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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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Educate, Engage, and Equip Yourself this Earth Day

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FableVision is celebrating the 51st Earth Day! While it is important to be grateful for the world around us year-round, Earth Day is an opportunity to increase our awareness and knowledge of the ways in which we can take better care of our planet. This includes being more mindful of the impact our actions and behavior can have on the world and its current and future residents—people, animals, plants, and more. Here at FableVision, we understand how imperative it is to educate people, especially youth, to treat the planet with respect. It is also crucial for all of us to stay educated and informed about the value of our natural resources and the impact our every move can have on the earth today and every day.

So this year, we rounded up our favorite resources to showcase the Earth’s beauty and different ways we can preserve and protect it. Whether you’re looking to explore the mysteries of the deep sea, or seeking clarity about natural phenomena you never quite understood, our collection has something for everyone. Keep reading for engaging animation, clever PSAs, and fun games and interactives that will hopefully teach you something new!


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Animated Atmosphere (University Corporation for Atmospheric Research)

Come rain or shine, UCAR’s new FableVision-created Animated Atmosphere series is sure to blow you away! If you have ever wondered why sea levels are rising or what the difference is between rain, hail, and snow, this is the video series for you. Learn more about why ozone can be good or bad, how you can take care of yourself during a heatwave, and what exactly makes the wind blow. Watch these 17 animated videos to answer questions you may have about climate change, the weather, and natural phenomena. 


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Secrets of the Sea (Smithsonian Center for Learning and Digital Access)

Take a deep dive into the magical world of coral reefs! Secrets of the Sea allows viewers to familiarize themselves with the beautiful mysteries of a coral reef and learn from explorers who have dedicated their lives to studying the organisms that make up these habitats and leading the fight against climate change to protect these precious habitats. Immerse yourself in this digital experience, created in partnership with the Smithsonian and featuring FableVision-designed 2D zooplankton and 3D models.


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Sorajiro: PSAs (Big Tent Entertainment)

Japan’s favorite weather mascot has made his way to the USA! In four funny, approachable PSAs, Sorajiro and his friends, Potsie and Kumo, tackle topical environmental issues, such as marine litter, air pollution, climate control, and environmental health. Created in partnership with Nippon TV and the United Nations, this series offers a call to action to viewers. Each 30-second video shows one of the friends committing an environmental faux pas and being corrected by the other members of the trio, ending on an empowering note by suggesting ways in which we can protect the environment. We all know someone who needs a gentle reminder to engage in better environmental practices—go ahead and send them a Sorajiro PSA!


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Go Wild! With Ranger Rick (National Wildlife Federation)

The animals are calling! Go Wild! With Ranger Rick includes three activities to encourage children to get off the couch and outside to appreciate nature! Children between the ages of 4 to 8 collect badges and awards while expanding their knowledge and acknowledging the beauty of the outside world. In Mystery Animal, kids rack their brains to guess an animal based on a range of clues. That’s Wild! seeks to astonish kids with fun facts, riddles, and jokes all based on their favorite animals. And in Rick’s Pix, kids unleash their creativity to decorate photos with stickers, frames, and nature backgrounds, saving their favorites to the app’s scrapbook. Ranger Rick is waiting—have a safe journey! 


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The Paper Girls Show (Global Tinker)

Earth is cool, but have you been to Confetti? Join Caily and Reese, best friends and makers, on their adventures to a fantastic world crafted entirely out of paper. Guided by paper kids Kami and Dev, the girls unleash their creativity and problem-solving skills to bypass obstacles and avoid the wrath of Queen Frivol, discovering solutions to real-world problems along the way. In addition to displaying inspiring ingenuity through their creations, the girls also touch upon and display the importance of sustainable practices, educating viewers on topics such as renewable energy sources and recycling. The 12 animated episodes are centered around storylines with STEAM-inspired curricula to remind young girls that “If you can dream it, you can make it!”

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Earth Day Spotlight: Smithsonian's Secrets of the Sea

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Happy Earth Day from all of us at FableVision!

This Earth Day is especially important because it’s the 50th anniversary of the holiday. To celebrate, we’re excited to announce the launch of the Smithsonian’s Secrets of the Sea. In Secrets of the Sea, viewers explore all the beautiful secrets of a coral reef and learn from explorers who have dedicated their lives to unearthing those treasures and the scientists at the frontlines of fighting climate change to protect habitats such as these. This immersive digital experience comes just in time for this holiday all about celebrating the planet.

