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August FableFriday: Nick Carbonara, Production Assistant

Production Assistant Nick Carbonara knows nothing brings people together quite like stories and games. His journey has brought him across the spectrum of the video game design process, studying game design and creative writing at NYU, dabbling in programming, and now finding a home at FableVision in the organizational side of producing. Nick’s passionate about relatable themes within unrelatable characters and the tradition of storytelling, something that connects us to our caveman days – when humans would stare at a campfire, imagining stories in their mind, dreaming of what could be. Read below to learn about his North Star (LEGO’s Junkbot Undercover), his favorite narrative works, and past campaign characters!  


Columbia High School (Maplewood, NJ) Marching Band Days!

What’s your “journey to FableVision” story?
Games have always been a part of my life. Since elementary school, I have played so many games, and loved the ones on the LEGO website, especially Junkbot Undercover. In high school, I played games with a lot of friends, and from there I knew that I wanted to do narrative work in storytelling: that’s always interested me, especially coupled with science fiction and fantasy. 

I focused on narratives in my work at the NYU Game Center, but I ended up being a producer also because you run your own projects there. I realized I liked producing and the organizational side of everything – planning and ensuring we meet deadlines to give us that psychological security. After graduation, I focused on narrative, but also worked as a producer on indie games. 

And that led me to FableVision – this exploration of the production side of media. FableVision is really cool! Everyone has great energy as they create things that help people and educate folks. It seemed like the best place to start that production journey as the environment is very encouraging.

Nick and his mom at his graduation day!

What made you decide to study game design in college?
There are so many small reasons. Building a game is really interesting because you create a system that people themselves have to step into. It creates these scenarios where you’re thinking about the plot but also putting in gameplay, by asking questions like, “how do the mechanics fit with the story? Is there branching? How does that change things?” 

I also like that some games are very social and can bring people together to contribute to a story. And I think there’s the technical component that I enjoy. I do a little programming sometimes – I can look at a script and say, “I can sort-of kind-of maybe kind-of know what is happening here” and I enjoy using those skills. You don’t get to tap into that as much in other mediums.

Presenting at GDC in 2019

What do you think is key to a strong production process?
There are a lot of ways to answer this because production is so multifaceted. The ones that stand out to me are ones you’d expect: milestones, goals, and flexibility. But it's important to think that these goals are not merely practical – they’re also psychological and morale-based. 

In some ways the reason I started moving towards production is because there were projects I worked on in school where I had no idea how I was going to get everything done in time. The idea of having a plan gave me the calm and security I needed to reduce my psychological load to actually do the thing. And for team morale, if you say that you’re working towards a specific vision and can outline it all in a document, that gives you and your team an assurance that you’re going to make something. There may be some upsets, which is where flexibility comes in, but it’s much easier to change plans when you actually have a plan.

Presenting Don’t Split the Party at NYU Game Center Showcase in 2019

What type of projects do you like to work on?
Narrative is something I like a lot – I love storytelling. In that realm, the narrative of projects I like to work on is often a mix of the fantastical, weird, or sci-fi, but with relatable themes.

For my team’s senior NYU capstone, we created Don’t Split the Party, a visual novel-style game about a group of friends who play Dungeons and Dragons and you play as their Dungeon Master, making choices about what happens to them in the campaign. But the friends in real life are fighting about various personal issues and you use the campaign to keep them from having a big falling out. And that was really fun since it had real-world problems instead of just D&D

I’m also working on a project right now with others called Untitled Melody. It’s about two friends who move to opposite parts of the U.S. after college to pursue various artistic dreams. Although they're uncertain of their paths, they listen to the same music, which allows them to enter this dream-like state and see each other’s thoughts. It's very abstract and magical. It’s fun to work through real problems of 20-something-year-olds with weird magic on the side.

What would you like to work on in the future at the studio?
In general, each new project always feels a little unique because of the team makeup, the challenge, and the client. As a result, I think that whatever comes my way will be very fulfilling. I do love narrative things, of course, which is baked into most of the stuff we do here at FableVision.

What was your favorite game growing up?
Growing up, I loved LEGO games. I remember this Bionicle point-and-click adventure game where they had to explore the island and solve the mystery; Bionicle was this story-based LEGO line from the 2000s. I also remember the classic LEGO games, like Junkbot, where the main character is a robot who works in an office. 

At NYU I attended Professor Naomi Clark’s lecture, where she mentioned that she worked on the LEGO web games. After the lecture, I talked to her and said, “wait, the LEGO web games?” She explained, “not the big ones like LEGO Star Wars or anything on console,” and I said “No, I know exactly which ones you’re talking about! I played those!” 

And eventually, when I left the lecture hall it was 8 or 9 at night and I called my father and said, “Dad, you’re not going to believe this–”

She was a great advisor and teacher, outside of LEGO-celebrity-status. It was really cool to meet her and work/study alongside her.

