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May FableFriday: Erik Laats, Junior Developer

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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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June FableFriday: Jordan Bach, Technical Director

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FableVision Technical Director Jordan Bach is definitely not new to the edtech game. A member of the FableVision team for almost 10 years, Jordan has decades of experience in developing educational games and media with a focus on accessible technology and innovations in tech. He’s also just a really nice guy.

Jordan first joined the team as a developer and now, in the role of Technical Director, oversees the technical department, contributes to planning and budgeting proposals and projects, and continues serving as lead developer on a number of the studio’s large game projects. Working with tools such as Unity and HTML5 to merge physical and digital play, Jordan is an expert in all things AR and VR. And through the advancements and innovations in technology over the years, Jordan has also consistently been the go-to person on staff for questions about accessibility, designing and leading projects to support people with learning disabilities and different educational needs to provide a safe and engaging space to learn.

“Accessibility means so much more than making a game compatible with a screen reader,” Jordan tells us. “It means that many people experience learning games differently and we need to communicate with as many of them as we can.”

Using his vast skills in design and developmental technology, Jordan has adapted to the many changes that have happened to the edtech and media fields over the past decade and helped FableVision to stay on top of and actively respond to growing trends in the industry. Working closely with other members of FableVision staff, freelancers, and clients over the years, he approaches his dedication to his work with endless patience, a calm demeanor, and a creative eye—actively looking for the best ways to help others and making possibilities realities. Continue reading to learn more about Jordan’s journey to FableVision, how he approaches projects in his role as Technical Director, and what advice he has for developers at the start of their careers!

How did you first hear about FableVision, and what initially drew you to the studio?
I first heard about FableVision through friends and former colleagues who loved working here, so I connected with Brian Grossman, the former Technical Director. During my first visit and first interview at the studio, the mission and the creative spirit were so clearly visible in everyone I met and in the physical space that the decision was already made from my perspective.

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What does a typical day look like for you?
My day-to-day schedule has changed a lot since I’ve become the Technical Director! Every day I’m trying to do two things: first, I’m contributing to current, upcoming, and potential projects. This includes offering support to the developers, participating in planning, and completing budget estimates for proposals.

And second, I’m reserving a little time to continue being a developer, which is something I love. Most recently I’ve been helping set up the architecture of a new project, and then sharing it with the developer who will take it through the rest of development and over the finish line!

You’ve been at the studio for ten years! How has the technology the studio uses changed, and how do you stay on top of edtech trends?
Ten years ago, Flash was the most common way to develop highly interactive applications for the web browser, and mobile apps were still relatively new to the world. Unity has emerged as a go-to tool for building cross-platform mobile apps, and we’re also using various web frameworks to speed along complex browser-based development projects. We’re more used to change than we were then! 

The best way to stay on top of trends is to ask questions. When someone mentions something and I don’t know what it is, I just ask. And then go look it up if I need more information. There’s so much to know and sometimes there’s pressure to pretend like you know everything. As a mission-based company, FableVision is all about learning, so I just ask.

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How do you approach each project from a technical perspective? How does the process differ depending on the scope of a project or the medium (game-based app, Augmented Reality experience, website, etc.)
Determining the technical approach for a project goes hand-in-hand with the creative design. After we have started the creative brainstorming, we think about what technology might make sense to help us with the project. The scope, medium, audience, and platform all feed into this thinking process. We focus on HTML5 and Unity, but also work with other technologies. Then the strengths of the chosen development platform can further inform the creative definition of the project. 

Once the design and technology are set, we'll pick what’s hard, what hasn’t been done before, and start there. 

What is a FableVision project you’ve worked on that you’re particularly proud of?
I feel particularly proud of the projects we’ve done that are used in research studies. The Zoombinis remake and the Reach Every Reader apps for the Harvard Graduate School of Education are examples of apps that are not only fun to use, but also move educational research forward. It’s definitely rewarding to be a part of such important projects such as those.

Here at FableVision, we’re dedicated to making sure our work follows accessibility standards. What do you have to keep in mind when making sure our projects are accessible? 
When we create accessible media, we need to think beyond the platform it's housed on and what features we can add to accommodate certain disabilities. Many of our users have different experiences and use our games, interactives, and other media in different ways, so we have to design for as many different learning contexts as possible.

