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March FableFriday: Owen Hey, Junior Developer

With his upbeat demeanor, signature smile, and twinkle in his eye when given the opportunity to build a new game, Junior Developer Owen Hey makes one thought come to mind – "O-wen will we learn more about him?" The answer is simple: right now.

FableVision scored a goal when the freelancer joined the company as a full-time staff member in July. His passion for games combined with his love of art, creativity, and overall aesthetics in programming help Owen build unique interactives that further FableVision’s mission in developing meaningful, educational projects.

“In college, studying both game design and computer science reaffirmed the feeling that I like the creative avenue of programming,” said Owen. “I understood the cybersecurity and low-level computing classes, but they didn't hold a candle to the cool games I was making.”

Owen brings not only his game development knowledge and desire to grow his coding skills, but also his positivity and ability to put everyone in a good mood, which brightens the studio. Read more to learn about Owen’s methods for finding the best feasible solution on a project, his original game Polygunners, his love of wizards, and the activity that brings him the most joy per minute. 


What’s your “journey to FableVision” story?
I knew I was interested in educational kids’ games after I worked with Eco Resilience Games in college to create a VR experience that helps kids learn about different eras of Earth. For example, they could look at Lake George in New York now, in the 1800s, in the Cretaceous period, and so on. With this organization, we play tested various games with kids at the science museum and it warmed my heart seeing them enjoying the games we worked so hard to make. I knew that I liked the children’s gaming industry, so FableVision appealed to me even more once I discovered it. 

After I graduated from Rensselaer (RPI) in December 2021, I went to GDC – the Game Developers Conference – with my resume, business cards, and a great smile on my face. I left with no job, but I met a connection who works as a programmer in educational media. We set up a call and he listed several companies in that industry on the east coast, telling me which ones he respects, which to avoid, and other information. He had great things to say about FableVision, and within two days of speaking to him, I applied for a freelance Unity developer position, spoke to Technical Director Jordan Bach, and was assigned to a FableVision project. 

What do you like about computer science?
Growing up, I really admired and looked up to my older brother, who’s five years older than me. He did computer science, so following in his footsteps was a no-brainer. Very quickly I learned to love it, and not just because of my brother. My high school offered an awesome Unity development course that sparked my interest in this field and really shaped my future. That class and my RPI courses made me realize that game development and creativity specifically were both aspects of computer science that I enjoyed and wanted to pursue. And it all started because of my brother.

What types of projects do you like to work on?
I definitely like games and interactives. I grew up playing lots of games, so it was always one of my goals to create them. It’s fun to work on projects that you have a lot of experience in, which for me is Unity, but I want to expand my palate to other frameworks, libraries, and game engines. 

I prefer working on smaller games because it’s always a new experience; you can learn from something you worked on in the past but also try something new. There’s quicker iteration with a cleaner process. On a bigger project, while the end-product may be more impressive, you get stuck with the code you wrote a while ago. I enjoy splitting the work into mini projects, like mini games within the larger game, so that each game is a breath of fresh air and I can create things from scratch.

How did your previous experience prepare you for your role at FableVision?
In RPI’s game design program, our projects were structured in small groups of four-to-five people, with a person from each field – designer, writer, programmer. From a programming standpoint, I worked on half a dozen projects with a similar group size and structure as FableVision. The biggest thing that was missing were the producers. At FableVision, they make the whole process so much easier and great, I love them! On my own time in college, one of my main hobbies was going into a game engine I was learning at the time and playing around. I worked on a lot of small projects to dive deep into a certain visual effect or style. 

My previous internships were closer to traditional software development, which helped reiterate that I want to be a game developer as opposed to a software engineer, but I also had an IT support position that taught me communication skills. The job was 20% knowing how to fix the problem and 80% being able to explain the solution to those who needed help. Growing my people skills was really beneficial, especially for a company like FableVision that values interpersonal relationships, and where I have to communicate with different members of a project.

Owen and his decade-long best friend Caleb.

Speaking of communicating with different folks, how do you work with producers, artists, and designers to create the best possible games and interactives?
Not everything can be built exactly the way people might want it, so there is some back and forth between the teams where we work to find the best feasible solution. To help with this, I’m good at giving these roles different options for what they can do. I prototype or mock up multiple variations and send them to the designers, artists, and producers to see what sticks. 

