance, I saw WGBH was hiring a production assistant for Arthur. I had no production experience, but my younger brother and I had grown up on the show and loved it. And I had all the other skills a PA might need (I was detail-oriented, organized, able to juggle multiple tasks, and I was a decent writer), so I took a leap and applied. When I checked back in with Carol Greenwald (Executive Producer of Arthur, Curious George, etc.) about the status of my application, she told me they had hired someone else with more experience. BUT, she liked me and would offer me a part-time gig three days a week if I wanted to take it. I did. 

Since then I’ve worked on several projects: Arthur, Curious George, Martha Speaks, Sara Solves It, Design Squad Global, The Ruff Ruffman Show, and Molly of Denali. The work of making educational kids show is incredibly challenging and stressful, but it’s also meaningful in a tangible way. In a “you taught me how to read/inspired me to become an engineer/taught me to be proud of who I am” kind of way. I don’t think I’ll ever get tired of that.

IMAGE CREDIT: Molly of Denali, Trademark/Copyright 2019 WGBH Educational Foundation. All rights reserved.

IMAGE CREDIT: Molly of Denali, Trademark/Copyright 2019 WGBH Educational Foundation. All rights reserved.

How has your role grown and evolved at WGBH since you began? 
Because I started off part-time, I helped out in little ways on all our shows. I’d take animation notes, help gather clips for marketing, go on live action shoots and do PA field work, etc. I’d sit quietly in team meetings, transcribing minutes as fast as I could while also trying to take everything in. I had no clue what a producer did before I started working there. Now I see we do everything: from getting a show idea created and funded, to hiring the writers and animation company, to overseeing the distribution and marketing of it, as well as the creation of all ancillary materials associated with the show. As a producer on Molly of Denali, I’m now the one leading team meetings. I oversee junior team members and give animation notes. I help hire the writers and advisors, and work closely with the animators to make sure our shows are delivered to PBS on time and up to spec. I review marketing assets to make sure they stay on brand and true to our show. I oversee all live action interstitial production and review our digital games. I have a voice in the direction the show takes, strategically, creatively, and philosophically. Three years into Molly, all of my previous experiences are informing the development of my own children’s television show. It’s been quite a hike, and I’ve still got a long way to go.

What is Molly of Denali?
Molly of Denali
is an animated television series for kids ages 4-8 that features the story of Molly Mabray, a gregarious 10-year-old girl who runs the Denali Trading Post with her parents in the village of Qyah (which means “community” in the Dena’ina Athabascan language). With her dog Suki and best friends Tooey and Trini, Molly adventures through picturesque Alaska on dogsled, snowshoe, ATV, bush plane, canoe, and foot. Along the way, she solves problems using knowledge from her Elders, as well as books, maps, apps, and other informational texts. Through her vlog, she shares knowledge about herself, her adventures, and Alaska Native values, such as honoring your Elders, knowing who you are, and sharing what you have. 

Molly is also a multi-platform series, with games, apps, a podcast, books, digital teaching tools, and lesson plans, printable family activities, and a rural educational outreach initiative.

IMAGE CREDIT: Molly of Denali, Trademark/Copyright 2019 WGBH Educational Foundation. All rights reserved.

IMAGE CREDIT: Molly of Denali, Trademark/Copyright 2019 WGBH Educational Foundation. All rights reserved.

Sydney Isaacs working on totem pole design.

Sydney Isaacs working on totem pole design.

Core Alaska Native Advisory Group. Pictured from left to right: Dewey Kk'ołeyo Hoffman, Rochelle Adams, Elder Luke Titus (seated), Adeline P. Raboff. Also pictured, Creative Producer Princess Daazhraii Johnson (far right).

Core Alaska Native Advisory Group. Pictured from left to right: Dewey Kk'ołeyo Hoffman, Rochelle Adams, Elder Luke Titus (seated), Adeline P. Raboff. Also pictured, Creative Producer Princess Daazhraii Johnson (far right).

We know that representation matters and that the producers of Molly of Denali partnered with Alaskan advisors to consider all aspects of real experiences of Alaska Natives in the show. Can you share an example of when you worked with your team of advisors to accurately and authentically portray Native Alaskans’ lives or traditions?
Molly of Denali is a partnership with Alaska Native people. Who Molly is, what she wears, where she lives, what adventures she has, the things in her room, the people she meets, all of these decisions were made together by the WGBH producers and cultural advisors. There are so many examples of this partnership I could talk about, but there are two I’ll mention as I think they get to the complexity of what it means to work on an inclusive production like Molly.