Right now we’re making a game that is “born accessible,” meaning we’re designing it to be accessible to many from the start, instead of retrofitting an existing game for a more diverse audience. We’ve learned that an important tool is customization: for example, if a player struggles with focus, we can expose a setting to turn off distracting background imagery. If someone has low vision, we can expose a setting to turn on audio descriptions. On the other hand, there are some elements of a game we can make accessible to many without the need for customization. For example, we can design artwork to be easily distinguishable by people with the most common forms of color blindness.

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You have a background in music! How does music continue to impact your life, and how has your degree influenced your work at FableVision?
In college, I got degrees in both math and cello performance. Doing both was a great opportunity to see all the connections (and differences) between the two. It was also a great opportunity to understand the similarities between learning each. When working on an abstract math proof, you start with what you know and build from there. When learning a difficult passage in music, you break it down to the smallest pieces you can play and start stringing them together. And now, when starting a new project at work, I approach it with the same mindset: what do I know, and how can I start putting it together to get somewhere I’ve never been before?

You’re currently a Teaching Fellow at the Harvard Graduate School of Education's Technology, Innovation, and Education program. What’s rewarding about your role, and what has teaching taught you?
I was involved in a course called Advanced Design Studio this past semester. In the first half of the semester, I taught Unity development in the lab sessions; together with the class, we made one of the puzzles from Zoombinis (“Cap’n Cajun’s Ferryboat”). During the second half of the semester, I coached groups of students as they developed their own designs into prototypes. It’s exciting to see the students coming up with great concepts. After 20 years working in this space, I saw ideas I hadn’t seen before. And the students all wanted to participate in learning; they didn’t just want to be fed information. This encouraged me to think about what I needed to provide to facilitate learning without getting in the way of it.

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What advice do you have for students and professionals starting out in the technology field? What skill is important for a programmer to develop early on in their career?
Consider also focusing on a non-programming skill or interest. Programming is a tool; it also helps to have experience in education, games, some kind of production, or something else that you love. Beyond that, well-rounded programmers think big (code architecture and efficiency) and small (detail-oriented, predicting every way a user might interact with the application). I’ve found that most people are usually naturally good at one of those ways of thinking and need to focus on improving the other. (Also, see above: asking questions!)

You made an amazing quilt for Creative Juices last year! Are you currently working on any new projects?
I’m working on an underwater-themed quilt for my niece. It’s somewhat improvised, which is new for me, so I don’t know what it’s going to look like yet!

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Quick questions

Recipe you haven’t tried but would like to: Anything from Pastry Week on the Great British Bake Off.

TV show you’re currently binging: I, Claudius, while listening to the I, Podius podcast. I’d never seen it before, but I vividly remember the “Me Claudius” spoof on Monsterpiece Theater when I was young.

Best consolation of Staying at Home: curbside pickup to support small restaurants. Vietnamese Fresh Roll Friday is now a thing!

Game you love to recommend: Carcassonne, as a board game or as an app. I just gave it to my nieces and they love it.

Top two tips you give to new gardeners: 1) A plant in the wrong place will never be happy. Pay attention to the sun/shade requirements! 2) If you’ve only ever planted annuals, try a perennial. It’s magical to see them come back from nothing in the early spring. It’s my favorite part of gardening.

A book you love to reread: Lizard Music by Daniel Pinkwater, a favorite from elementary school. A weird story for a weird kid.

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October FableFriday: Erin Carvalho, Junior Developer

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With her wealth of knowledge in both programming and education, junior developer Erin Carvalho offers unique insight into developing educational games and interactives. Erin has a bachelor's degree in secondary education from the University of Hawaii at Manoa and a masters degree in education from the Harvard Graduate School of Education, and it’s this background in education that pushes her to not only consider the code, but also the pedagogy in every project.

“Having teaching and administrative experience definitely helps me consider how people will use the programs I develop,” says Erin. “I’ve been fortunate enough to see how education affects everyone. I feel like I owe it to my mentors, colleagues, and students to develop programs that are student-centered and teacher approved.” 

As junior developer, Erin serves as a programmer on a variety of polished projects across mobile and web platforms. Her creative problem solving and technical skills enable her to quickly adapt to new programming challenges. So let’s get to know the newest member of the FableVision team and take a deep dive into Erin’s insightful advice for up-and-coming developers, her favorite activities, and her strong opinions on pumpkin spice lattes.

