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FableVision Shines at Games for Change

Celebrating its 20th anniversary, the Games for Change (G4C) Festival in New York City brought together industry leaders, game developers, executives, and fans to share best practices from the best impact-making games and the creative minds behind them. 

As frequent festival presenters, attendees, and award nominees and winners, FableVisionaries are no strangers to G4C. FableVision has attended and been involved with the festival from its early years, as it perfectly aligns with the studio’s mission to move the world to a better place through positive media. We’ve proudly collaborated with G4C in the past and have been honored to showcase our work in its arena. In previous years, FableVision’s Caduceus: Staff of the Alchemist, created with Children’s Hospital Trust, was nominated for the Direct Impact award, while Quandary, created with Learning Games Network, won the 2013 Game of the Year award.

FableVision shone at two studio project briefs, featuring our games Nunaka and The Plastic Pipeline. Read on for a recap. If you have questions about these projects, please reach out! We’re happy to chat.


Nunaka!: Games for Indigenous Cultural Heritage Preservation
FableVision Presenter: Anne Richards, Producer, Game Designer, Co-Creative

Created with Chugachmiut, a non-profit that serves Native tribes in the Chugach region of Alaska, Nunaka is an early childhood mobile game that excites 3-5-year-olds about the Alaska Native Sugpiaq culture, teaches the Sugt'stun language, and targets key school readiness goals. The game recently won the Formal Learning (Elementary) award at the James Paul GEE! Learning Game Awards

Anne Richards, who produced the game, has deep expertise in developing children’s media for television, publishing, games, edtech, and more. Her experience and game design background contributed to creating a fun, engaging, and beautiful game. Anne’s presentation emphasized the importance of making communities like G4C more accessible to the Indigenous people who are inspiring conversations around representation in the edtech space – also how we can travel to meet knowledge holders where they are.

In the story-driven game, players take on the role of a Sugpiaq child living with their grandparents, Emaa and Apaa, in a fictionalized version of a community based on villages in the Chugach region. Players create an avatar and explore the village, completing activities and minigames, while collecting items and interacting with other residents, including human characters and animals from the region. 

To make the game as culturally accurate as possible, FableVision co-designed and co-developed Nunaka with Chugachmiut and the Sugpiaq people during virtual Elder meetings. Studio members also visited Alaska multiple times for meetings to get feedback in person from the Sugpiaq Elders and village Head Start students. 

Nunaka stands out from other cultural games by preserving an endangered language. “There were a lot of intricacies of working with Sugt’stun,” said Anne. “This language has been passed down via oral tradition rather than as a written language, and there is an extremely small number of master speakers remaining, many of whom have lost some of their knowledge of the language over time.”

To ensure that Nunaka captured Sugt’stun correctly, FableVision gathered groups of speakers to help each other with script translations and to collectively navigate dialectical differences, which could be significant even within a small geographic region. It was also important to investigate the cultural context behind translations to make sure details weren’t getting lost in the process. “One of our favorite examples: ‘Akutaq,’ which is translated as ‘Sugpiaq ice cream’ in English, is a dish of potatoes and seal oil. Very different from the ice cream we are used to,” said Anne.

Anne acknowledged the limitations of her ability to represent the Sugpiaq perspective on Nunaka’s creation process. “I’d like to challenge attendees and the larger G4C community to engage with ways in which these conversations can be more accessible to Indigenous people themselves,” she said. “It was not possible for our Alaska Native partners to travel a long distance for a brief conference presentation. I encourage the community to consider how to make our spaces more genuinely accessible to Indigenous and marginalized people.”

Play Nunaka today! The game can be downloaded on iOS and Google Play.


The Plastic Pipeline
FableVision Presenter: Jonah Gaynor, Producer

Considering that the world is producing double the amount of plastic waste as it did two years ago, the Wilson Center partnered with FableVision to create The Plastic Pipeline, an online game that educates and encourages policy change to combat leaks in the real-life “plastic pipeline.” 

FableVision producer Jonah Gaynor utilized his game design background to design Nurdle Alert!, a minigame that teaches players about nurdles and their impact on the environment. “Nurdles are the ‘lego bricks of the plastic world,’ the smallest unit of melted down plastic,” he said. “Staying consistent to the art and style of the game, the minigame centers around capturing these nurdles with a net before they damage the environment and creatures.” 

To engage young adults with the game, players act as influencers in Plasti City who have the power to create change by learning from characters in different locations who interact with the pipeline at every stage and represent different voices within the discussion of what to do about the plastics crisis. The game centers around policy decisions to show that the largest burden of responsibility for lessening plastic pollution falls on legislatures and policy makers, rather than individual consumer actions. 