The first is about a story we did around totem poles. In “Tale of a Totem,” Molly heads down to Sitka in southeast Alaska to visit her cousin and attend her first totem pole raising. It was a story idea we had passed on earlier that I suggested we revisit after hiring our production assistant Sydney Isaacs. A Tlingit Alaska Native, Sydney is a talented artist and an apprentice totem pole carver who studied under a master carver in her hometown of Klawock, Alaska. She served as this script’s cultural advisor, reviewing every draft. She educated us about the different purposes of totem poles, how some were created to preserve the stories of the Tlingit through the ages. She steered our well-meaning script writers away from using a sacred story belonging to a group of Haida people that the authors had found on their own. And when the time came to animate the episode, she designed the totem pole Randall and his community raised with the blessing of her master carver, gifting the series with a special story of its own. 

The second example I’d like to share is about a story we “killed.” One of our writers wanted to do a script on a set of bear cubs that end up in Molly’s village. We were cautious about this to start, because bears can be very dangerous. But we decided to move forward because we thought it might be interesting for Molly to help with an animal rescue by observing the cubs and taking notes from afar for wildlife rangers who would eventually get them back into the wild. Our Creative Producer Princess Daazhraii Johnson had some slight misgivings about the story, and when she shared it with our Advisory Group, she found that she had good reason. The Koyukon people have a complex set of protocols around interacting with bears, much of which is specific to gender. For Molly to interact with bears in this way, much less engage them, would be incredibly taboo. From what I understood from Princess, this was not a taboo that her group, the Neets'aii Gwich'in, share. 

It was a great reminder of a few things. The first is that dominant culture norms are very different from Alaska Native norms. The second is that, although the Koyukon and Neets'aii Gwich'in are neighbors and share some cultural similarities, like their respect for the land and animals, they are different. And the third was that WGBH was right in thinking that we could not make this show without Alaska Native people at the helm beside us.

Three main kid characters of Molly of Denali, Molly, Tooey, and Trini.

Three main kid characters of Molly of Denali, Molly, Tooey, and Trini.

How do you navigate conversations around representation when balancing all aspects of production, from timelines and budgets to creative decisions like landscapes, character design, and native language?
It was difficult finding my voice and asserting it in a space where it was not welcome at certain points in time. It was difficult learning that I had a right to ask questions born out of my identity as a woman of color. That the three main kid characters on our show, Molly, Tooey, and Trini, are all children of color is due to my finding the courage to question our team’s choices and notions around representation, race, and ethnicity. That Molly is voiced by a talented young actress who is Tlingit Alaska Native and Muckleshoot is in large part because my team and I knew from the very beginning that if we were going to make this show work, we would have to cast an Alaska Native child. We looked for her everywhere. Our animation partners, Atomic Cartoons, were instrumental in this, researching local theater groups, putting out calls for auditions on First Nations radio stations, and contacting tribal offices. The search for Sovereign was long and cost the project a lot of time and money. And it was one of the best decisions we’ve made to date.

I would tell media companies that the best way to navigate conversations around representation and balance all aspects of production is to be inclusive, not just diverse. Inclusivity demands a level of effort way beyond that of diversity. All creators of children’s media should have teams that are inclusive. And if you are going to make a show about a group of people of a certain race/ethnicity, those people must be in the room. They must participate in the conversations that decide the budget and inform the project timelines among other things.

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Molly of Denali is a truly transmedia property. Children can access games, podcasts, and classroom interactives on multiple platforms. How do all these media components complement each other, and what strategy decisions did you make when thinking about dissemination and reaching the biggest audience possible?
Because we are a PBS KIDS show, it was planned from the start that we would premiere with a certain amount of episodes along with a suite of digital games and mobile apps. WGBH has been at the front of the pack as far as seeking out opportunities to pair with our shows, like TV tie in books, Alexa skills properties, and educational outreach materials for families and teachers. We try to reach our audience of children, families and educators by giving them a number of ways to engage with our shows at every level we possibly can. But the Molly of Denali podcast was a first. 

