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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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September FableFriday: Audrey Spencer, UX/UI Designer

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FableVision UX/UI Designer Audrey Spencer is a problem-solver at her core. As a multidisciplinary designer, Audrey has worked across many fields, including medical, game development, and VR/AR design. She has a passion for creative problem solving, thinking outside-the-box, and brings her own dash of whimsy to every project that hits her desk. 

“I love sharing my creative process with others and I’m excited to be doing that at FableVision,” says Audrey. “I’m especially having a blast on a project that we’ll reveal soon – we have an awesome team and such a great connection with the client – it’s been so rewarding to see this come to life.”

Read more to learn about Audrey’s winding journey to FableVision, how she wooed the internet with her elaborate cat drawings, and her battle with DJ Khaled.


Audrey's Cat Art

Audrey’s Snapchat drawings featuring Maya and Oskar

What’s your “journey to FableVision” story?
It’s been quite the journey! My degree is in industrial design, so I began my career in product design, working in healthcare designing medical devices. This was around the time when a “cool new app” called Snapchat came out, and with its clunky drawing tools, I started drawing photos of my cats, creating elaborate and harrowing scenes. Apparently the people of the internet liked them, which caught the attention of Snapchat and the media, starting me on a path of creative storytelling for brands like Microsoft, Universal, Pilot, and Snapchat. It was all pretty surreal.  

Pivoting from medical device design, I began working with startups as a one-woman design team, doing everything from industrial design, graphic design, branding, video, and marketing. I worked in a wide range of industries from Tesla coils, to robotic fishing equipment, to AR (augmented reality) hardware. It was very exciting. 

While working with an AR hardware startup, I grew close with some folks at Snap Inc. and began consulting on Snapchat’s user interface, as well as other programs in the works. One of these was Lens Studio, the AR Lens software they were developing, which sparked my interest in virtual reality and augmented reality design. 

Shortly after, I went through a Unity and XR program to broaden my skill set, through which I was introduced to FableVision!

Social media panel at the Rock and Roll Hall of Fame 2016

How did past fields and industries you’ve worked in prepare you for FableVision and the educational industry?
My experience as a student, which was tough, prepared me the most. I’m dyslexic and I’ve always struggled with reading. I have a lot of empathy for kids who are also struggling with any type of learning disability, and I know what they’re going through. In my own life, I’ve learned that this disability can be transformed into an empathy superpower when it comes to storytelling and designing educational experiences. It’s quite rewarding to bring that perspective to the table.

What type of projects do you like to work on?
I like projects that involve humor and a bit of weirdness. I bring my own dose of quirk as it is,  so I appreciate any project that has that creative freedom. I also love a good challenge and managing a lot of moving parts – really, anything that requires problem solving is fun to me.

Group of Snapchat creators

Besides UX and UI, you’ve also developed content for brands like Microsoft and Universal. Can you tell us more about that experience?
In the early days of Snapchat, it was a Wild West for creators working with brands on the platform, and it was really difficult to gain a following with content that expired every 24 hours. 

So, when I and a small group of creators gained traction on Snapchat, brands saw this as an opportunity.  At the time, Snapchat didn’t have an ad program in place, so these brands reached out to us to create content for them.

This led to some really fun jobs, traveling across the country doing work for Microsoft, Universal, Pilot Pens, Shark, Crocs, mobile games, animal shelters, and a bunch of others.

Creating content for brands isn’t too different from what we do at FableVision Studios. The client has an idea and an audience it wants to engage, and we bring that idea to life.  

Tell us about being a Shorty Award finalist for “Snapchatter of the Year”!
What a weird time to be alive. I was up against a few big names, one of which was DJ Khaled, who was pretty well known… and still is. I didn’t go in with any expectations of winning… and I totally didn’t win. But it was a really great award show – I got to rub elbows with Alton Brown and Bill Nye the Science Guy!

Leading up to it, we had to get votes from our audience. So, I found a video of DJ Khaled asking his followers to vote for him and I took that video, edited out where he said “Vote for DJ Khaled,” went through his video history, and basically made a video of him saying to vote for me. I still cringe when I look at it now, and it was purposefully bad, doing it all on my phone in Snapchat from the comfort of my kitchen. But everyone got a kick out of it. If anyone wants to see it, you’ll have to message me and I might show it to you.

What was your most intricate cat drawing and how long did it take?
Well, that would be the cat drawing of Maya splayed out on a bounty of gold coins, gems, and jewels, what you’d expect to find in a treasure chest. I got really into the details and it took a solid nine hours to draw. But Maya deserved it. 

Maya Treasure Chest

When drawing on Snapchat at the time, it crashed often. And every time it crashed, I’d lose everything. Eventually, I found a way to circumvent that to be able to post things through some trickery. That gave me the freedom to take a few evenings and work on a drawing rather than all at once. Something that drew me to Snapchat was the temporary nature of the content on the platform. I could test out weird ideas, people could see them, like them or not, and then they would disappear. There was something fragile and liberating about it that I really appreciated.