Are you currently in an RPG campaign?
Right now, I’m taking a hiatus on RPG stuff because of how busy I am, but for some highlights of other ones I’ve enjoyed: 

A Long Strange Trip was a story that used a preexisting world Ebberon, which is a mix of fantasy and pulp noir – there are detectives, international intrigue, and sometimes science-fiction. My friend took that world and made a story for it inspired by Grateful Dead songs. I played a character who was both a therapist and assassin. It was wild! 

In another, everyone was looking for objects that had powers based on different aspects of reality, but dangerous forces wanted to gather them to assemble more power. My character was a former revolutionary-punk-band-member, but the rest of the band was captured by the state. He was a goofy guy who just stumbled his way through life and hung out with other adventurers. He made a lot of silly mistakes or went on embarrassing adventures that became part of his character. It was a lot of fun to be that slightly-more-clownish, heartfelt personality.

How do you combat writer’s block? What’s your writing experience like?
When I'm trying to wrap my head around a story, I have the hopefully-not-unhealthy habit of talking to myself. I find it’s useful when you’re writing. Sometimes, if I'm stuck, I just go for a walk and tell myself the story out loud. That can be helpful since you can hear it and process it in a straight line, rather than thinking about it all at once. You can think about how it would sound to a reader or a viewer or a player. 

And to get a little more philosophical about it, storytelling is something that humans have always done. They’d just tell stories around a campfire, and I think you can feel closer to that by telling your story out loud.  It helps you answer questions like: “how would I tell my story to others verbally? Would it sound good? What are the exciting bits? What are the boring parts?” 

And then, other than that, I do lots of narrative writing for games when I can. I did some work on short stories way, way back. I’d also like to write for animation and comics one day. 


More About Nick:

Favorite book: I’m not sure what my favorite-favorite is, but in terms of short stories, I love “Story of Your Life and Others” by Ted Chiang. It was made into the movie Arrival. I also like a lot of graphic novels: one of my favorites is Hawkeye: My Life as a Weapon, by writer Matt Fraction and artist David Aja.

Favorite show: I like a lot of animated adventure stuff, like The Legend of Korra and Young Justice. The latter deals with realities of being a teen or twenty-something, which are things that I really connect with.

Favorite pasta recipe: A reliable favorite for me is pasta with cream, tomato, and spinach. It’s really tasty, especially with parmesan cheese on it, and it’s an easy option. On special occasions, though, when I don’t have to be too healthy, I love carbonara. Genuinely. Unironically. It’s a fantastic pasta.

Favorite video game: That’s tough. I played a lot of Halo with my friends growing up, so that has a special place because of all the memories. I also really love the game Prey by Arkane Studios.

Favorite tabletop game: I definitely play Dungeons and Dragons the most, but I’m really excited about smaller RPGs. Lady Blackbird and Dread are both so much fun too. 

Favorite rock band: My favorite is The Anix, an industrial rock act from Los Angeles. I also like David Bowie a lot – my friends and I used to listen to David Bowie when we played Halo

Sputnik

Sparky

Apollo

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December FableFriday: David Welsh, Production Assistant

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David Welsh is a classic example of how it’s never too late to follow your passions. After spending a few years in the workforce in customer support and software training, David realized that he wanted to do something different in his professional life.

“[Customer support and software training] gave me fantastic opportunities to learn about project management and technology,” says David. “But, as someone obsessed with toys and games, I found myself wanting to transition into a creative field.”

Then, in 2014, David attended FableVision’s Creative Juices Art Show. He walked through the double doors, past the Wall of Inspiration, into the studio—and immediately felt a connection. From there, he went back to school, earned a communications degree, interned at FableVision in the marketing department, and returned a year later as one of FableVision’s  production assistants.

In his current position, David is a vital part of the production team, assessing games for bugs, recording voice overs for animations and games, and bringing the creative and technical teams together.

Let’s jump in and hear about David’s long history of storytelling, what goes into writing a stellar game, and where to buy the best flannels!

What inspired you to start working in educational media production? Is there any particular moment where you knew that’s what you wanted to do?
I consumed an extraordinary amount of media when I was a kid. I loved Beverly Cleary books, Nintendo games, and Hanna-Barbera reruns. But I also loved going to school and admired my teachers. When I graduated high school, I wasn’t sure whether I wanted to be a children's author or an elementary school teacher.

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How does your experience as a former marketing intern at FableVision inform your work as a production assistant now?
It was an open secret that I was more interested in production than marketing, and the studio provided wonderful opportunities to learn about production. As a marketing intern, I got to meet with the producers when I wrote case studies, and these meetings taught me about their process and projects. I also valued the coffees and chats I had with members of the producer team.