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Welcome to the team! Tell us more about your journey to FableVision. 
Honestly, if you had told me in college that I would be a developer within the next three years, I probably would’ve laughed hysterically. I was sure that once I graduated I would just become a teacher. I had applied to a teaching residency in Boston when my sister contacted me about a course she worked for called CS50, Harvard University's introduction to the intellectual enterprises of computer science and the art of programming. It was too good of an opportunity to pass up. I helped develop content for their high school version of the course that mapped to the new (at the time) AP Computer Science Principles course launched by the College Board. It wasn’t long before I started taking on small development projects like the project5050.org website. That was probably the first time I thought, “I like this and I want to do a lot more of this.” 

Brian Grossman, FableVision’s Technical Director, was a teaching assistant for one of the courses I took at the Harvard Graduate School of Education, and he informed me of a developer position at FableVision. I politely declined to which he replied, “I’m gonna keep emailing you, hoping to find an opportunity to work together at some point. Hope that’s ok.  ;-)” It’s a year later, and here I am.

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What does a typical day in the life of a developer look like at the studio?
One of the reasons that first got me interested in programming is that no one is an “expert.” My browsers always have a million tabs open, just like my brain. Programming changes rapidly, so you need to be comfortable being uncomfortable. While I was hired as a developer, I love being able to contribute to other aspects of projects like the UI and overarching pedagogy.

You were a Zoombinis fan before coming to work here. What’s your favorite part about the game, and how did learning about FableVision’s role in the 2015 relaunch influence your decision to join the team?
I have always been a HUGE fan of logic puzzles and brain teasers. I love challenging myself to consider various perspectives. One of my coworkers suggested that I try out Zoombinis, and I was hooked. I loved the variety of the various minigames and all the trial and error. The first time Brian reached out about potentially working at FableVision, I Google’d the studio’s projects and  as soon as I saw Zoombinis, I knew I had to do whatever it took to join the team.   

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What team dynamic do you feel is most important for a development team?
I think communication is huge! People tend to think of a stereotypical programmer as someone who is alone in a dark basement drinking Mountain Dew. That’s simply not the case...I prefer Coke Zero. All joking aside, developing is almost entirely about collaboration. You may be the only developer on a project, but you typically work with a team of people who bring their ideas, perspectives, and backgrounds to help produce the best project possible. I don’t expect the people I work with to understand every technical term and I certainly don’t always have knowledge in other aspects of a project either. It is key to develop a shared vocabulary so that everyone can feel comfortable contributing. 

What are you most looking forward to in your career at FableVision Studios?
I’m excited to work with everyone in the studio. I feel privileged to work with such an amazing group of individuals who all provide critical pieces to produce amazing projects. I’ve dipped my feet into art a little and have also worked on content development,  so I love seeing the unique ideas people bring to the table.

We heard you’re a gamer! What are your favorite video and board games, and what has being an avid player taught you about designing and developing educational games?
Video Games:

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I think my biggest takeaway from the games I play is that a good game can be won in a variety of ways. I love using my knowledge of my opponents to inform my strategy. My favorite games are the ones that aren’t over until it’s over. As a developer, I strive to create experiences that are appealing and accommodating to all learners. I want people to be able to solve my games in whatever way is best for them. 

You’re also a certified Yoga instructor. What do you enjoy most about doing and teaching yoga?
In high school and college, I ran cross country and track. After moving to Boston, I started running, but the colder it got, the less I wanted to be outside, so I started doing hot yoga and quickly fell in love with it. My favorite part of yoga  was the mental aspect. I found that taking an hour to just focus on my breathing really helped me feel more at ease throughout the day. It also gave me strategies I could use outside of a yoga class if I was feeling particularly stressed. The community at the yoga studio became a family and teacher training just felt like the next logical step. It definitely added another level to my practice because I learned more about the anatomy behind the poses and various modifications to differentiate.