What advice do you have for aspiring game developers?
Something that I’ve found to be invaluable is separating what is good from what is easy – you don’t want to create something only because you know how to build it. Instead, focus on the design and what is right for the experience, even if it’s challenging. You will create a better game and learn new techniques, which will help you build new games in the future. You don’t want to get stuck and do the same thing over and over again. It’s also valuable to be very clear with what is doable, especially in the time and budget parameters that you’re given.

Tell us more about Polygunners!
In college, I worked on many small, narrative, puzzle-based games, but I wanted to create something closer to the type of games I personally enjoy playing. I also hoped to expand my skill set and develop a project by myself. For about six months, I worked on Polygunners, a cooperative action game where players fight evil shapes. I was really, really passionate about it and it eventually turned into my capstone project.

I did the game design, art, programming, and sound creation, which was a lot of fun, sitting in my bedroom, recording “pew, pew, pew!” I paid a friend to create the music and trailer. It’s called Polygunners because everything in the game is composed of basic geometric shapes, including the evil, scary Polyqueen. I published it on Steam, and while it’s not the most popular game, over 40,000 people have played it! It’s definitely the project that I’m most proud of making.

It seems like soccer is a huge part of your life.
Soccer is really important to me. Growing up, I played it like every kid plays a sport, but in middle and high school, I became very serious about it, traveling every weekend to play in tournaments. At one point, I was on the “Maine team” as part of the Olympic Development Program. I took a step back in my junior year of high school after a severe back injury, but I continued to play intramural in college. To this day, I watch a lot of professional soccer and play in intramural leagues throughout Boston. It’s my favorite thing to do – definitely my highest fun had per minute.

You also love drawing?
Even though I’m a developer, I’ve always liked the visual parts of game development, like graphics programming and procedural animation – it’s all about making stuff look pretty. I like doing artsy, creative things in code, which extends to drawing, because I see that as the most pure form of creativity. You can make something look cool in code or you can just draw it. I’m not very good at it yet, but I’m getting there, and I’m having lots of fun, especially drawing wizards and clouds. 


More About Owen

Favorite game: Starcraft II.

Favorite wizard: Septimus Sylvaria – he’s my D&D character, a 12-year-old boy who thinks he’s the best, greatest wizard that ever lived. My red wizard hat is his hat, that unfortunately for him got burnt, so now it’s black.

Favorite movie: Game Night.

Favorite sports player: Marco Asensio. And my favorite soccer team is Tottenham Hotspur.

Favorite snack: Oreos! 

Favorite place you’ve traveled: Perú – Machu Picchu, Lima, Cusco.

An Owen fun fact that most people don’t know: As an 8-year-old kid, I lived in Edinburgh, Scotland in a flat and I went to school in a castle!

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November FableFriday: Anne Richards, Vice President, audiyo-yo

As a natural storyteller eager to connect with children in different media, Anne Richards, VP of FableVision’s audio division audiyo-yo, has done it all – television, publishing, games, edtech, and more. Once she found her calling in audio, she knew that she wanted to keep exploring this intimate format that lets listeners paint their own picture of the characters and story as they process what they hear.

“Even though audio is a classic form of storytelling going all the way back to radio plays, there’s so much work happening in this space right now,” says Anne. “There’s a lot of room for innovation and emerging voices to make an impact.”

And innovating is exactly what Anne is doing. This summer, audiyo-yo released its first project – the interactive, voice-activated Pinna Original Yes No Audio Escape series (check out the October/November Kidscreen print issue) – where listeners co-create the story by answering “yes” or “no” to questions presented to them. This fall, audiyo-yo delights listeners with Pinna Original Roasting Vegetables, a short-form audio series full of silly vegetable puns, original beats (or should we say beets?), and nutritious, delicious characters. 

Anne is your comprehensive guide to podcast knowledge. Keep reading to learn more about the future of podcasts, audiyo-yo’s upcoming projects, and Anne’s advice for aspiring kids’ podcast creators. 