This opportunity was proposed by our sponsorship team and our partners at PRX. We weren’t quite sure what it would lead to, but Carol Greenwald, our Head of Children’s Podcast Strategy Priya Desai, and the Managing Producer of Podcasts at WGBH Nina Porzucki saw something special. They linked up with the talented founders of GenZ Media, who have been wildly successful at creating podcasts for children, and brainstormed a new podcast idea, a standalone prequel to an animated television series yet to be released. We rolled out the episodes in the weeks leading up to the premiere as a content teaser for folks to latch on to and get them excited about the upcoming television series. The experiment was a success, garnering millions of streams and downloads, and a following so strong that we received comments on social media to the effect of “Did you know the podcast also has a related television series?” We are now hoping to release a second season.

How do you work through writer’s block, and where do you get your creative inspiration?
I like to write in the morning. I’m one of those producers that will often wake up in the middle of the night with an idea that I like to jot down, so when I wake up (and drink my coffee), my mind is fresh, unencumbered by other things, and ready to work. I draw inspiration from everything I absorb of interest to me: other shows, life, my family’s stories, things I see on Instagram, etc. Anything can serve as good story fodder. 

We hear you are a big fan of cooking. What is your signature dish, and how does cooking, along with other activities, balance your career?
I think I’m more of a fan of eating good cooking than cooking myself, but I do like to try things from time to time. My mother is from Haiti and my dad is from Nigeria, so I’m always proud when I can recreate a dish I grew up with. I’ve often used cooking as a break from work. As much fun as work can be, it can also be all-consuming, so I try to unplug completely on the weekends.

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Fun Facts about Mia:

Favorite cartoon character: Pucca.

Current book on your nightstand: There There by Tommy Orange.

Special talent no one knows you have: I played the french horn and flute in high school. 

Favorite winter activity: Holiday dinners with my large family. We laugh, eat, joke, play games. It’s a blast! 

Which movie, TV series, or book character are you most similar to? Too many to name.

Your vice: Earrings and jewelry. I just came back from New Orleans with a wild set of earrings made a Frida Kahlo pin made with multicolored vinyl. I can’t get enough!

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July FableFriday: Julie Dobrow, Professor at Eliot- Pearson Children's School at Tufts University

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Recently, we had the opportunity to speak with Julie Dobrow, Senior Lecturer in the Eliot-Pearson Department of Child Study and Human Development and Tisch College Senior Fellow for Media and Civic Engagement at Tufts University. As an experienced scholar of child development and children’s media, Julie offers an experienced and unique perspective on creativity, imagination, and reconnecting with your inner child for those interested in entering the children’s media field.

“You need to be willing to keep learning, because the field and the platforms are always changing. I also think that the best producers of children’s media are the people who can connect with their inner child,” says Julie. “You need to remember what it FELT like to sit under that hedge and imagine that it was the portal to a whole different world. You need to close your eyes and SEE all kinds of fantastical things. You need to HEAR joyful music. And you need to DREAM in color, not black and white.”

As an attentive and supportive educator, Julie has even led many of her students to our studio for internships, and a few of them even staying as FableVision staff! A longtime FableVision friend, Julie talked with us about her history with children’s media, her latest projects, and her best advice for up-and-coming children’s media professionals.

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You are part of the Eliot Pearson Department of Child Study and Human Development at Tufts University, the oldest Child Studies program in the nation. What is your role there and what do you enjoy most about it?
Ever since I’ve been at Tufts—and I’ve been at Tufts a LONG time, since 1995!—I’ve taught at Eliot-Pearson. At first, it was just one class on children and mass media. Since then, however, I’ve added a graduate seminar on the topic and introduced a new course a couple of years ago on creating children’s media. I have always loved teaching, but teaching in this area of study, which changes every year (if not every week!) is both challenging and fun because it means I have to keep learning too.

What first made you realize you were interested in children’s media, and how did you get your start?
I actually wrote my Master’s thesis on images of gender and race in children’s animated television. Then, I didn’t do anything with the topic for a while. But when I became a mom, I started renewing my interest because I saw in my own little home laboratory just how much and in how many different ways media impacted kids’ lives. That led me to explore the area more in my teaching, research, and writing.

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Can you tell us some more about the Children’s TV Project (CTV)? How did the idea for this project come about and what reflections do you have as you near the end of your research?
This project was actually born when the original Disney version of The Lion King first came out. My colleague, Chip Gidney, and I had each seen the film and were both kind of horrified by the ways in which the evil characters were marked by dialects. We looked at each other and said, “we should do something about this.” So we started designing a way to systematically explore the depictions of gender, race, and ethnicity in kids’ animated programming.