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Tell us one thing that others never thought you would do, but that you have done. 
People probably thought that I would never move to Boston. A lot of people who grow up in Hawaii stay in Hawaii. It was a big move and very scary moving somewhere where I only knew a couple people. I think it was necessary, though. I’d advise anyone moving to get a dog. I got my dog as soon as I moved, and while it was stressful starting a new job and raising a puppy, it got me out of my apartment. I made a lot of friends in my building and at the dog park. Taking her for walks helped me get to know the neighborhood and all the hidden gems you only find by walking around. 

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More About Erin: 

Dogs or cats: DOGS!
Favorite place to visit in Boston: The Charles River.
Favorite animated movie: The Croods.
Pumpkin spice lattes. Yes or no? No...just no.
Something you couldn’t go a day without: Spotify.
Favorite Halloween candy: Sour Patch Kids.

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TechTalk with FableVision Studios

FableVision's Jordan Bach (Senior Developer) and Brian Grossman (Technical Director)

FableVision's Jordan Bach (Senior Developer) and Brian Grossman (Technical Director)

Among other things here at FableVision, we’re known for our gorgeous art and animation -- those visual pieces are a direct connection to our motto -- “Stories that Matter, Stories that Move.” But FableVision Studios also uses cutting-edge technology, tools and techniques to make our projects come to life. Using a wide array of software and hardware while working on many projects at a time for various platforms, the tech team at FableVision Studios are the behind-the-scenes maestros of those stories that move and matter.


Tools of the Trade


HTML: HTML is the bedrock foundation of everything on the internet -- it’s a computer language specifically for building websites, and every website uses it. Every time you go to a website, your browser translates those words into a webpage, complete with words, images, videos and more!

JavaScript: If HTML is the bedrock foundation of the internet, JavaScript is what makes a webpage do things. Any time you can type into a text box, watch a slideshow, or if something on a page is animated, that’s thanks to JavaScript.

Unity: Unity is a program for making games for computers, websites, or mobile devices, commonly referred to as a game “engine.” Making a game is complex, so Unity provides a foundation for a team to build upon, so they can focus on making it fun and beautiful.

“Because FableVision is a mission-based company, we focus on finding a project that fits our mission, then we find the technology that fits the project,” says Brian Grossman, Technical Director. He’s been working at FableVision for more than a decade, and has seen the tools and process change many times over the years. Developing the technology behind a project starts during the FabLab, the first step for any FableVision project, where everyone connected to a project meets to collaboratively plan and discuss every aspect. Being part of the process from the beginning is important and fun, says Jordan Bach, Senior Developer at FableVision Studios: “I can let people know what’s easy and what’s hard; if we do the hard thing we may not have time to do this awesome thing, etcetera. We want to be able to do as much awesome stuff as we can.”

Once the project gets going, Jordan describes the work of the tech team as “assemblers” -- they take the art, writing, sound, and more, and make it all seamlessly work together. Because FableVision works on many types of media -- websites, mobile games, museum interactives, and much more -- this means everyone on the team has to know an array of skills and toolsets. Websites and web-based interactive projects are frequently built in HTML and JavaScript and games are frequently made using the Unity 3D Game Engine, just to name a few. (See sidebar, “Tools of the Trade.”)

There is a truth about good technical work that not everyone knows. “This is almost a cliche, but I’ll say it anyways: our tech team is really talented, and if we’re doing what we’re doing well, you’ll never see it,” Jordan points out. If an app or game works as expected, it’s easy to never think of all the work that went into it, and everything that’s happening under the hood. A great example of this is what is called “Responsive Design,” whereby the tech team works hard to make a website, app, or game work well and look great on a multitude of devices, from laptops to cell phones. (See sidebar, “Responsive Design.”)


Responsive Design


Responsive design is the process of making a website, app or game perform the same and look good across many types of devices, whether it be a 30” TV or the iPhone in your pocket.

The website or application is constantly checking what the size of the screen is, and moves and re-sizes the content, whether it be photos, text, or buttons, to fit and follow certain guidelines. “We try to build things that can go everywhere,” says Brian Grossman, Technical Director at FableVision Studios.

It’s not always a rosy path to launching a project, however -- technology is sometimes fickle, and working with the cutting-edge tools and processes sometimes means working in uncharted territory. “Every project has its own quirky technology problem, or problems! There’s always something that makes it like no other project we’ve ever done,” says Brian. “Prototyping and core functionality isn’t hard, it’s the polish, it’s the potential problems and bug fixes. It’s lopsided -- 20% of the time is 80% of the functionality, 80% of the time is finessing and perfecting the last 20% of functionality.”