Anne and Kermit

What’s your “journey to FableVision” story?
I feel like I’ve been journeying to FableVision for a long time! I first met Gary Goldberger about 15 years ago through kids’ industry conferences. A few years later, I hired FableVision to create learning games for a non-profit I was working with and had a great experience with the team. Fast forward another few years and I started working for FableVision as a freelance game designer and producer. I’ve been in the orbit for a long time one way or another, so when Gary and I hatched the idea to bring an audio division to the studio, it felt like a really natural progression. I’ve always been a fan of FableVision’s work and the amazing and talented team, so officially being a FableVisionary at long last feels like a homecoming. 

Anne’s nephews meeting Bear

You’ve been a writer, producer, game designer, and more! How did you end up focusing on podcasts?
My work in audio came out of my experience in other kids’ media. I’ve worked in almost every form of children’s entertainment, starting in television on Bear in the Big Blue House way back in the day, then exploring game design, educational technology, publishing, you name it. I have always loved storytelling and wanted to work in different places where kids seek out narrative experiences.

In terms of how I found my way to audio, I was lucky enough to know Amy Kraft at Pinna through kids’ media circles. A few years ago, Amy came to me and asked me to create a podcast to teach kids the ABCs – in audio, which was an interesting challenge! That show turned into the podcast series Quentin and Alfie’s ABC Adventures, and eventually led to me becoming the Executive Producer at Pinna, where I oversaw different kinds of podcasts for a wide range of kids. So I’m really grateful to Amy and the team at Pinna for taking a chance on me and understanding that there’s a lot of creative overlap in other media formats and audio work. It’s always about the kid audience at the center and finding different ways for them to connect with stories and characters that are meaningful to them.

Annes Family

Family photo!

What do you love about podcasts and why do you think they’re a special form of media?
I think what makes audio special is how intimate it is. There’s nothing like hearing someone speaking in your headphones to feel like a story is being told just for you. Audio is a form of entertainment that asks the audience to meet it halfway – when you don’t know what characters look like or you can’t see an animated view of a setting, you become a co-creator of the narrative experience, using your imagination in a way that I think is really special. 

Why are children’s podcasts important right now?
I’ve worked in so many different roles over the course of my career because I’m excited about new formats and emerging media, and I think that’s where kids’ audio is right now. There’s a lot of room for new voices.

I also think that dealing with the pandemic, caregivers of young children were drawn to audio as something families could enjoy together, or that their kids could enjoy on their own without being glued to screens after long days of remote learning. That has contributed to audio becoming a medium with an interested, engaged audience that is still hungry for more great content. It’s served a really tangible role in the life of families these past few years and folks want more of it.

Anne’s dog Pip

What’s the future of children’s podcasting? Where is audio going next?
Right now, I’m interested in interactive audio and I think there is huge potential in voice recognition and truly responsive storytelling. This year, I created and produced three titles in the Pinna Original Yes No Audio Escape series through audiyo-yo. They’re audio escape rooms where the child actually speaks out loud to the podcast and gets different outcomes if they say “yes” or “no” to different questions. If you’re trying to escape a haunted house in five minutes, you have to choose whether to walk down that one hallway or stop and talk to a couple of ghosts who seem interested in you. It’s an innovative way to play with audio, and, given FableVision’s deep experience in interactive experiences, it feels like a perfect fit for audiyo-yo.

What are you excited to work on at audiyo-yo? How does audiyo-yo stand out from other audio production companies?
I’m excited to work on original projects we’re developing at FableVision, like Tone Thyne’s big sweeping musical series Cummerbund. And I’m equally excited to work with clients who are interested in making audio for kids but who might need expertise in how to bring characters and worlds to life in this medium. 

This role is also a huge opportunity for me to work with creators who may be new to audio, or to kids’ media in general, to broaden the range of voices we have in the space. For instance, we just made a show called Roasting Vegetables with Postell Pringle, who’s a theater and musical artist and all around huge talent, but who hasn’t made a kids’ podcast before (though his group, Q Brothers Collective, has made an awesome hip-hop album for kids, Buggin’ ). They also created the soundtrack for Long Way Home, a sweeping musical epic based on Homer's The Odyssey for the renowned United Voices Chicago – check them out! Pos and I created and wrote the show together and I’m excited about all of the things he brought to the project that I never would have come up with on my own, and vice versa.