I’d have to say that after all of these years of working on this, I still feel like there’s more we need to understand. We’re pretty clear on the fact that stereotypes still exist and, in fact, exist way more than we would have thought they would given how hyper-PC so many people in the entertainment industry often appear to be. What we’re not as clear on is just why they do. And we’re just at the beginning of the last part of the project, arguably the most important part: doing research with children to understand how they think about and process the images that they take in.

Considering the observations that inspired CTV, what is something that writers, producers, and consumers of new children’s media should think about? 
One thing is that it’s not only how characters are drawn that matters; it’s also how they sound and the context they exist in. You can draw a very diverse set of characters, but just plopping them into some generic urban or suburban background isn’t enough to make a richly contextualized environment that mirrors the environments in which real people live.

Many of your students have worked or interned at places like WGBH, Sesame Workshop, and of course FableVision! What have you enjoyed the most about watching your students branch out into the world? 
I love matching my students up with internship sites, including FableVision. There are few things more rewarding than making a good match! Internships are an incredibly important way for students to see how they can parlay what they’re learning in the classroom into industry jobs. They make great contacts, and then they’re very willing to “give back.” So, by now, I feel like I have a whole little army of former students who are working at Sesame Workshop, Nick Jr., WGBH, Fablevision, Fox Kids, Google, Sprout, and a host of other places. They know how the combination of child development and media studies can really help get you started in this industry, and they’re always willing to help a fellow “Jumbo” with a conversation, a contact, and often, a job.

How did you first cross paths with FableVision? What makes it a place that you recommend to your students when they’re looking for internships?
It actually might have been one of my former students who tipped me off to some of the incredible work that’s going on at FableVision. I’ve had enough students who’ve interned and worked there by now to know that FableVision is a place where magic happens. I also know that it’s a warm, encouraging, and creative workplace. And how many internships or job sites actually have popcorn machines?!

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We heard you’re currently on a book tourcongratulations! What is your book about and what do you hope readers will gain from it?
After Emily is a mother/daughter biography of Mabel Loomis Todd and Millicent Todd Bingham, the two relatively unknown women who made Emily Dickinson into a household name. I hope that my book will introduce these two fascinating women who pushed the envelope on what women of their respective eras did to readers. I also hope that it will speak to everyone who themselves have had a complicated relationship with family members, and that it will shed some new light on the story of the ever-mysterious reclusive poet of Amherst.

We heard you recently ran into Marc Brown, author of the Arthur series, at one of your book events. How did it feel to officially meet the creator of such an iconic program? 
Well, Marc and I have been in touch for many years, since I helped Tufts to acquire some of Marc’s old Arthur materials when he was moving out of his home on the Vineyard. But we’d never met in person until he showed up at an event I did on my book tour in New York. It was wonderful to meet him, and I wish there had been more time!


More about Julie:

Favorite flavor of ice cream? Coffee.

What’s a children’s book you still love to read? The Phantom of Walkaway Hill.

Best way to spend a Saturday? Puttering around in my gardens.

What’s your favorite city to visit? I’m not much of a city girl. I like visiting New York and Los Angeles, but I sure wouldn’t want to live there.

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May FableFriday: Julie Oliveira, Production Artist

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“I would describe my style as colorful, cartoony, and nostalgic. I think for me, my art style is continuing to grow and evolve, and it always has been,” says Julie Oliveira. A talented illustrator and animator, Julie joins the studio as FableVision’s Production Artist. Julie earned her bachelor's in animation from Massachusetts College of Art and Design, where she learned a lot about art and animation not only from the formal classroom setting, but also from her peers outside of classes. “I’m constantly trying to improve and learn from what inspires me while still making sure it always has a personal touch. I’m excited to learn from all of the talented people at FableVision, from the diverse projects, and from client interactions as well. I think working here will help me become a more versatile artist.”

In her role as Production Artist, Julie collaborates with the rest of the art team to bring ideas to life. Her part in the production process involves designing assets for interactive media, games, websites, and more. She creates concept art for animation, designs website style guides, makes new assets from existing style guides, and sometimes takes part in the animation process.