How has your online art evolved?
I have always loved sharing creative ideas with others and people love cats. I’ve tried out all sorts of things with varying degrees of success. 

I've shot skits, made music videos, photoshopped cats as other animals, and started a subreddit that features animals with their faces photoshopped really really tiny.

Even so, my cat drawings have definitely gotten better. I started using a stylus instead of my finger, but if and when I lost that, I discovered that wrapping the stick part of a Q-Tip in foil makes a “decent” capacitive stylus.

What is the dynamic like between Oskar, Maya, and Louie?
I got Maya first. Quickly, I could tell she wanted another cat to play with. She’d sneak up on me, jump on me, and want to play all the time. Eventually, I found Oskar at a shelter. I tried to keep them apart as they adjusted to another animal in the space, but that was impossible. Once I introduced them, they did battle it out a bit, but they’re great friends now. They don’t cuddle like siblings, but they’ll clean each other, play, and chase each other around.

A few years ago, we got Louie. He is a very shy, skittish cat. And introducing them was a challenge: all Oskar wanted to do was chase and play, and all Louie wanted to do was run. But it’s gotten better. We’ve tried to create a safe space for him and he hangs out with us and trusts us a lot more now.  

Audrey’s Favorites

Favorite plant? I can’t choose a favorite… but I do have five self-contained ecosystems I created: three terrariums and two “jarrariums.” It’s taken them five years to get to this point but they’re finally self-sustaining with only sunlight and a wee bit of water!

Favorite film/tv show? I am really enjoying Evil at the moment. But I always enjoy revisiting King of The Hill and Comedy Bang Bang!

Favorite game? Board: Wingspan. Video: too hard to pick just one, but Her Story, Inside, and Animal Crossing had a huge effect on me.

Favorite recent DIY? I fixed the hose spigot at my house. It had no available parts to buy in a store since it’s so old. So I made my own washers! My next thing to start is refinishing lampshades – I already bought fun fabric, fringe, and tassels.

Chipmunk

Elle the chipmunk

Favorite place to find antiques? Estate sales. I love seeing objects in the context that they lived in, and the history surrounding them. Once I buy something, it feels like I’m giving them a new life. 

Favorite homeowner surprise? I’ve been excited about the wildlife outside and have set up cameras to capture videos of all the fun animal visitors! Recently, I’ve befriended the crows and the chipmunks. One chipmunk friend in particular jumps up into my hand when I hold out sunflower seeds.  

Favorite cat (if possible)? I get asked this a lot and I have an answer: it’s Maya. 100%.

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2020 FableFriday: FableVision’s 10 Year Challenge

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With the #10YearChallenge making its way across social media feeds, we at FableVision Studios thought we’d get in on the action with our own 10 Year Challenge. As a new decade begins, we’re reflecting on the great innovations and changes that have occurred in the last ten years.

To take a look at exactly what has and hasn’t changed from 2010 and 2020, we asked some of our staff members who have been at the studio for over ten years to reflect on some of the changes at the studio over the last decade. Though many of the people, projects, and software that we use have changed, the thing that has always stayed constant is our mission to tell “stories that matter, stories that move” using engaging and innovative educational media.


As co-founder of FableVision, what was the original vision for the studio? How has FableVision Studios continued to work towards that vision this past decade?

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Gary Goldberger, President & Co-Founder: The original vision for the company was to use media, art, and technology to move the world to a better place and to help all learners reach their full potential. In the past ten years, this vision has stayed very near and dear to our hearts. People and technology change, but the mission has continued to be the core of the studio’s success. A big part of this is finding like-minded partners that come to us because they believe in using media to engage their audience to think or act differently. We’ve always believed that making small changes in our current system can cause long-term positive effects in schools, culture, and communities. This belief doesn’t just stop at the company level, but it also influences what we want to do in our lives; it comes from our personal beliefs and goals.

For the past 24 years, the ways to reach our audience have changed. We’ve seen a technology evolution, and with every new technology that comes, there’s a short “a-ha!” period where we see the potential. At FableVision, it’s our job to turn that potential into actuality. Personal connection and meaning need to exist within whatever technology you’re using to deliver an authentic experience. That’s been crucial to FableVision’s mission since the beginning, and something we’ve stayed true to throughout the years. I’m still really proud of that.


How have the types of projects and how FableVision approaches those projects changed from 2010 to 2020?

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Leigh Hallisey, Creative Director: The biggest change that I’ve seen is in subject matter, driven by the fact that we are designing learning experiences for older audiences. Although we love to produce media for younger children, FableVision is reaching more learners in middle school, high school, and college.