In terms of what’s special about audiyo-yo – we bring a unique mix of production and creative expertise to the table. At FableVision, there’s an amazing braintrust of people who put kids at the center of their work. They’re innovators in terms of using different media to reach kids where they are and to help them grow. In the audio industry, what sets us apart is the breadth of experience we have with making stories for a kids’ audience across all different types of media. We combine that with a deep understanding of the nuts and bolts of what it takes to bring a podcast from concept to final broadcast-quality audio.

What advice would you give to people hoping to work in kids’ audio?
Immerse yourself in the medium and figure out what speaks to you. Do you love highly sound-designed stories or simpler audiobooks? Interesting new formats or classic ones? Short form appointment-type content or longer, serialized shows? Listen to as much as you can and follow your taste to seek out mentors and companies who are doing work you love. This is a welcoming field and it’s relatively easy to access experienced folks who are excited to bring in new talent, but people also want to know that you’ve done your homework and are interested in what they do specifically. The last thing I’d say is be curious about your audience – talk to kids about what’s interesting and exciting to them and allow that to inspire you. 

What’s an Anne fun fact that most people don’t know?
I think most people don’t know that I won a trophy in the Coney Island Mermaid Parade in the early 2000s. 

So… you love Brooklyn?
Man, do I love Brooklyn! I’ve lived in Brooklyn since the late 1990s. There’s just no place like it – the art and culture, the food, the brownstones, but mostly the opportunity to meet people from all over the world with totally different experiences, who all come together in this crazy, busy, loud, and magical place. I’m fortunate to also have family in more rural places as I do need to escape the bustle of the big city sometimes. I basically gravitate towards either the biggest, most raucous environment in the world or a farmhouse down some country road where there are no humans whatsoever.


More About Anne

Anne GLS

GLS Panel

Favorite podcast?
I have to take this opportunity to plug my sister Meg’s amazing parenting podcast, What Fresh Hell: Laughing in the Face of Motherhood. It's chock full of hilarious advice and every once in a while I get name-checked, so that’s exciting. For kids, there are so many shows that I love, but Grim, Grimmer, Grimmest, which I worked on at Pinna with Adam Gidwitz and Ilana Millner, is a sentimental favorite of mine and just a master class in storytelling.

Favorite game?
Gone Home is a video game I deeply love – it’s so nuanced and thoughtful about how it reveals its secrets. I’ve also been playing a cooperative card game called Hanabi recently with my family, which is really fun and super challenging!

Anne in Mexico

Favorite book?
I was an English major in college so it’s a long list! I go back to The Age of Innocence by Edith Wharton, The Autobiography of Red by Anne Carson, and Dept. of Speculation by Jenny Offill over and over again. I recently read Kiese Laymon’s Long Division and was insanely delighted by it – it plays with form in interesting ways, but the character voices are so strong and endearing that it still feels immediate and emotional.

Favorite place to travel?
I’m interested in good food and art, and some history to dig into, which was checked off by the special and vibrant Oaxaca, Mexico that I visited with family. Mostly, there are many more places that I want to go to – ask me again in a few years!

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May FableFriday: Erik Laats, Junior Developer

Erik's Headshot

Erik Laats’ keen eye for design and game-building background provide him with the perfect combination of skills to develop FableVision’s projects. After working for a startup in Boston and an advertising agency across the globe in Sydney, he came back to the east coast with revived gusto to pursue his passion of creating games and interactives. Erik approaches his projects with accessibility in mind, to ensure that all users have a fun experience. 

“Everyone has a unique perspective, and I love designing and developing to accommodate ranging technical backgrounds, generational differences, and cognitive and physical disabilities,” says Erik. “The best designed experiences are ones that transcend these divisions.”

Read on to learn more about Erik’s typical day as a junior developer, his TikTok-famous pet, and his range of active and calming hobbies.