Ultimately the tech team is committed to getting the project done, and that means a lot of creativity and hard work. “You’ll look at a problem for a while and you won’t have a solution; suddenly you’ll have an epiphany and you’ll find the solution,” Brian says with a chuckle, pantomiming staring at his screen until suddenly the roadblock is lifted. Coding is modern problem-solving, working with computers by writing in languages they can understand, and problem-solving is an inherently creative skill, one that is incredibly important to our modern world and its future. That kind of problem solving and ingenuity are at work every day at FableVision Studios -- it’s integral to the level of quality media we’re known for, and what we pride ourselves on every day. No matter the media challenge, we’ll help you meet it.

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March FableFriday: Brian Grossman, Technical Director

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Ten years – a full decade. That’s how long Brian Grossman, Technical Director at FableVision Studios, has called himself a FableVisionary. Brian comes from a strong technical background, but it’s his genuine belief in what FableVision stands for that makes him a perfect fit for his job.

“I believe strongly in FableVision’s mission and appreciate how committed we are to embodying it in all our work,” Brian says. “I'm an idealist at heart. I love that I don't have to compromise my idealism at FableVision.”  

In addition to being an idealist, he is a tireless learner, and believes that education is at the heart of doing good in the world. The breadth of his responsibilities is vast, too: he manages our technical team, architects experiences for our projects, and stays on the cutting edge of new technologies to ensure that we’re bringing expertise and prowess to all our projects.

“It's great to have a job. It's better to have a job you enjoy. It's even better-er when you enjoy your job and believe that you're helping to make the world a better place by doing your job,” Brian shares.

This month, Brian shares more about his position, what it’s like to manage one of the most talented technical teams out there, his passion for teaching and cooking, and how his 10 years at FableVision connects him to our mission of helping learners of all ages reach their full potential.

What is your journey to FableVision story?
After completing my Bachelors and Masters degrees in Computer Science from MIT in 1996 (I created math tutoring software for my masters thesis!), I moved to the Bay Area to work in hi-tech at Netscape. After about a year, I realized I would be happier if my job was in the education space. I left Netscape and worked at a couple educational technology start-ups. In 2000, I moved back to Boston. I soon started working at WGBH, creating websites and games for the children's TV shows Arthur and Zoom. In 2002, I worked on a freelance project at FableVision, making math interactives with Houghton Mifflin (Shelby Marshall, now Vice President of Strategic Partnerships and Product Solutions at FableVision, was our client!). Then, in 2003, I was hired to head up the technology team at Six Red Marbles, another educational software company in Boston.

In 2006, the Technical Director position opened at FableVision Studios. Remembering how much I enjoyed the company, I applied for the job. Now, ten years later, I'm grateful to work at a company that I believe in, that challenges me professionally and employs many of my favorite people on the planet.

What’s your favorite project you’ve worked on at FableVision and why?
It's hard to choose just one, but I think I'd say Lure of the Labyrinth, developed with Maryland Public Television. It was a pivotal project for FableVision. It was the largest game we had built at the time, requiring us to learn lots of new technologies and strengthen our process for working together in larger teams. We've come a long way since then, but Lure of the Labyrinth will always be a special project for me.

What do you like about being a developer?
I love making stuff. Being a developer is the ultimate job for people who like to make stuff. Anything you can imagine, you can model on the computer – and making stuff on the computer is generally faster than making real objects.  My father is a mechanical engineer by trade. He works with a team that makes communications hardware. The difference in the scales of time we work in is extreme. In the time it takes his team to build one piece of equipment, we've completed dozens of projects – all different, all fun to work on.

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Things change very quickly in the field of tech. How do you keep up with current trends and/or learn new skills?
In my role, this can sometimes be a significant challenge. I spend a lot of time researching technologies that would be beneficial for our projects. One of the best things about working in technology is that the internet provides an endless library of great information and relevant case studies. Additionally, I leverage the other developers on the FableVision team, who are doing their own research. We learn and grow as a team, sharing with each other at our bi-weekly developer meetings and weekly code reviews. Our technology team is the best I've worked with – each member is incredibly talented and well-versed in a number of skills – from the tried-and-true to the bleeding edge.  