Within this last decade, we’ve tackled a lot of complex subject matter: bullying, financial literacy, substance use, neurodiversity, empathy, anxiety and peer pressure, mental health awareness, and more. I love that the educational media umbrella is always expanding—learning about being a human in the world, how to respect difference, how to take care of yourself and others. We continue to use our signature blend of storytelling, relatable characters and situations, and authentic language, but we are doing a deeper dive into researching the subject matter and working with experts in the field. 

It’s amazing to have a job where you learn new things with each project—the effects of drugs and alcohol on an adolescent brain, mindfulness techniques for relaxation, digital citizenship, managing crops, tips for resisting peer pressure, and how to save for retirement by managing a vampire nightclub (no joke). It’s never boring! FableVision’s work has always been unique and quirky, and a lot of that comes down to the trust our clients put in us because of the reputation we’ve built over the years. Between art, game design, production, and content, we have the vision to push the expectations around educational media, and we have the amazingly talented people to make beautiful things that really impact the world.


What did FableVision’s animation process look like in 2010, and how has it changed over the last decade? What impact have these changes had on studio projects?

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Didi Hatcher, Lead Animator:  This past decade, we’ve made a lot of improvements to the animation process to ensure better organization, optimization, and streamlining. One main focus has been better documentation and communication. We also learned to use a lot of new software and tools, and gained a lot of new skills. Before, we primarily animated in Flash (now named Adobe Animate), but to adapt to new platforms like mobile and AR, FableVision artists and animators have learned After Effects, Unity, Spine, and many other software platforms along with Adobe Animate. We have also expanded our process to include a lot more freelancers, and our management of the workflow has improved to accommodate that, especially given that most freelancers are off-site and often in different time zones.

These changes have improved our performance tremendously. Projects run smoother and faster, and our process is a lot more efficient. This allows for better quality of our work, and it lets us stay competitive by achieving more for less time and money. And, last but not least, it makes working less stressful and more enjoyable. All in all, it’s been a good decade of growth!


What kind of technology was the studio using in 2010? How has technology changed this past decade, and how does FableVision stay on top of emerging trends?

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Brian Grossman, Technical Director: The vast majority of the games, animation, and interactives we developed in 2010 were created using Flash. Knowing that Adobe’s support for Flash Player officially ends in December 2020, we switched to using HTML5 and Unity. We continue to push these technologies and use one of them on almost all of our projects.

In 2010, we just started developing iOS apps. Even though no one could have predicted mobile's full-scale takeover at that time, we made sure we were getting up to speed. In the past 10 years, we’ve created dozens of apps for iOS and Android phones and tablets for our clients. On the other hand, the technology in 2010 that people predicted would have huge growth in the education space was interactive whiteboards. At that time, we had several, large-scale projects designed specifically for classroom instruction on a whiteboards, including our own Big Screen Books. While the demand for interactive whiteboard projects has died out, we learned about the nuances of developing software for teachers to teach and entire class using a large display.

We’ve always strived to balance the need to deliver quality products built on stable, proven technologies with the need to research and learn about the latest and greatest technologies. We’re currently working on several extended reality (AR and VR) projects, and keeping an eye on advancements in AI and IoT. As we look toward 2030, it’s impossible to know which technologies we’ll be using, but FableVision will definitely be ready.


Where do you see FableVision in 10 years?

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Allie Caton, Production Assistant: In 10 years, I see FableVision reaching more and more communities and broadening our knowledge in new, upcoming technologies! I also see the "FableVision jokes" folder on my computer growing to take up 10GB of my computer storage. 


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Monica Chen, Communications Strategist: In 2030, I see FableVision continuing to break barriers in storytelling, technology, and interactivity through our engaging educational media. I also see FableVision using media to teach and inspire in new, innovative ways with our own educational games and animation.


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David Welsh, Game & Narrative Designer: In 10 years, I expect FableVision will take our experiences to the next level as we continue to innovate new ways to use storytelling to move the world to a better place. I'm already working on some exciting games that I think will be fondly remembered and still played in the next decade!


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Peter Stidwill, Executive Producer: I see FableVision working with even more fabulous partners to create impactful experiences, celebrating success with our latest research-proven XR game, and kicking off another season of our own original animated series! (And I see myself still gorging on super-tasty staff-made snacks).

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November FableFriday: Jordan Bach, Associate Director of Technology

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Eight years is a long time—especially in the world of educational technology. When Associate Director of Technology Jordan Bach joined the studio eight years ago, FableVision was using Adobe Flash as our primary development tool for interactive media, and we were delivering that media online in web browsers. These days we use a variety of different tools, from Unity and HTML5 to Augmented Reality, to make interactive experiences. Jordan is one of the driving forces behind keeping us on top of tech trends, helping choose tools that best serve the educational goals of each and every project in our portfolio.

