Viewing entries tagged
Theater

Comment

August FableFriday: Kellian Adams Pletcher, Director of G.L.A.M. (Galleries, Libraries, Archives, Museums) Innovation

Kellian.png

Galleries, Libraries, Archives, and Museums—this is Kellian Adams Pletcher’s world of G.L.A.M. and we’re all just living in it. With her large, bright smile and signature enthusiasm for immersive learning experiences, Kellian recently joined the FableVision team as the Director of G.L.A.M. Innovation. The studio has a long history of working with informal learning spaces, including museums, and Kellian’s background in imaginative, game-based work will help FableVision grow its partnerships with the G.L.A.M. community through the merging of physical and digital worlds when engaging the public.

“I’ve worked with museums across the country and across the world, and I absolutely love it,” says Kellian. “I’ve also always loved FableVision—I’m impressed by the projects, games, and everything the company builds. I’m excited for my new role and to build museum games for a large studio with an incredible team.”

Through her work at Active Chinese, SCVNGR, and Green Door Labs, Kellian joins FableVision with 12 years of experience in crafting immersive experiences through creative and strategic game design. As the mastermind behind Green Door Labs, a company that builds site-specific games and adventures, Kellian has created custom mobile games, cultural institution games, and interactive theater experiences, for clients like The Metropolitan Museum of Art, The Smithsonian, The National Parks Service, The USS Constitution Museum, and many more. 

Kellian’s passion, creativity, and extensive experience makes for the perfect new FableVisionary. Read more to learn about Kellian’s G.L.A.M. journey, theater projects, museum knowledge, and love of swing dancing!


What is your journey to FableVision story?
I’ve run into FableVision’s team and work a lot in the last ten years at Green Door Labs and I always had so much fun with them. I told myself that if I wasn’t at Green Door Labs, the only other company I’d really want to work with was FableVision. As an independent studio owner, I have to say I was pretty burnt out after the pandemic, and I considered entirely shifting directions. Luckily, I caught up with Gary Goldberger, and he told me I could do what I do, but with the support and energy of a larger team with FableVision! It had honestly never occurred to me that I could continue building museum games, such a niche profession, at a larger studio, so I’m really excited to imagine what we might be able to build together!

Why are informal learning spaces important?
Learning is social and it’s best achieved when people are relaxed. While a K-12 school is essential, it’s a pressure-cooker environment for kids. On the other hand, informal learning spaces allow children and adults to learn in a way that’s authentic and organic. People can discuss with each other why certain pieces do or do not resonate with them, while also learning their history. Museums increase empathy and kids that go to museums at least once per year show an increase in ability to empathize with other people. 

The secret of the G.L.A.M. world is that G.L.A.M people find magic in objects and they connect people to that inherent magic. It’s hard to throw away an old t-shirt or a childhood teddy bear because they have meaning to you—even if you know the object itself is monetarily worthless. Galleries, libraries, archives and museums help us understand which objects have the right magic for our times and how to make sense of it. G.L.A.M.s use objects to address deeper issues of how we attribute meaning and value in our lives—a concept that gets fuzzy sometimes in the world of intangible ideas. That’s also why museums can keep such gigantic collections—one never knows what will be relevant to people in the upcoming years. For example, objects created by and for American and European white men aren’t as salient in 2021 as they were in 2000. However, museums that have been wise enough to collect objects and art created by and for women and people of color suddenly have found that those objects have a whole new resonance for all people today!

What are you hoping to work on in the future at FableVision?
I have big ideas! I’m really excited about the European market because European museums (with the exception of Great Britain) have been traditionally more conservative than American museums when it comes to building game-based interactives or creative programming in their galleries. Now that they’ve seen how games and story-based exhibits in American museums have been reliably successful, European museums don’t think it's a  “crazy” new approach anymore and a lot of them are curious about what can be done there. 

I’m also interested in projection mapping, which is a fantastic way for visitors to interact with museum content. I was blown away by what was done with Connected Worlds at the New York Hall of Science a few years ago, and the technology has only improved and become more robust since then. Museums like the National Palace Museum of Taiwan’s Children’s Gallery 2.0 use this wonderful combination of animation and objects. Projection mapping is starting to appear in large, mainstream gallery exhibitions, like Tokyo’s teamLab Borderless or the traveling immersive projection Van Gogh exhibit. With FableVision’s incredible art and animation team plus our game design and development chops, I think we can create some interactive projection mapping installations that could knock your socks off! 

Munbax overview.jpg

And what’s your approach to immersive projects?
I don’t want to get distracted by the perfect thing I could create if I had buckets of liquid cash because that’s seldom the situation in the G.L.A.M world. We want to figure out how to build the best possible project with what we have. I’ve developed a system to figure out what my design parameters are and that direction makes me more creative! It’s very seldom a blue sky so I systematically list out a project’s goals, resources, and restrictions and boil that down to a smaller subset of possible projects. We take a look at the funnest options that fit our design parameters and go from there. I find that the problem with creativity often isn’t too few ideas—it’s too many! A lot of it is the process of taming those big ideas into something that can really shine. 

How did you get started working in the G.L.A.M. community?
I started out as a middle school teacher, which I suppose is not too hard to imagine if you talk to me for more than ten minutes. After teaching in Shanghai for five years, I received my graduate degree in teaching to launch my teaching career in the U.S. However, I also worked as a producer at an educational video game company in Shanghai that built language learning games and created fun stories. I got bitten by the game design bug! After you’ve done that, it’s hard to give up interaction design and return to a regular K-12 classroom. I wanted to continue creating crazy new interactives! 