From finding inspiration from people and projects at the studio to learning new tips and tricks about areas she is less familiar with, such as game design, Julie continues to look for ways to grow in her career and in her art. The studio is excited, not only to see what Julie can learn from others here, but also what she can teach and bring to each project and team she joins. So let’s jump in and find out more about what drew her to art, what she looks forward to in her career at FableVision, and her favorite recipe to make from scratch!

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First and foremost, welcome to FableVision! How did you hear about us, and what originally drew you to the studio?
Thank you! I had heard of some of FableVision’s projects, such as Zoombinis, and looked into the studio more when I graduated. I always knew I wanted to create media for children, and the FableVision projects that focused on that are really what drew me to the studio in the beginning. I’ve always had a soft spot for cartoons, colorful characters, and games. I was also interested in  making educational media more inviting and engaging, so FableVision seemed like the perfect fit!

You studied animation at Massachusetts College of Art and Design. What was that experience like?
It was a great experience! For me, the most important part of my college experience was the community. I learned the most from the people around me: my friends, my peers, and my teachers. Being around a lot of talented and like-minded people helped me to grow and challenge myself in more ways than classes alone ever could. I made some of my best friends at MassArt, and I’ll never forget the late nights in room 721, when we would all work on our theses together while listening to music or podcasts and ordering food. Those are some of my favorite memories from school!

There’s a lot of discussion, now, involving the relevance of art schools. Personally, I think that tuition is certainly too high to be accessible to most students. It’s more convenient and affordable to get degrees online, but there is so much more to learn from than what you get out of class. This is especially true considering the invaluable relationships you make in college. It’s important for these experiences to be accessible for everyone.

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When and how did you realize you wanted to be an artist?
I’ve been interested in art and creative activities ever since I was in preschool. When I was little, my mom let me try all kinds of pastimes, like basketball and soccer, but the only thing that stuck was pottery class. In elementary school, I leaned more into drawing and creating characters. By middle school, I was oil painting. When it came time to decide where I wanted to go to college and what I wanted to do with my life, the answer was simple. I’d always been drawing and coloring, and I figured, if I could just keep doing that, I’d be happy. And I am!

From your vantage point, what do you think differentiates FableVision from other studios?
What drew me to FableVision initially were the types of projects. Everything the studio creates is fun and full of character, while also sticking to the goal of producing educational media and tools that help people learn and enjoy learning. For me, that was an important part of growing up and being in school. I think that’s part of what makes FableVision awesome, but also why it’s important to me as part of the team! Another thing that makes the studio unique is the people here; the staff is such a warm family.

What does a day in your life as Production Artist look like?
A day in my life starts with coffee and a pleasant walk across the river. Then, I dive into my projects for the day! Being a production artist involves being open to whatever direction the day takes you in. Sometimes you focus on one project for the whole day, and sometimes different tasks pop up throughout your time. It’s nice to be able to get into a groove and really sink into a project for a few hours, and then be able to pop over and see what others around the studio are up to. One of the best things about my job is that I’m collaborating with other people. It’s so much fun to contribute my portion to a larger whole and see everyone’s bits come together at the end to make something really amazing.

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Tell us about the graphic novel project you’re working on! What is it about and how does that process differ from the work you do at the studio?
I’m currently working with a writer on a graphic novel surrounding the lives of four kids who go to summer camp at Area 51 in New Mexico. I’ve always had an interest in paranormal stories, and it’s really lucky that I happened to cross paths with a like-minded creator! Working on a personal project at home is definitely a very similar process to what I do at work, although somewhat less organized. It’s wonderful helping clients create their visions and collaborating with a larger team at work, but it’s also nice to be able to inject my own personality into something a bit more with a project like this at home.

What are you most looking forward to in your career at FableVision?
I’m looking forward to growing more as an artist and continuing to learn new things both on my own and from the talented people I work with at the studio. Learning doesn’t stop when you graduate, and for me I still have a lot of goals I hope to achieve in the future. I know the types of different projects I’ll work on at FableVision will help guide me there. I’m also looking forward to the fun events we take part in together here, like board game nights, video game discussions, and participating in a weekly cooking exchange.

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You enjoy playing video games. What game is your favorite, and does the art in that game influence your own work or process?
A lot of games are very important and special to me, but Earthbound has to be my favorite. I played it for the first time a few years ago and just fell in love. It definitely felt like a connection to a piece of media I’ve never had before because I already saw so much of myself in it. Needless to say, once I played it, it certainly became a huge inspiration to me as a creator. I love the goofy artstyle, and as a whole, it just has so much charm and character!