Director of Wilson Center’s Serious Games Initiative Dr. Elizabeth M. H. Newbury and Director of Wilson Center’s China Environment Forum Dr. Jennifer Turner presented with Jonah to explain the game development process – policy research, iteration and design, and testing, and the next steps, which would involve more testing and further building out of the game. 

While Nurdle Alert! starts out fairly easy, the levels get exponentially challenging, mimicking the real difficulty of the clean-up process, and encouraging replayability. “The levels of the game demonstrate that the clean-up process doesn’t have a simple solution,” said Jonah. “While that is frustrating, players keep returning to the minigame hoping to improve their score. That also allows them to keep exploring the game, furthering its mission in educating players about the plastic pipeline.”

Check out the game and stay tuned for its further development.


In Summary – More Highlights & Takeaways

The G4C movement promotes using games for social change, and changemakers discussed how games can be more than great entertainment, but can also unite communities, improve players’ well-being, help players express themselves, foster creativity, provide education, and more. To spark change and make the most impact, speakers encouraged game developers to broaden the community by looking into emerging markets, making games available to a larger audience, and creating games with players’ interests in mind.

Among other topics, this year’s festival discussed how games can raise awareness about sustainability and social justice issues. Games like Endling: Extinction is Forever by Herobeat Studios (Game of the Year and Most Significant Impact) and Terra Nil by Free Lives (Most Impact) confronted environmental degradation and restoring nature. 

Meanwhile, Go Nisha Go: My Life My Choice by Howard Delafield International, LLP (Best Learning Game) and (val)iant: or, val’s guide to having a broken vag by Cactus Studio (Best Student Game) focused on sexual and reproductive health, empowering women to make informed decisions about their bodies. The festival’s winners from this year represented eight countries – check out the full list of winners and nominees

Grace Collins, a former FableVisionary and founder/CEO of Snowbright Studio, was recognized as the 2023 Vanguard recipient for their work in bringing the game industry to new places, such as the Smithsonian and U.S. Department of Education, as well as their advocacy for LGBTQ+ voices. We congratulate Grace on all of their amazing work! 

Thank you G4C for a great festival. Until next time!

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May FableFriday: Tone Thyne, Vice President, Moonladder

Tone

After congratulating Tone on his ninth anniversary at FableVision and the rebranding of Moonladder, FableVision’s film and television division, let’s take this oppor-tone-ity to learn more about Tone Thyne. As Vice President of Moonladder, award-winning creative executive Tone focuses on creating, showrunning, and co-producing animated and live-action properties. By drawing on his personal experiences and meeting children at their level, he sets the tone for his broadcasting work, hoping to create educational, inspirational, and relatable content for kids.

“The best show creators are highly nostalgic in nature,” said Tone. “Reaching into the past to dust off experiences and feelings that we remember as kids (or remembering gems from our own childrens’ growing up) is the best way to create characters and experiences that viewers will relate to. Most of the stories I write are ripped from the pages of the Thyne house.” 

Read on to learn more about Tone’s creative journey, advice for aspiring children’s content creators, his latest hobby, and what he thinks about Woody from Toy Story.


What’s your “journey to FableVision” story?
Sesame Street and Mister Rogers' Neighborhood have always been some of my greatest sources of inspiration. Each show seamlessly educates viewers by way of engaging characters and compelling stories. The learning is never didactic since the content is so entertaining. How can you even taste the spinach when it’s chopped up and mixed into a delicious milkshake? This kind of dedication to create meaningful content with a whimsical twist lines up beautifully with FableVision’s 200-year mission to move the world to a better place through media, storytelling, and technology. I was thrilled to join FableVision in 2014 to create original content with a studio that embodies my outlook on the positive power of children’s media through purposeful storytelling.

Congratulations on the rebrand of Moonladder! Can you tell us more about FableVision’s newest group? 
It’s an exciting time for FableVision. We are expanding in step with the industry’s growing need for original content. Since our studio creates original properties in the audio space with our audiyo-yo group and original games with our FableVision Games team, we felt it was fitting to distinguish FableVision’s original film and television properties with their own distinction as well. And so, Moonladder was born. 

We know that a kinder world begins with the bonds we form between young viewers and aspirational characters. Today, there is a notable focus on children’s media platforms to incorporate learning goals that lead to positive change in our world: diversity, gratitude, giving back to your community, inclusion, mindfulness, equity, and so on. Creating stories that inspire children to think about and interact with others in meaningful ways is in perfect alignment with Moonladder’s North Star. 