While it’s always a good time to make sure we’re doing our part in being green and promoting a healthy, clean environment for people, animals, and plants alike, Earth Day reminds us of just how crucial it is for all of us to do our part. From turning off your faucet during your 20 seconds of handwashing to not buying what you don’t need, there are many little things you can do to help protect and care for our planet, even during this time of social distancing and staying safe at home. 

Education is an especially important aspect of fostering and promoting environmentally-friendly habits, and is central to the FableVision mission. Learning about our environment and how different organisms are affected by our actions can help us to be more aware. From the trees outside our windows to the tiny ocean species most of us never see, finding out more about other living things can broaden our horizons and show us just how important conservation and sustainability are. 

That’s why we were honored to partner with the Smithsonian Center for Learning and Digital Access on Secrets of the Sea. To bring the underwater world of the coral reef to life, FableVision created artwork and animation for the digital experience. Guided by reference art and research provided by the Smithsonian, FableVision designed scientifically accurate 2D zooplankton, and designed, animated, rigged, and skinned 3D models.

So this Earth Day, experience the wonders of the Earth’s coral reefs for yourself. And be sure to also check out our other projects created in collaboration with the Smithsonian, such as Weather Lab, an online game that helps you understand how North America’s weather is formed, and Good Thinking!: The Science of Teaching Science, an animation series that enhances science education for K-8 teachers and students. Both were created with the Smithsonian Science Education Center and are available online for free!

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April FableFriday: Billy Spitzer, Vice President for Programs, Exhibits, and Planning at the New England Aquarium

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Join the rush of school groups and families, and step inside the New England Aquarium’s dark, glowing space. The splash of penguins and harbor seals is the immediate draw. Every year, more than 1.3 million patrons wind their way up the central spiral walkway that loops around the Aquarium’s famous Giant Ocean Tank that spans several stories high. The magic in every tank stems from a carefully mapped experience that helps visitors understand the beauty and complexity of marine habitats. Behind all the digital interactives, touch tanks, and sensory exhibits is an incredible team of scientists, conservationists, educators, students – and Billy Spitzer, Vice President of Programs, Exhibits, and Planning. 

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FableVision’s first collaboration with the New England Aquarium was on an interactive iPad app that helped Aquarium staffers explore biomimicry with small groups and discuss the examples presented in the program. The Aquarium sought to spark a conversation among visitors about climate change and caring for the environment. Following the success of this project, FableVision was tasked with designing a fish identification app exclusively for the Giant Ocean Tank. The app currently lives inside the Aquarium where it combines digital technology with the real life experience of peering into a tank full of hundreds of unique animals.

Inspiring greater understanding and appreciation for the ocean is the heart of the Aquarium’s mission at the aquarium – one that reverberates throughout the city. Billy’s vision for the Aquarium is one that ignites special, shared memories. He sees the Aquarium as “an important civic space, where people come down to the water’s edge to explore together, engage with the ocean world, learn how and why the oceans matter, and come away ready to learn more and do more.”

Dive into the ocean of creativity, wonder, and constant learning that Billy works in every day and learn about his process for designing exhibits, engaging the community – and his favorite travel spots!

Tell us more about your role as Vice President for Programs, Exhibits, and Planning at the New England Aquarium!
My role at the New England Aquarium is to think about how our mission intersects with the public – through our exhibits, visitor experience, educations programs, volunteer opportunities, and advocacy.

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You spent seven years working in professional development for science teachers with our friends at TERC in Cambridge! How does this experience working with teachers impact and influence your current education work with the Aquarium? 
While I was at TERC, I was really immersed in thinking about learning and how best to help facilitate that process, both in school and outside of school. I realized how many challenges teachers face in a classroom setting, including professional isolation – especially for science teachers. Back in the early days before there was a real internet, we began to build a professional development network for science teachers.

At the New England Aquarium, I have taken a lot of what we learned from that work and am applying it to building networks of informal science educators at aquariums, zoos, and museums across the country.

The FableVision team pictured alongside the Giant Ocean Tank's Fish ID App

The FableVision team pictured alongside the Giant Ocean Tank's Fish ID App

The Aquarium teamed up with FableVision Studios to create a fish identification app for the renovated Giant Ocean Tank! Can you tell us more about the collaborative process that led to this project?
When we renovated our Giant Ocean Tank several years ago, we were looking for a new way to help visitors identify the 100+ different species in the exhibit. We wanted to help visitors identify fish the way our staff do: by looking at key features such as overall shape and size, tail shape, color and pattern, etc. We also wanted to make it easy and fun, while giving visitors an opportunity to learn more about what they are looking at. So, we started with a paper version of fish ID, and began to test it out with staff and some visitors.