Who is your biggest inspiration and why?
I’ve learned so much from all of the talented people I’m surrounded by, such as my friends, teachers, and coworkers, and I feel very lucky! My mom and grandma inspire me in many other ways, and I really see what kind of person I strive to be in them.

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We heard you like to cook. What is your go-to recipe when you have to bring a dish to a potluck?
My go-to recipe is definitely a pasta dish with tomato sauce from scratch. I grew up living within walking distance from my grandparents’ house, and every Sunday, my grandma would make homemade pasta and sauce with tomatoes and basil from my grandpa’s garden. My grandma taught me how to make tomato sauce, and my grandpa taught me how to make mozzarella cheese by hand. I still make my own tomato sauce in my apartment, but nothing compares to my grandma’s. It’s something I always look forward to when visiting home.


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More About Julie:

Most rewatchable animated series? Avatar the Last Airbender. I’ve seen the whole thing through about 11 times!
Favorite animated movie? Lilo and Stitch.
Smiley fries or curly fries? Curly Fries!
Favorite color? Burgundy.
Favorite childhood memory? Visiting the Museum of Natural History in New York City with my Mom.
Favorite Boston museum? The Museum of Science!
Dream vacation? I’d love to go back to Japan!
Animal you would most like to have as a pet? Realistically, a cat or dog. Unrealistically…a racoon. I love their tiny hands.

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June FableFriday: J Milligan and Cassandra Berger, Co-Founders of Lanky Co.

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J Milligan and Cassandra “Cass” Berger are…well…lanky. The dynamic co-founders of Lanky Co. met at the award-winning digital toy company Toca Boca. That collaboration has flourished into the launch of Lanky Co., a development studio for high-quality, kid-focused projects to delight and entertain audiences wherever they may be. With a cadence of colorful projects up their sleeve and vast experience working with high profile clients, Lanky is ready to take on any project.

Recently, J, Cass, and FableVision’s Tone Thyne teamed up to produce the quirky earworm that is the new Don’t Mix Us Up music videos. The series addresses the common catastrophe of mixing up things that are easily mistaken for each other but should never be confused. The result is a viral sensation, out now on Aardman studios’ new YouTube channel for teens and adults, AardBoiled.   

“We’re always delighted to hear that our work stands out in the landscape of kids media, because it’s not intentional, it’s just our personalities. We never want to talk down to our audience, and humor is number one,” shares Cass. “Visually, we’re both drawn to similar things so that results in having a cohesive output. We’re not afraid to put something different out there, as long as it’s true to us.”

 We sat down with the duo to talk shop, their preference for Cabbage or Lettuce, and what makes Lanky Co. so…lanky in this month’s FableFriday.

Congrats on the recent launch of Lanky Co.! Tell us more about your mission and the motivation for launching your own studio.
J: We launched Lanky because we both always wanted to have our own studio, and when our last gig came to an end we thought it was time to go for it. I’m really glad we did. Our mission is to make great stuff, add to the culture in a positive way, and focus on projects we care about.  

Cass: We were both at a time in our careers where it felt right to go for it. We wanted to be creatives who have a sense of ownership for whatever work we do, big or small. Whoever gets to the office first texts the other a trophy emoji, that’s how excited we are to get to work.

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Both Lanky’s live-action and animated projects have such a unique, creative style that stands out in the world of kids’ media! How do you describe Lanky’s personality? What unique perspective is your content adding to the landscape?
J:
We like to challenge the audience a bit—we try to get them engaged and invested in a way that we can leave things out and have them fill in the blanks. We do this with visuals and writing and for any age audience. It’s fun to watch something where part of the story happens in your head.    

You previously worked together in animation and production at the game development studio Toca Boca. We’d love to learn more about the history of your collaborative, creative partnership!
J: Cassandra came on to the Toca TV team as the Director of Animation. We’d sit in this half-finished interior room called The Barn with the content team and laugh hysterically for an hour or two coming up with ideas for mini-shows for the Toca TV platform. This was my favorite part of my job, which also involved running a subscription business and building a technology platform. We basically do the same thing now all day long in a much smaller office but with cleaner bathrooms and free kombucha. 