Rachel Marcus joined our team in February of this year and we are thrilled that her creativity and expertise in broadcast distribution and financing will help place Moonladder’s meaningful content with appropriate homes on important broadcast platforms around the world.  

Before you found your calling in creating, writing, and showrunning animated properties, you were an animator. Where did your creative journey take you?
I studied animation at The University of the Arts in Philadelphia, and cut my teeth in the real world at Walt Disney Feature Animation (great place to work, a little bit of a Mickey Mouse operation). I began there in production on groundbreaking films like The Lion King, Pocahontas, Mulan, and The Hunchback of Notre Dame. Over my 12 years at Disney, I worked on other animated jewels like Tarzan, Fantasia 2000, Atlantis, and Toy Story. I left in 2001 to follow my lifelong dream of creating educational content for kids and had the incredible opportunity to animate segments on the “Letter I” and the “Letter N” for Sesame Street (it was my IN!). This eventually led to my producing animation at Little Airplane Productions where I produced animated series such as The Wonder Pets!, among others. While at Little Airplane, I co-created The Adventures of Napkin Man! Fueled by the thrill of creating my own series, I packed up my expertise and headed to FableVision to join superhero forces with the dream team at the studio to create some of the world’s most meaningful content. 

What was your time at Disney like, working on blockbuster films that many kids grew up on and cherish? 
It was unlike any experience I had ever had. The Great Masters of Animation were creating world-famous and culturally indelible characters literally right in front of me. I remember being in Michael Surrey’s office while he was sketching out options for what Timon could look like – or in Ken Duncan’s office while he was dreaming up Jane from Tarzan. I had amazing “front row seats” to recording sessions with notable talent like Tom Hanks, Demi Moore, Catherine O’Hara, among so many others. Music meetings with Alan Menken and Stephen Schwartz. What an absolute thrill. And knowing that the content that we made at Disney has such a global appeal and can impact people around the world in a positive way is nothing shy of heartwarming. Disney was a Master Class in making something from the very germ of an idea to post production and distribution. Being a part of that process helped mold my production skills, allowing me a 360 degree view of every aspect of creating content.

What attracted you to children’s television?
I was born the same year that Sesame Street was born and literally grew up watching the show. It had a profound impact on me, which helped me realize how effective and creative children’s media can be, especially on television. Creating children’s content that has the power to positively shape the citizens of tomorrow is a privilege that I’m grateful for every day.

Wonder Pets! Schoolhouse

Wonder Pets! Schoolhouse

What’s the key ingredient for all of your projects?
Quite simply: PERSONAL EXPERIENCE. Viewers need to connect with content that they consume. The best way to connect with content is to relate to it in some way. The most effective tool for creating relatable content is to draw directly from personal experiences. Viewers can feel that authenticity. 

On a train one day, I was tickled to watch a playful interaction between a mother and her baby. Each time the mother handed the baby his soft toy, he would throw it onto the ground in a fit of giggles. I was mesmerized. So, when Sesame Street called looking for a short film about counting, I drew on this real life experience and created The Silliest Counting Show, a piece showcasing a little girl attempting to count soft blocks with a playful baby who continuously throws them on the floor. I was able to harness the joy and playfulness of the real world experience in our short film.  

Considering the importance of “lived experiences” in creating authentic content, it’s vital to have a broad range of voices at the table that represent the experiences characters portray on screen, whether cultural, historical, or personal.

Dads Rock

What advice do you have for aspiring kids’ content creators?
Create what you know. You can’t tell stories or develop characters that aren’t close to you or it will reek of falseness. 

Also, know your audience. When my daughter celebrated her third birthday, I took tons of pictures of the adorable party, but when I looked at them later, I realized that they didn’t capture the magic of what I experienced in person. On her next birthday, I got down on my knee and took photos that were on an eye-level with the kids. Those photos put me right back at the party. Being on the same level with the kids had a real magic to it. There’s a famous clip of Mister Rogers speaking with a child in a wheelchair on his show. Mister Rogers doesn’t stand up and talk down to him, he crouches next to him, asks him if he can lean on his chair, and talks face-to-face with him. He literally gets down on the same level as his viewers. Metaphorically, children’s content creators need to join our viewers at their level.