Erik Sydney

What’s your “journey to FableVision” story?
I have long been interested in animation and illustration and I was immediately drawn to FableVision’s clear affinity for beautiful, hand-drawn artwork during my senior year at UC Davis. Digging deeper, I was thrilled to find the company primarily built games and interactives with an educational bent – another interest of mine.

After a few months of email badgering, former Technical Director Brian Grossman agreed to speak with me. While I had an interest in developing games and websites, my experience was primarily in design, so FableVision decided to go with Nathan Wentworth, and I was left to continue my job search.

With a little luck, I found myself as the designer in a tiny software startup (then SYRG, now HourWork) in Boston. At such a small company, I had plenty of opportunities to help the developer team, so I pitched in whenever I could. Between these moments and a few personal game projects, I grew my confidence in technical work.

In 2019, my partner and I moved to Australia, and I found a position as a “creative technologist” at a trendy advertising agency in Sydney. It was the perfect hybrid of technical and creative work, providing me with a great chance to expand my technical abilities with my design background.

Upon returning to the United States once the pandemic began, Brian put me in touch with Jordan Bach, our current technical director, who was looking for new freelancers. After freelancing for about six months, I joined FableVision as a full-time junior developer!

What’s a typical day like for a junior developer?
I like to start the day by taking the cat for a walk and doing The Mini Crossword. Once that’s taken care of, I’ll dive right in on my current project. I am usually scheduled for one or two projects over the course of a week, so I’ll spend my morning crunching through new features or handling thoughtful client feedback.

Most days are broken up by a few client meetings, which are a nice break from the code editor. I’ll work closely with the producer or other team members to make a development plan to accommodate client requests. In the quiet moments, I like to investigate new technologies and fiddle with prototypes. If I can, I try to sneak any interesting things I’ve learned into current projects.

How does your experience in design help you create projects at FableVision?
Design and development form a symbiotic circle – one cannot exist without the other. While designing, it is useful to consider the limitations of the technology you’ll be using so you can make informed decisions. Conversely, when developing based on a design, it’s common to stumble across an edge case or some design question that wasn’t caught in the design phase. I do my best to solve these problems on my own, keep the development moving forward, and ensure the project stays on track.

Screenshot from Michael’s Flowers, a game created by Erik.

How have you approached accessibility in games and why is doing so important?
While technical accessibility – which includes things like screen reader and keyboard usability – is super important, I am also interested in exploring accessibility in a broader sense. Is this generally easy to use? Is it easy to find? Will someone with no prior knowledge be able to enjoy and understand this? I try to keep different perspectives in mind to create the most effective experiences.

What have been some of your favorite FableVision projects?
I loved working on Keenville, created in partnership with the Georgia Department of Education (GaDOE) and Georgia Center for Assessment, because it was exciting to be on a team with developers for a large, technical project. Keenville closely embodies why I was drawn to FableVision – beyond the technical challenge, it strives to build its own imaginative universe, complete with a comprehensive world, dozens of games, and a sense of agency. I would love to see this package expand.

I also like the GASHA GO! World games from Georgia Public Broadcasting. I worked on Claw Control, which was a perfectly sized project that allowed me to take ownership of it. The huge emphasis on art and creative design led to clever interfaces that joined them together successfully in the program.

What do you hope to work on in the future at the studio?
I would love to work on a larger-scale, narrative-driven Unity game, with an emphasis on storytelling and relevant player decisions. I find these types of games very compelling, and I enjoy the challenge of building a game that accounts for player agency. These are fun to create from both a development and design perspective, especially if the game needs to be educational, too. The last FableVision project like this that comes to mind is Wanderlight.

You enjoy creating your own games and comics! What’s a side project you’re currently working on and from where do you draw your inspiration?
In my college days, one of my biggest hobbies was playing Super Smash Bros. Melee competitively. My school had a big tournament scene and people met weekly to host brackets, watch events, and hang out. It was amazing to be a part of a passionate community and inspiring to see the positive effect an old video game could have on people. While I still play for fun and go to the occasional tournament, Melee is more on the back burner these days. It will always be important to me and a foundational part of why I love making games. 