The next challenge was how to turn this idea into a fully functional, easy to use, and reliable interactive for visitors. We thought that FableVision would be just the right partner for this, and they really helped us strike the right balance of science, learning, and engagement. The FableVision staff was so jazzed about the project and helped us come up with a great iPad app, which has been really successful. It is very easy to use, and is packed with opportunities to learn. For example, one day I was looking at a black and white striped fish that I thought I knew, but using the app I found out that there were two other species that looked almost the same.

How do educational technologies play a role in enhancing learning at the Aquarium?
We have been talking a lot recently about how we want to integrate technology into the Aquarium visitor experience. While people are here, we want them to be able to focus on interacting with the animals, with our staff, and with each other. Technology should facilitate that, rather than get in the way.

How do you plan new exhibits and find new ways to engage the public?
We usually start planning exhibits with a goal in mind, and then work to develop a design. For example, a couple of years ago we wanted to find a way to help visitors understand more about sharks and the research and conservation work we do here to learn about and protect them. That led us to develop the Science of Sharks exhibit, which uses a combination of live animal exhibits, interactive exhibits, and immersive video to help visitors learn more about the diversity, life cycle, and adaptations of some of the 500+ species of sharks – 80% of which only grow to a size of four feet or less, and many of which are threatened by overfishing or are caught accidentally.

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In 2014, you were recognized by the White House as a Champion of Change for inspiring the Next Generation of Environmental Conservationists! Tell us more about the important work you do with the museum to raise awareness about climate change.
About 10 years ago, we realized that climate change was the biggest issue facing the oceans (and the planet), yet no one was talking about it much in aquariums, zoos, and museums. We set about to change that with a series of projects that pulled together climate science research with social science research on effective communication to create new tools for public engagement, a training program for informal educators, and a national support network. We have now built the National Network for Ocean and Climate Change Interpretation (NNOCCI, pronounced like the pasta) which involves more than 170 aquariums, zoos, and science/nature centers in 38 states. We have been able to increase public understanding of climate change and engagement in civic climate action, and inspire hope in how we are addressing climate challenges

The New England Aquarium has been a classic Boston cultural institution since 1969, and you’ve had a hand in its educational programming for 20 years! What are some cool new things the Aquarium is working on?
We recently finished some work on exhibit master planning, looking at how the visitor experience will evolve over the next 5-10 years. We are focusing a lot on how we can reduce barriers to visitors having rich, immersive, and social experiences while they are at the Aquarium. This includes making it easier for visitors to get oriented, navigate their way through their experience, and get more engaged through interactions with staff and exhibits. As a result, we hope that visitors will leave more inspired, informed, and mobilized to help the oceans. We are excited about new techniques to exhibit live animals, new opportunities to allow people to learn at their own pace, and new ways to use technology that complement the live, social experience that the Aquarium excels at. We see the Aquarium as an important civic space, where people come down to the water’s edge to explore together, engage with the ocean world, learn how and why the oceans matter, and come away ready to learn more and do more. Nearly 80% of our visitors leave wanting to increase what they do to help the oceans.

The city of Boston has made recent efforts to “go green” with expanded bike lanes, shared bikes services, and water taxis. What are some ways you like to take part in environmentalism in Boston beyond the Aquarium?
I have been really inspired by Boston’s transformation from a car-oriented city to being much more friendly to bikes and multi-modal, environmentally-friendly transportation. I am a regular bike commuter from the suburbs (and commuter rail rider in the dead of winter), and a daily beneficiary of the Greenway and Harborwalk. We are so lucky to have these assets.

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We hear that you spent your college years as a whitewater raft guide in the Smoky Mountains – have you made it back to the river since then?
A few years ago, after having not paddled much whitewater for a number of years, I did a week of whitewater kayaking in Nepal. It was really cool paddling on these rivers flowing out of the Himalayas, and also getting to interact with people living in these wild river valleys. But these days I am mostly paddling flatwater on the Charles River, which is so accessible, peaceful, and full of local wildlife.


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More about Billy!

What is your favorite exhibit in the Aquarium?
One of my favorites is the shark and ray touch tank first thing in the morning, it is peaceful, quiet, and you feel like you are on a tropical island.

Your favorite museum or informal learning space in Boston?
The courtyard of the Isabella Stewart Gardner museum in the middle of winter – it is an oasis of beauty and art.

 What’s your sea creature spirit animal?
I think I may be a harbor seal at heart – curious, playful, and not afraid of cold water!

Are there any upcoming travel destinations for you and your family?
Last summer, we took the family trekking through small villages in France with a donkey named Lulu. That trip is going to be hard to beat. This year, I’m hoping to:

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