And finally, give your characters flaws. Young viewers recognize flaws and relate to them. Showcasing “perfect” characters leaves a void between the viewer and the character they should be relating to. Whether a character is too impulsive or impatient or a little clumsy, young viewers should be able to look at a character and say, “That’s me. I know that person, I can relate to them.”

What are some of your hobbies?
I’ve been converting an old potting shed in my backyard into an art studio with an incredible custom floor. I bought 16,000 classic #2 pencils and created a herringbone parquet floor with a layer of epoxy over top. It’s super fun and immensely inspiring. This is where all the great future ideas will be born! 


More About Tone

Favorite show? Mister Rogers’ Neighborhood, of course.

Favorite movie? It’s a Wonderful Life, of course.

Favorite game?
My kids made up a game they call The Chain Game. We play it on car rides or at the dinner table. One person plays a song, then the next person picks a new song that is linked in some way through lyrics, theme, guitar riff… anything. It’s DJ Round Robin. 

Favorite place traveled? Crayola Experience in Easton, PA.

Favorite type of music to listen to while working?
Somehow sad music helps me come up with great creative ideas. The sadder the music, the better. I search Spotify for “Sad Playlists,” “The Saddest Music of all Time,” or “The Weepiest Break Up Songs.” When I put on my headphones and announce, “I’m going into my sad cave,” everyone knows I have some ideas to come up with. 

Favorite practical joke?
I began my first day at FableVision on April Fools’ Day. I came into the studio with a tray covered in foil and announced that I always bring brownies to commemorate my first day on a new job. When the staff pulled the foil away, they discovered a pile of Brown E’s that I had cut out of construction paper. They’ve never forgiven me.  

Concept art for Woody, featuring Tone’s blue eyes

A Tone fun fact that most people don’t know?
At Disney Feature Animation, the characters the artists create always seem to end up looking like the coworkers they spend so much time with. Everyone there is seemingly somebody. It’s like working at a theme park – Gaston and Pocahontas were great friends of mine and Belle was my boss. Woody from Toy Story bears a striking resemblance to me. Thankfully, my boots are free from snakes though.

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FableVision Studios’ Top Moments of 2021

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It was the second year of the pandemic but in many ways 2021 brought us hope. Producing “stories that matter, stories that move” has never been more important. 

We’re so lucky to have our incredible staff, friends, partners, and clients who collaborated with us on amazing educational animation, videos, games, and interactive projects. We can’t wait to continue working with you (spoiler alert!) from our new space! As we look forward to FableVision’s new chapter in 2022, here’s a look back at our top moments from 2021.


1. Award Winners
We are honored to represent unique, creative, and educational projects. Thank you for your recognition!


2. Amazing Partners
We’re happy to work with current and new clients for immersive and educational collaborations. Here are just a few partnerships that we wanted to thank.


3. Thought Leadership
We love sharing our insights and learning from other experts at conferences. Here’s where we presented this year.

Peter H. Reynolds - Education Exchange Keynote

4. Newsworthy Collaborations
Here’s how more people had the chance to learn about our projects.


5. Seasonal Banners
We welcome each season with beautiful banners created by our artists. We hope you love them just as much as we do! Doesn’t our winter one help us end 2021 on an especially cozy note?

Spring banner designed by FableVision Production Designer Julie Oliveira

Summer banner designed by FableVision Production Designer Julie Oliveira

Fall banner designed by FableVision Lead Artist Christina Kelly

Winter banner designed by FableVision Production Designer Julie Oliveira


6. New Studio on Newbury Street!
As 2021 was FableVision’s 25th anniversary, we’re celebrating with the studio’s new location in one of Boston’s most iconic districts—Newbury Street! The original wood floors, vintage skylight, and spacious roof deck with beautiful Boston views will inspire us and give us that extra boost to continue creating wonderful projects together. We look forward to working with you and inviting you to our new home.

Thank you for following us in 2021. We can’t wait to make 2022 even better!

New Office

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Welcome to FableVision’s Summer Camp!

As sunlight fills the days after 15 months of COVID-19, we’re looking forward to an engaging and exciting summer. To ensure that your children continue to learn while they’re on break, we created FableVision’s Summer Camp—a compilation of resources, including educational animated series, games, softwares, and videos.

Help your children have a fun summer by supporting their creativity, sparking their imagination, and encouraging their interest in new things. Whether they enjoy animals, engineering, or meteorology (just to name a few)—we’ve got you covered with a variety of free/low-cost activities that can be enjoyed by your family! 