Recently, I've been drawing inspiration from my cat, Winston. He’s so ridiculous that it’s hard not to imagine him as a silly protagonist in a comic or a game. Since he loves cinnamon, in my latest project, players use their fingers to draw lines of cinnamon in the sky. Winston follows those lines on a skateboard and the goal is to reunite him with his three best friends – cow, ham bone, and donut (his favorite toys). It’s a prototype right now, but someday I hope to finish it. A while back, I made an idle game where Winston fishes and then stops to play his Nintendo Switch. The player has to tell him to fish again.

As a present for my partner, I wrote a dozen or so comics about Winston. They depict some key moments, including his adoption, our daily interactions, and when he gets too hot.

Speaking of Winston – tell us more about him!
When we adopted him from a shelter in 2020, he was a skinny and scrawny 6-month-old kitten with a biting problem. He’s since filled out nicely into a full-grown adult menace! Like all cats, he’s got some quirks, and my partner built a big following on TikTok around his love for cinnamon. I don’t want to out Winston, but he’ll snuggle anything… although cinnamon is definitely his favorite! 

He’s not the brightest bulb, but he loves to play and go on walks and nature hikes. It’s hard to get him out of the door sometimes, but he’s great at coming home to the food – he’ll run all the way back with his ears down. 

What are some of your hobbies?
When I started working, I took up rock climbing to combat sitting in an office. It’s fun to risk life and limb, jumping from rock to rock, feeling alive! I’m unable to think about anything else at that time, so I have no choice but to stop worrying and being stressed out. It’s a fun escape.

Since the pandemic, I’ve also started paying more attention to birds. While birding may have a lame reputation, it’s a useful way to stay present. No matter where you are, you can step outside and listen to the birds. I’ve slowly learned how different birds look and sound, and it is so satisfying when something flies by that you recognize. 

More About Erik

Bird

A picture of a cardinal taken by Erik.

Favorite game? Super Smash Bros. Melee – I’ve been playing it since I was six. A close second would be Undertale

Favorite Pokémon? That’s tough. The child in me says Lugia, but I also like Surskit, he’s a cutie.

Favorite bird? The green heron. They don’t look like your typical herons – they’re still hunters, they hide in the weeds, and wait for hours. It’s my goal this summer to get a nice picture of one.

An Erik fun fact that most people don’t know? When I was 10 years old, I jumped off the swing and “obliterated both of my arms at once,” as my doctor said. That was a defining moment for me and it took me about a year to recover. I had to serve spaghetti at a school fundraiser with my two enormous casts.

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March FableFriday: Jonah Gaynor, Associate Producer

When Jonah works on a project, he brings not only his project management experience, game design background, and “spidey senses” that anticipate client needs, but also his sense of humor, creativity, and variety of interests. 

Jonah joined FableVision as a production assistant. Now, in his newly-minted role of associate producer, he takes more of a leadership role, with a comprehensive understanding of the FableVision process to ensure that projects are completed smoothly and thoroughly. 

“My game design background has a huge influence on how I produce projects in all phases,” he says. “My experience with being in the weeds allows me to better understand the needs of the project and the potential directions it could be headed in.”

Keep reading to learn about Jonah’s game design background, fun geography facts, and his fabled journey to FableVision!


Congratulations on your promotion to associate producer! How does your position as an associate producer expand on your previous role as a production assistant?
I was very fortunate as a production assistant to work with many fantastic producers at FableVision, which was excellent preparation for moving into this new associate producer role. I learned many useful skills for the best management of a project, such as budgeting, client communication, and internal team structuring, productivity, and morale. 

As an associate producer, I take the lead on more projects and I am prepared to propose possible solutions for any issues we may run into. I’ll provide clients with a smooth process to avoid any bumps on the road.

How do you integrate your game design knowledge into your daily tasks? What’s your favorite part of the game design process?
My game design background helps me understand which direction to take a project in, while also identifying when certain ideas are taking us away from the scope of the project. I like to think of myself as a jack of all trades, master of… some.

I especially love the initial brainstorming phase of the game design process! There’s something really exciting about the first “great idea” that comes from the team. From a production perspective, I think about how, if at all, this brilliant idea will impact production, but I do take a moment to enjoy the byproduct of working with so many creative and driven people. We have a great team.

