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

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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! 

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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.

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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.

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FableVision's Top 10 Moments of 2017

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A banner year for FableVision! 2017 had us look to the stars as FableVisionaries reached new heights across our industry and our community. Let’s turn back time and take a look back at the year with our Top 10 highlights of 2017.


1. Building A Dedicated Community
FableVision fans, friends, and staff unite! 2017 was a year for community building within and outside of the studio. Our annual Building Learning Communities (BLC) event brought over 200 creative educators to our studio, a passion for science took the team outside to witness the stunning phenomenon of the eclipse, artists and admirers came together for an incredible Creative Juices Art Show centered around the theme of time, and our chorus of “Game On!” resounded as we took on our fifth annual Extra Life gameathon event and beat our goal of raising $6,000 for Children’s Miracle Network Hospitals.


2. An Award-Winning Year!
Make room in the awards case because FableVision brought home the gold! We’re honored to share these highlights:

In addition to the publication of Happy Dreamer, Sydney and Simon: To the Moon!, and the announcement of a new book series from Scholastic, FableVision Founder Peter H. Reynolds was awarded the Distinguished Eagle Scout Award from The Boy Scouts of America and National Eagle Scout Association!


FableVision's Tone Thyne with Nina Hunter at the Make-A-Wish Gala in New York City. 

FableVision's Tone Thyne with Nina Hunter at the Make-A-Wish Gala in New York City. 

3. FableVision on the Red Carpet
Butter up that popcorn because FableVision Studios is coming to a theater near you! Marc Colagiovanni’s The Reflection in Me screened at Mill Valley Film Festival, Great Lakes International Film Festival, Skyline Indie Film Fest, Auburn International Film Festival for Children and Young Adults (AIFF),and Boston Kids International Film Festival! What a perfectly perfect year for this inspiring animated short.

Our work with the Make-A-Wish Foundation of Metro New York and Western New York flourished this year as we saw Neshama Ryman’s The Klumz screen at Milwaukee Film Festival, HollyShorts Film Festival, and TIFF Kids International Film Festival. FableVision and Nina Hunter took to the stage at the Make-A-Wish Gala, where we premiered The Adventures of the Blue Cowgirl starring Nina Hunter. The film brings to life Nina’s trip to a ranch in Texas where she was able to fulfill her wish of becoming a blue cowgirl.

Global Tinker’s The Paper Girls is also lighting up the children’s media stage! Along with the launch of their new YouTube page, the series went home as a winner of the 2017 MIPTV Digital Short Form Series Pitch, competing against the industry’s top series developers, and it was awarded Best TV Series Animated Short at the 2017 Palm Springs International Animation Festival.

Stay tuned as we announce more FableVision film festival happenings in 2018!


4. New Partnerships

New year, new partnerships! We were excited to create new characters, stories, and songs with these great organizations.


5. Continuing Partnerships
Our partners mean so much to us, and we love when we can continue collaborating with old friends. 2017 was a great year for strengthening relationships, and we’re looking forward to strengthening them further in the new year.


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6. FableFridays with FableVision Friends

We’ve put the spotlight on our fantastic partners with new, client-centered FableFridays. Hear from them on what it was like working with us on an array of projects covering STEAM, SEL, literacy, career readiness, and much more!


7. Studio Thought Leaders
We’re proud of our team for reaching across the industry and their fields this year to share our take of what’s working and what we’d like to see more of. Our thought leaders are giving talks, teaching seminars, writing articles, and making headlines!

Executive Producer Peter Stidwill brings his expertise in gaming and research to Linkedin Pulse for two thought-provoking articles:

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Creative Director Leigh Hallisey took to Linkedin Pulse to write about the power of teaching empathy through games, shined in the spotlight as she was interviewed by Boston Voyager, and provided an inside look into her life and career for Funimation.

Our Director of Art and Animation, Bob Flynn, and his creative space were featured in Kidscreen! FableVisionaries Shelby Marshall and Sarah Ditkoff hosted several AgileEd professional development webinars in 2017.

Watch this fascinating talk from longtime FableVision partner, Dr. Jodi Asbell-Clarke, co-founder and co-director of Educational Gaming Environments Group (EdGE) at TERC. FableVision worked with TERC to relaunch the classic, beloved ’90s game Logical Journey of Zoombinis, for today’s generation.

As a member of the Content in Context (CIC) conference planning committee, FableVision's Vice President of Strategic Partnerships and Product Solutions, Shelby Marshall, lead three sessions in planning, producing, and navigating the development of educational technology. 

FableVision founders Paul Reynolds and Peter H. Reynolds brought us another STEAM winner with Sydney and Simon's latest adventure in Sydney and Simon: To the Moon!

In 2018, FableVision’s Senior Developer Jordan Bach will host a session with Full Stack Boston to talk about making games with HTML5. You can also find us at SXSW EDU 2018! FableVision’s Peter Stidwill will join Georgia Public Broadcasting’s Andrew MacCartney and Laura Evans to present a case study titled Immersive Learning: Teaching History through GBL, selected from the competitive, crowd-sourced PanelPicker program. Register to attend!


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8. A Mission-Match Year
We continued to give back in all sorts of fun ways! Associate Producer Mikaela Johnson and Executive Vice President Adam Landry put the pedal to the metal for the Pan-Mass Challenge, and the studio went “quackers” for JumpStart’s annual Read for the Record.

We sponsored a delicious breakfast at this year’s Prix Jeunesse Suitcase at WGBH in Boston, and FableVisionaries represented at this year’s MICE expo and at the ESA Foundation’s #WeAre event

The holiday season is in full swing with Team FableVision running to raise funds for Cambridge Family and Children’s Service at the Cambridge 5k Yulefest. In the spirit of the holidays, this year the entire studio is taking part in the Adopt-A-Family program with The Home for Little Wanderers.


9. Movers and Shakers
Our lineup of FableVisionaries created a buzz around the studio in 2017 with new faces and new roles.

We said a tearful goodbye to our former Executive Producer Karen Bresnahan as she retires from 20 years of service at FableVision and embarks on her next adventure. Peter Stidwill has stepped into Karen’s role as our new Executive Producer. Congratulations to Karen and Peter!

Samantha Bissonnette returns to FableVision after her tenure teaching, working at PBS, and going to school at HGSE. We are thrilled to have her rejoin the team as a producer.


10. Fab Intern Projects
This year’s all-star interns put their heads together and came up with an incredible array of independent projects. From animated comics to games to food to unexpected playmates to creative videography, this portfolio of intern-produced projects is chock full of inspiration!

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