Through the marketing internship, I also produced FableFolk, a video diary series about the studio. Sarah Ditkoff and Mitul Daiyan’s mentorship taught me a lot about project management and delivering a polished product, and being able to study under their guidance was the most valuable experience of my internship.

What is your favorite project that you have worked on during your time at FableVision?
Parade of the Wooden Soldiers was one of my first projects, and it was such an exciting one! FableVision partnered with the Boston Pops to create an animation for their live performances this holiday season. It was a wonderful introduction to the FableVision animation process, and I got to work with amazing FableVisionaries across the studio like Sarah Ditkoff, Gary Goldberger, Tone Thyne, Keith Zoo, and Didi Hatcher. The producer for Parade of the Wooden Soldiers was Michael Fogarasi, and it was an excellent opportunity to learn from him as I got on board with the studio.

Writing games seems to be one of your specialties! Thinking back to when you were working on Katanas & Trenchcoats and Aethera Player Companion – Intrigue Manual, can you tell us about what goes into writing a successful game?
These books were amazing to work on because roleplaying games are collaborative experiences. As a contributing writer, I got to play in the game designer’s sandbox. My job was to work with the team to write lore that fit the setting and would inspire players to create their own stories through play.

Understanding these parameters, I had to remember that less is more. The more details I wrote, not only was I taking up precious page space, but I risked limiting the player’s imagination. To write a successful game, you need to put the player first and be willing to share your toys.

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With your amazing story-telling skills, it’s no wonder you’re a Dungeons and Dragons enthusiast! What’s your favorite part of running a game of D&D?
My absolute favorite part of Dungeons and Dragons is when I have to tear up my notes because the players pushed the story in a direction I didn’t anticipate. I love the communal storytelling of Dungeons and Dragons. Roleplaying games are a fantastic creative exercise, and each game feels like making a movie with your friends.

I was thrilled to run a game for the studio at Extra Life 2018 and see a different side of my co-workers as they worked together to overcome traps and monsters.

So you have two adorable dogs. What’s your favorite thing to do together?
Scooby is our 13-year-old Italian greyhound. I’ve always treated him like a roommate, so my favorite thing to do with him is watch movies on the couch and share snacks.

My wife and I adopted Prince just a few months ago. He is a four-year-old retired racing greyhound. We enrolled him in obedience school, and I really enjoy the bonding we’ve had through our training. I’m proud to say that our dog is top of his class!

You’ve been an Extra Life participant even before working with FableVision. Can you tell us about your experience with the fundraiser and what you’ve taken away from it?
I participated in Extra Life 2010 with a local board game store I worked and blogged for. It was one of the first years of Extra Life, but the idea clicked with us immediately. We could play games all day for a good cause. I think the concept is beautifully simple, and in my experience, people playing for Extra Life always prioritize the fundraising over the gaming.

I brought my nephew to Extra Life at FableVision this year, and he was proud to have helped raise money for Boston Children’s Hospital. When the day was over he said, “That was fun, but next year we should try to raise $7,000!”

(But it’s not too late to cross that line this year. You can still donate!)

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Tell us about A Blumhouse Divided. What has podcasting taught you about storytelling?
A Blumhouse Divided is a podcast where my wife Ashlee and I discuss movies from the film studio Blumhouse Productions (Paranormal Activity, Get Out). We started the podcast because, after we began recognizing the company’s logo on some of our favorite horror movies, my wife said she wanted to watch every movie they had made. I was looking for a project where I could practice my production skills, and this seemed like as good a premise as any.

Our film discussion and analysis is casual, but I’ve learned a lot about storytelling by watching these films in context of their franchises or other films from the studio. Making the show has also taught me about finding compelling topics to discuss and creating interesting segments.

Jason Blum, the head of Blumhouse, has a philosophy of capping a film’s budget at $5 million. Watching the movies with an understanding of the restraints they were under helps me appreciate how a great project can get made when you know how to allocate limited resources, so A Blumhouse Divided has also given me insight into the production process.

You’ve also dabbled in poetry, what sparks your creativity and inspires you to write?
Dabble is the right word to use because I wouldn’t call myself a poet. I’ve worked with so many different ways to tell stories—short stories, blogs, podcasts, comics, film, games. I think what sparks my creativity is that I get excited by everything and I have to put that creative energy wherever I can. That’s why I love working at FableVision. On any day, I could be recording audio, editing video, or brainstorming game ideas.


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Fun Facts/More about David:

Favorite video game: Castlevania: Symphony of the Night
Best mythological creature: Minotaur
Most recommended book: My Best Friend’s Exorcism by Grady Hendrix
Favorite horror movie: A Nightmare on Elm Street
Fictional world you wish was real: Toontown
Best place to get flannels: Old Navy
Best comic book character: Nightwing
Favorite snack: Cape Cod Potato Chips
Favorite cartoon: Adventure Time

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