Cass: Back at Toca TV the Product Manager once told me that she was jealous of my meetings because she could hear my laughter coming from all of them. That’s the beauty of working on comedies, laughing means it’s working! We’ve carried that through to Lanky, where we know we’re on the right track when we’re cracking each other up.

Cass, before Toca Boca you spent some time as Art Director and Designer on several broadcast properties and published books. How have those experiences in visual development and show production influenced your work as Creative Director at Lanky Co. today? 
Cass: I’ve been lucky enough to work on a bunch of broadcast shows as well as a lot of show development. At Lanky we’ve taken on a few projects that are pure development, which is my favorite part! Because I’ve worked on shows before, I’m able to avoid complications down the road while we develop a project, as well as poking an idea enough to see if it has legs.

J, you’ve had some amazing experiences working with new technology as Creative Director of the Content Innovation Lab at Sesame Workshop! What technologies or content areas are you most excited about right now?
J: We’re doing a lot of bite-sized content for social media right now, and I love the challenge of packing a lot of story and information into a tiny thing. It’s like writing a sonnet or haiku, only with sound effects and speech bubbles and getting the timing exactly right. There is also a lot of interest in audio and speech recognition right now through podcasting and smart speakers which I find kind of cool and funny because it harkens back to radio theater, which gets the tech out of the way and puts the movie in your head, so to speak. 

Lanky may be young, but you’ve had a lot of collaborative experiences under your belt already, including the partnership with FableVision Studios to create the Don’t Mix Us Up videos. What was it like working with Tone Thyne on this wacky series of shorts?
Cass: Tone is one of my favorite people. He got me my first job out of college and has been a sort of mentor ever since. I was so excited to be able to work with him on an original project because I knew with him involved, it would be great.

J: Genius just wafts from Tone’s mind like that yeasty smell at Subway. Seriously, Tone is the best. When we gave him the note, “can you make the lyrics stupider?” he sharpened his pencil and molded the clever bits for a general audience and voila! Music video history was made.

You’ve also teamed up with Aardman animation studio to distribute the Don’t Mix Us Up series on their new YouTube channel AardBoiled. How is AardBoiled the perfect home for Don’t Mix Us Up?
J: We have always admired, no, worshipped Aardman’s comedy, craft, action sequences, attention to detail, and high, high bar for quality. It’s like everybody else was doing things one way and Aardman came along and thought, we’re just going to painstakingly make brilliant comedy for people of all ages and see what happens. We hope that Don’t Mix Us Up appeals to Aardman fans. We’re really happy to be working with them and to have the series on their channel.

We had so much fun working with you on Don’t Mix Us Up! Now that the series has launched, what’s next on Lanky’s horizon?
J: We have irons in fires all over the place. We’re creating new ideas for original shows and books as well as working with partners on edutainment, digital design, content marketing, and other kinds of storytelling. We love working on different kinds of projects, collaborating with folks, and are always looking for new challenges.

Finally, the Lanky mascot has an interesting (and creative!) presence on Instagram. Who is the mastermind behind-the-scenes?
Cass: When we had downtime early on we talked about creating some kind of Instagram comic, something that we could do just ourselves to get a presence out the world. We both come up with ideas and I draw them. The idea is to make quick bites that we can post to get a laugh. You can tell that we’re busy when there hasn’t been a post in a while but there are definitely Lanky fans out there eagerly waiting for the next piece in the series.


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More about J and Cass:

Favorite Muppet:
J:
Cookie Monster                     
Cass: Grover

Junk food of choice:
J: Shrimp Chips              
Cass: Fritos

Animated short that inspires you: 
J: Virgin Atlantic Safety Video
Cass: The Little Boy and the Beast

New technology you’re excited about: 
J: Cordless Vacuum Cleaners—total game-changer           
Cass: Virtual Reality drawing/digital painting

Kids’ show that makes you nostalgic: 
J: Magic Garden   
Cass: Pinky and the Brain

The best viral YouTube video:     
J: This should be viral.  Please everybody watch this!  
Cass: Don’t Mix Us Up: Cabbage & Lettuce (If I say it, will it make it viral?)   

Cabbage or Lettuce? 
J: Lettuce 100%   
Cass: Cabbage 100%

Favorite way to unwind?            
J: Chopping wood in my orange safety chaps
Cass: Watching The Real Housewives 

 

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