SCVNGR, a 2008 start-up that focused on social location-based gaming for mobile phones and later launched LevelUp, brought me on as the head of museum projects. It was the wild west—no one knew about location-based gaming and museum games at the time. My education background allowed me to help museums express their learning goals. As I worked with different people from museums across the world, I realized that they were my people, my tribe.

How have you seen the G.L.A.M. spaces react to the pandemic and what does that mean to the future of informal learning spaces?
There’s a long history of museums in America battling between academia/curation and education. Some lean toward the idea that museums are academic institutions that publish papers and do academic research, while others focus more on how museums are living, public spaces that draw and educate crowds. The pandemic shifted museums toward collections and many laid off staff in the education space. Although it’s devastating, it’s not surprising, and educators hope that this will balance out in about two years. While museums suffered during the pandemic, because the U.S. has a lot of smaller, quirkier museums (like the Hammer Museum in Alaska that I visited), people rallied to save the spaces they care about. You have a lot of special diamonds in the American museum system.

Screen Shot 2018-10-19 at 12.10.13 AM.png

Another interesting thing is that a lot of the laid-off museum staff have become freelancers over the last year. As opening museums think about their physical spaces and their limited staff, they’re turning to their former staff, who are now independent contractors. While museums previously created a lot of in-house projects, I predict they’ll now be turning to other companies or outside sources.

How did you go from designing museum games, like Murder at the Met, to immersive projects?
There exists more overlapping between the two than people expect. I’m part of the Boston Playable Theatre Project, I taught as an adjunct professor in game design at Northeastern University for four years, and I’m friends with a lot of game designers in Boston, like Lizzie Stark, Caro Murphy and Celia Pearce. Boston has an amazing games community and games became part of the immersive scene really naturally here. So it was a natural transition for me as well, especially since my specialty is location-based games that involve a physical space. I’m best at getting people interacting with technology in a physical space.

Can you talk about some of your immersive theater projects?
At my company Green Door Labs, a Boston-based indie game design and production company, our first immersive theater project was Club Drosselmeyer 1939. A recreated swingtime Nutcracker set during WWII, it has elements from live-action role playing, escape rooms, and immersive theater cabarets. Last year, due to COVID-19, we did an audio Club Drosselmeyer, where audiences would listen to a radio show online, call different telephone numbers as they completed puzzles, and reach seven different endings. I’m hoping to do a full, in-person Club Drosselmeyer again this year. My swing dance community has been such an important resource because I’d contact my friends and be like, “Danny, let’s rewrite Nutcracker in swingtime” or “Elise, let’s get an eight-piece swing band!” Last year we also created the American Society for the Protection of Magical Creatures, an online puzzle-solving game about a magical nonprofit working to protect the magical ecology.

And lastly—you love swing dancing?
Yes! Before COVID-19, I would go dancing in the evening until 11 p.m. and then we’d go out for ice cream—at least three times per week. I’ve been dancing for a long time and I have a team called the Boston Lindy Bomb Squad, which does Lindy Bombs that focus on music, fun, and community. Every summer, we also participate in the Roaring Twenties Lawn Party at the Crane Estate. Everybody brings picnics, we wear our 1920s hats, dresses, and gloves, and we dance all day to live music.


More About Kellian

Favorite era or decade? Definitely the 1940s—it’s the first time in the U.S. when women see real agency and independence that’s recognized by U.S. law. They began to own businesses, take leadership roles, and enter universities at higher rates. As women were employed in industry, publishing, and computing, the establishments started to realize during wartime that women are an essential addition to the workforce and public life. It was also the first time that women in the U.S. were accepted into the military, starting with the U.S. Army Air Force. Women Air Force cadets, also known as WASPs, served in clerical and mechanical roles. Some women pilots even ran domestic flight routes! (Though the first American female combat pilot didn’t fly until 1993.) I love the music, art, and imagery that showcase a sense of rebellion and joy in this dark time in history.

Favorite museum? Isabella Stewart Gardner Museum—I love the story of Isabella and what she collected and how. She was such a force of nature. For instance, the Rape of Europa is one of the most valuable pieces of art in the world and it’s not sequestered in a perfect room with perfect lighting. Isabella hung it right above a swatch of fabric from her favorite dress. Why? Because she really liked that dress. And the Titian was OK, too. She was so human, and there’s nothing like a regular person to add some humility to a great Titian masterwork. I love that humanity and the fact that the museum can’t rearrange her collection from how she set it. The Gardner allows you to see the art for what it is, not what it’s supposed to be. The Peabody Essex Museum is a very close second. I love that it’s the oldest museum in the U.S. and that it includes so many wonderful things—I could stay there forever! Fashion, natural history, classical art, Asian art, Asian export art, an actual house from China, contemporary art, oddities, and historic New England buildings—the PEM has it all! 

Favorite game? Quandary—it teaches the process of decision making, demystifies compromises, and helps kids understand the difference between fact and opinion. It’s a perfect game for middle schoolers because it’s so clear and logical. I think adults could stand to play it as well!

Favorite book? Baroness Orczy’s The Scarlet Pimpernel—what isn’t there to love? There’s a hero husband, a genius wife, secrets among them, secret identities, and the saving of nobles in France. Recently, I’ve been reading Terry Pratchett’s Discworld series.

Comment

Comment

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

lanky_blog3.jpg

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.

SFX_session.JPG

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.


lankyoffice.JPG

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 

 

Comment