What are your favorite types of projects to work on?
I love working on projects where FableVision’s mission is compatible with the client’s mission, such as Keenville for the Georgia Department of Education. No matter the idea, aim, or timeline for a project, this meshing of visions makes the journey easy, fun, and seamless. Fortunately, this happens quite a bit!

What are some games you designed outside of FableVision?
My biggest undertaking was Maya’s Dice. It’s a 2D Cyberpunk RPG that uses the bluffing dice game liar’s dice instead of a more traditional battle mechanic. The game started as my Capstone project in my undergraduate program at NYU’s Tisch School of the Arts and grew from there. I tried to make something unique that would really put my skills to the test. It’s out now on Steam!  

Jonah on the Subway

And taking a step back for a moment, what’s your “journey to FableVision” story?
You want the whole story? Here goes: Jonah Gaynor was born on Feb. 8, 1897 to Alan Gaynor and Dr. Sharon Silbiger in New York City. From a young age, it was clear that there was something… strange about this child. While most young children played with LEGO and stuffed animals, Jonah’s parents would frequently find him in his room with a Trello board open and budget spreadsheets lining the floor. His first words were, “I have a passion for multimedia education-focused production management.”

In 1917, the United States Senate voted in favor of a measure to declare war on the German Empire, entering the US into the first World War. Fearing the draft as a 20-year-old, Jonah was cryogenically frozen in a warehouse in Boston. In March of 2021, FableVision stumbled upon the frozen Mr. Gaynor, and wouldn’t you know it, there was an opening on the team for a new production assistant.

Do you believe this story? According to my research, 30/30 surveyed FableVision Studios employees did not, with one stating “Jonah, I’m a little busy right now.” I guess I love storytelling as much as FableVision does. For a more straightforward answer… 

Jonah and some guy, looking normal

Jonah with former soccer star Frank Lampard.

From a young age, I was hugely passionate about media of all shapes and sizes. Entering college, I didn’t know exactly what I wanted to do, but I wanted to be involved in the production of amazing media. I studied Game Design at NYU, where I learned game design, game programming, production management skills, user experience design, and more. This helped me make my own independent games, take on producer roles in larger teams, and eventually lead me to FableVision. 

Seeing the job listing for a production assistant at FableVision, a company that I had heard of even though I was still living in New York at the time, was really exciting. The FableVision mission matched my personal one perfectly, and I knew it was an amazing opportunity to contribute to something I really believed in. And now each day I feel very fortunate to be doing just that.

Jonah with turtle

And what are your current obsessions in this day and age?
Oprah’s Jonah’s Favorite Things 2022:

Podcast: This American Life

TV Show: The Midnight Gospel, Taskmaster, or Euphoria. It’s hard to choose!

Movie: Sound of Metal

Album: NFR by Lana Del Rey or A Moment Apart by ODESZA


More About Jonah!

Favorite geography fun fact?
Bir Tawil is a chunk of land in northeastern Africa that both Egypt and Sudan claim is the territory of the other. Each country claims the Hala'ib Triangle to the east (which borders the Red Sea) based on how the modern-day countries were originally drawn over 100 years ago. Now, neither country dares to enter Bir Tawil because if it did, it would be recognizing the other country’s claimed border. Check your nearest map. If Egypt’s southern border is flat, that’s the border that Egypt likes. If it’s slightly jagged and comes north on the east side, that’s the border that Sudan likes.

Favorite video game?
Football Manager. You wouldn’t believe the number of hours I put into making the Czech team Bohemians 1905 into Champions League winners.

Jonah's Soccer Picture

Favorite board game?
The Mind. The elevator pitch is that you’re collaborating with fellow players to play cards in the correct order, but there’s no communication allowed, meaning the only action you can take besides playing a card is waiting.

Favorite sport?
Soccer! The tactical depth, despite the simplicity, and its worldwide nature make it an amazing lens through which to learn more about the world.

Boston or New York?
Whichever you, the reader, likes more.

Favorite new area in Boston?
Walking across the Charles River, especially as the sun sets over the Boston skyline, is a new joy of mine. It’s fantastic getting the walk in on my way to or from the new FableVision Studios office.

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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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