What does a typical day at FableVision look like for you?
I really don't have a typical day at FableVision. I like to stay involved with lots of facets of the company, from managing the developer team, to helping estimate projects for proposals, to overseeing the technology on projects, to brainstorming ideas, to maintaining the IT infrastructure. There's no shortage of things I can work on.

As a “Tech Guy” on projects at FableVision, what's your role in the creation process?
All of our projects start with some brainstorming. During the brainstorms, the technology representative needs to constantly ask the question: "Do I feel like I can come up with a technical solution for this idea?" At a place like FableVision, where there's so much creativity, it's critical to be flexible and open-minded as you never know what ideas will surface. Once we've got our idea, the technical team member is responsible for choosing the right technology and coming up with a plan for how to get things built. Then, when we move into production, the technical team member needs to work closely with other folks, particularly the art team to implement the product and ensure everything works.

What are some of the more interesting or useful things you’ve made using your programming skills (either at FableVision or on the side)? 
I love programming little tools and small websites for lots of random projects I work on. I've created websites in the office to choose the next cooks for our weekly Soup Group (see below) and the next books for our Book Club.

Outside of work, I've been able to leverage what I've learned to help with various tasks running a large fundraiser for my kids' school and planning my high school reunions. I've also created a Lego portrait of my son and I'm planning a Perler Bead project for my daughter. I've even written software to generate works of art with waffles!

You’re an excellent cook! What got you in the kitchen? What kinds of things do you like to make?
Growing up, my mom was an amazing cook and baker. Every night we had a delicious meal and there were always fresh baked goods in the cookie jar. Interestingly, I never did much cooking until I moved out of the house on my own. Given the void of no longer having my mom's home-cooked meals each night, I had no choice but to start cooking. When I moved out, my mom packed me with a notebook of all my favorite dishes – handwritten. I still cook these recipes regularly.

Along with standard cooking for our family of five, I love challenging myself to cook things that might be a little more complicated. Some things I've tried to include: fried ice cream, sour dough bread, French macarons, homemade cannolis, from-scratch hot chocolate with from-scratch marshmallows, and cronuts.

What is Soup Group?
At FableVision, we share a kitchen with a company called Jumpstart. They had started a group called Soup Group, which was essentially a weekly potluck where individuals would take turns cooking for each other. It looked like fun, so a co-worker and I asked if we could join. Now, five years later, it's still going strong and we've got about 50% FableVision employees and 50% Jumpstart employees. Soup Group day is always the best meal of the week.

You recently started co-teaching classes at Harvard’s Graduate School of Education. What’s one thing you have learned from the professors or students?
From tutoring peers in high school, to working in elementary schools and summer camp while in college, to teaching high school math, to teaching at Boston University and Harvard, I've always had a “second career” as a teacher.

The most important thing I've learned from teaching is how important it is to listen. I'm teaching (mostly) non-technical individuals how to program. In this role, it's critical that I am able to listen to the students when they don’t understand the material and come up with creative ways to teach the concepts.

What’s one thing you would recommend to someone starting out in the field of tech? What qualities do you look for in a new hire?
The tech field is a great option these days. Everyone needs technical folks. When we're hiring, I strive to find individuals who are not only good programmers, but are good communicators and passionate about the work we do at FableVision. I like it when candidates abandon their “interview script” and talk casually about themselves and their interests. That's when you can start to learn what it's going to be like working with them.


Favorites!

Place to eat in Boston: Anyone who knows me knows I always like trying new restaurants. I have a list of 200+ bookmarks on my Yelp account. Whenever I have the opportunity to go out, I always consult my list to see if there's a place nearby.
Place to eat with your kids: Home. With two working parents, it's hard to find a way to eat together at home, but we do our best.
Ingredient: Sugar. I'm a sugar-holic.
TV show: I've got a Netflix watch list of stuff I've been chipping my way through. Whenever I get a recommendation, I write it down.
Favorite movie robot: I dunno… maybe the robot tailors from Woody Allen's Sleeper?
Favorite season:  Those first few days of spring in Boston are pretty special.
Favorite gadget: It's not hi-tech, but I love my DSLR camera.
Vacation spot: The National Parks. I love natural beauty. I've been to about 20 so far, but I'd love to see more. 

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