Viewing entries tagged
game development

Comment

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!

Comment

Comment

FableVision’s Summer 2022 Roadmap

Roadmap

If April showers bring May flowers, what do May flowers bring? The beginning of conference season! From museum meetings to gamer gatherings, FableVision is attending a variety of conferences to share our work, meet new people, and learn from other professionals in the industry. 


American Alliance of Museums Annual Meeting and MuseumExpo

FableVision is heading across town to the American Alliance of Museums Annual Meeting and MuseumExpo! This year’s conference focuses on four themes –  Museums in Society, Organizational Culture, Innovation, and Financial Wellness. Keep an eye out for FableVision’s Kellian Adams Pletcher, Director of G.L.A.M. Innovation.

When: Thursday, May 19 - Saturday, May 22
Where: Boston, MA

Join FableVision and Kellian the night before for a few drinks and bites to socialize, while enjoying the Boston skyline!

What: FableVision’s AAM Reception
Where: FableVision Studios, 353 Newbury St., Fl. 2
When: Wednesday, May 18, 5:30-7:30 p.m. 
RSVP: Required with proof of vaccination


Serious Play Conference

FableVision is joining some serious fun at this year’s Serious Play Conference to discuss case studies, explore game-based learning topics, and connect with other thought leaders in the educational game-play industry. From active workshops to tracking the evolution of serious gaming, this conference provides opportunities to learn, collaborate, and plan for a productive future for the game-based learning community. 

When: Monday, June 13 - Friday, June 17
Where: Orlando, FL


Games For Change

Catch Gary Goldberger, Kellian Adams Pletcher, and Anne Richards at this year’s Games For Change Festival (G4C). The annual conference festival allows educators, developers, and game changers to connect and discuss the impacts of video games and immersive media. 

Vice President of FableVision’s audio division, audiyo-yo, and creator of the award-winning preschool podcast Quentin & Alfie’s ABC Adventures, Anne is sharing her expertise on designing audio experiences that meet the needs of families and educators virtually on Friday, July 15 at 10 a.m. ET. 

When: Wednesday, July 13 - Saturday, July 16
Where: New York City


Kidscreen 

Gary Goldberger, Tone Thyne, and Anne Richards are in for a weekend of creativity, networking, and media dialogue at the annual Kidscreen Summit (KSS)! Kidscreen focuses on the kids entertainment industry and caters to decision makers and executives throughout the field. The July summit provides an opportunity to connect with other producers, creatives, distributors, and industry leaders, while also getting the chance to forge new connections. 

When: Monday, July 18 - Thursday, July 21
Where: Miami, FL


Connected Learning Summit 

The 2022 virtual Connected Learning Summit brings innovators together to harness the power of emerging technology for expanding access to participatory, playful, and creative learning. Join Sarah Ditkoff, Gary Goldberger, and other speakers on Friday, July 29 at 1:30 p.m. ET for a roundtable presentation on "The Lifecycle of Partnerships in Games for Learning." Register here to access the full event.

When: Wednesday, July 27 - Friday, July 29
Where: Virtual - Whova event platform

Comment

Comment

The Future is Now: Vote to Send FableVision to SXSW EDU 2020

sxswedu-panelpicker_vote-twitter.png

For years, SXSW has been a strong creative institution attracting the most innovative ideas in media and beyond. This year marks the tenth anniversary of SXSW EDU, a subsidiary of the conference focusing on the improvement and development of teaching and learning practices nationwide. SXSW EDU invites some of the brightest minds in education to propose presentations, panels, workshops, and more for the conference through its unique system, SXSW PanelPicker. Community members vote for their favorite proposals on the PanelPicker website, directly influencing the conference’s lineup. 

This year, FableVision is teaming up with MIT Education Arcade, MIT Playful Journey Lab, and Filament Games to propose a panel on game-based learning and assessment, featuring experts in design and development for educational technology. Now we need your help to bring our session  “The Future is Now: Games as Assessment” to SXSW EDU 2020!!

Voting began last week and continues through August 23. Use your voice to vote to bring us to Austin!

Voting Process

  1. Make An Account: Sign up on SXSW PanelPicker 

  2. Browse the Submissions

  3. Cast Your Vote: Community Voting is from August 5-23

The Future is Now: Games as Assessment

Looking to develop your skills in educational game design? Join us to learn how industry experts create games that focus on future-facing skills and promote strategies for meaningful learning that are transferable to the real world. We’ll take a look at five unique games developed by FableVision Studios, MIT Education Arcade, and Filament Games and examine best practices for accountable assessment and skill-building. Click here to read more about our session.

Speakers

DSC_0527.jpg
  • Peter Stidwill, Executive Producer at FableVision Studios. Since studying at Cambridge University, Stidwill has had over 15 successful years managing the design and development of educational games/projects for some of the most prominent names in the industry. He has taken the lead on several award-winning productions for the BBC, Learning Games Network, and more and presented at numerous events on educational technology and gaming. At FableVision, Stidwill leads the company’s production efforts, working hard to manage and execute multiple projects with a consistent level of quality, care, and attention to detail.

  • Louisa Rosenheck, Associate Director of MIT Playful Journey Lab and researcher of educational technology at MIT Education Arcade. Rosenheck has expertise in developing learning games for a diverse audience, including under-resourced communities and international learners.

  • Dan White, CEO of Filament Games. Filament Games has completed over 160 education-focused projects. White has extensive experience creating games for learning.

Comment