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PBS KIDS Parent Activities Videos
Saturn’s rings, puzzle boxes, Yup’ik dance fans, and more—these live-action videos produced for PBS KIDS’ website for parents provide fun and educational crafts to create with your children using household materials and art supplies. In tandem with their favorite PBS KIDS shows, like Molly of Denali or Elinor Wonders Why, families can complete hands-on activities, while learning about central themes of the shows and discussing important questions. Grab your crayons, glue, and scissors and follow the easy steps in the videos—it’s time to make butterfly costumes and periscopes.

The instructional videos are available for free on PBS KIDS for Parents.


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The Paper Girls Show
How about a summer trip to Confetti, a beautiful world built entirely out of paper? In the FableVision and Global Tinker animated series The Paper Girls Show, best friends Cailey and Reese travel to Confetti to visit their paper friends Kami and Dev. Together they creatively invent solutions applicable to the real world. Each episode features a new type of technology, such as 3D printers and robots, and the series infuses STEAM curricula that inspires young girls to explore arts, science, programming, and engineering. 

Watch the series for free on YouTube.


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UCAR Animated Atmosphere
As summer brings heat waves and hurricanes to New England, help your children understand the weather by watching Animated Atmosphere videos, created for University Corporation for Atmospheric Research (UCAR). To describe extreme weather and how to stay safe, the animated videos feature a weatherman yeti showing cold weather conditions, a dog demonstrating how to take care of pets, and a palm tree illustrating the effects of tropical storms. Humor, cute visuals, and an approachable script allow children to understand weather phenomena and get introduced to discussions on climate change.

The videos are available on UCAR’s YouTube.


FableVision Games
FableVision Games, a research- and educational-game-based platform, engages students and improves their learning outcomes in STEM, social studies, literacy, and social-emotional skills. Math, history, puzzles, and more—FableVision Games has something for any child’s interest.

The games are available on the FableVision Games website—play for free through June.


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Echo Explorers
Speaking of Cyberchase, Hacker is up to his usual tricks. He trapped some bats and the CyberSquad needs your help to free them. Created in partnership with THIRTEEN/WNET and Bridge Multimedia, Echo Explorers, a born-accessible game, follows guidelines from child disability, math, and environmental science content experts. It can be tailored to each child’s unique learning needs and sensitivities through settings in sound, captions, background visuals, difficulty, and control modes. Children of all abilities learn about echolocation and coordinate mapping with their favorite characters from the PBS KIDS show.

The game is available on PBS KIDS.


Go Wild! With Ranger Rick
Who can better excite children about wildlife than the beloved raccoon Ranger Rick? The FableVision-created mobile app for National Wildlife Federation (NWF)’s Ranger Rick teaches 4-8-year-olds about animals through three activities. In “That’s Wild!,” children engage through jokes and riddles about their favorite animals. In “Mystery Animal,” a set of clues helps children guess the unknown animal. Lastly, in “Rick’s Pix,” children create a scrapbook of animal photos decorated with stickers, frames, and nature backgrounds. The app excites children through fun activities, vibrant colors, and NWF’s extensive database of information. Next time you’re at the zoo, aquarium, or backyard, learn more about the animals you see through Go Wild! With Ranger Rick.

The app is free to download with a Ranger Rick subscription.


Reach Every Reader Apps
Help your young children begin their literacy journey! FableVision-created mobile apps, Photo Play and Animal Antics, for Harvard Graduate School of Education (HGSE)’s Reach Every Reader initiative, turn everyday routines into learning opportunities for 2-4-year-olds. In Photo Play, children decorate their own photos with stickers, emojis, and talk balloons, which helps them facilitate conversations with caregivers about the photo memories, locations, and details. In Animal Antics, children and caretakers use their imaginations to role-play as different animals. Reach Every Reader works to bridge the literacy gap by providing learning opportunities and word acquisition in low-income families.

The apps are available to download for free.


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FabMaker Studio
Spark your child's interest in engineering through FabMaker Studio, an easy-to-use, web-based program that allows children to engage in STEM and STEAM learning. From idea to reality, children build paper prototypes and final designs with this researched-based application. FabMaker Studio is part of the national Make To Learn research initiative, a unique for-profit/non-profit collaborative founded by Glen Bull, Co-Director of the Center for Technology and Teacher Education at the University of Virginia and The Reynolds Center for Teaching, Learning, and Creativity

The online-tool provides a low-cost, accessible way to design and invent 2D and 3D projects. As children progress through the program, they transform their creativity into building their own working machines. FabMaker is perfect for creating at home, in the classroom, and summer programs. 

 If you click here for more information, you can also receive a free activity!

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