“Here’s what hasn’t changed, even after eight years—the technology is transparent to the learner. FableVision works hard to keep it invisible so that the learning is what’s happening,” shares Jordan. “We don’t use new technology because it’s new, but because of its potential to tell stories and aid learning.”

The technical solutions available to us have evolved and Jordan has evolved too. By working closely with our creative team and clients, Jordan utilizes his own, and everyone else's talents, to create the best projects possible. Learn more about how he approaches his work in making games, apps, and interactives for the web, tablets, phones, and beyond!

Edtech has made great strides in the past few years as new technologies continue to emerge. What are some trends that you think will have a big impact in the years to come?
It’s exciting to think about how augmented reality (AR) apps can be used effectively in teaching and learning. With our partners at Reading Is Fundamental and EDC, we’re exploring how AR can help struggling readers engage with books in a new way, and ultimately help them improve their reading skills as part of our Phase I SBIR project. I’m excited to participate in such a meaningful exploration of a new technology.

From UX|UI designers, to artists, to animators, our developers have to work with an entire team of people and ensure that everything we create works in tandem with each other. How do you help maintain this well-oiled machine?
A big piece of my job is communication, and helping everyone on the team to communicate clearly about technology. At the beginning of a new project, I make sure we’re all on the same page about what we’re building and the tech we’re using. During a project I help with the pipeline from artist and animator to developer, sometimes even making tools to help manipulate and set up files. And when a project is complete, I help take what we’ve learned and apply it to our process for the next one. Because the technology we use is always changing, the entire team is always learning and improving our process.

Tell us about a challenge you encountered with a project and the creative problem solving it took to get the job done?
After we finished the relaunch of the classic Zoombinis game with TERC a few years ago, we switched gears and helped EdGE at TERC create a special research version of the game. This version, used in participating classrooms, tracks a ton of data about how kids solve the puzzles. So that researchers could better understand the data, we created another version of the game that, when given the test data, simulates the original gameplay at different speeds. One of the more tricky tasks I’ve done at FableVision, it couldn’t have been accomplished without working closely with the researchers at EdGE and their other development partners. It’s a great example of how working together allows you to create something better and more complex than you could have done on your own.

Jordan giving a talk on making a full blown interactive/gaming application with a pure HTML5/Javascript front-end.

Jordan giving a talk on making a full blown interactive/gaming application with a pure HTML5/Javascript front-end.

What does it take to be a developer at FableVision?
In addition to being skilled at the craft of coding games and interactives, developers at FableVision need to understand what’s going on outside of the developer box. They need to understand user experience, implementation of learning theories, and what makes a compelling story. They care about learning, and demonstrate it every day by learning themselves.

How does your formal training in music influence your work as a developer?
In so many ways! Here’s one: While performing, a musician puts a lot of energy into giving the audience a certain experience. While preparing for the performance, you practice all of the details needed to create that experience. As a developer, my number one priority is not to program in certain ways or to use certain techniques, but rather to create specific learning experiences. I’m interested in identifying and focusing on all of the details that are most key to the overall experience.

One more: when you’re on a stage, you have to have done all the hard work to get there. You can’t let the audience and your fellow performers down. It’s the same as a developer: you work hard to support the team and the kids using what you made.

As a computer science wizard, you spend a lot of time making magic on the screen, how do you find ways to take a break from your computer?
I absolutely need a break sometimes. Here’s one way: I’ve decided not to look at any screens on my commute. I take the subway and bus and it’s a lot of time every day.  I’ve read so many great books over the past eight years on my FableVision commute!

As we’ve seen at our annual Creative Juices art show, you work with a lot of different mediums for creativity outside of work. What special non-tech related project are you currently working on?
I’m making a quilt for my nephew! It’s still a secret, but here’s a pic of one I made for my niece.

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More about Jordan:

Delicious tea to drink and relax with: I love Keemun. And I have Earl Gray every afternoon in the office.

Best gardening secret you’re willing to share: If you choose plants native to where you live, they’ll be easier to take care of. And as a bonus, they’ll support the native fauna that has coevolved to live with your plants, so you’ll see more birds and other critters. Have shade? Plant a spicebush and get this caterpillar.

Three works of literature we should have read yesterday: Whatever interests you the most! Books have to come to you at the right time in your life. I read a lot of contemporary books, but lately I’ve been fascinated by stories from and about the past. Middlemarch is often cited as a long, challenging book to get through. It’s actually really engaging, and insightful about relationships. I’m working my way through the Palliser chronicles by Trollope, mostly because it’s entertaining but also because it’s fascinating to read about the political struggles of another time. I also like Edith Wharton’s The House of Mirth because the characters are fantastic.

Your go-to recipe for making new friends: Join groups related to your hobbies! Everyone is there because they love the same thing you love and want to make new friends. Chances are it’ll work out.

Current favorite hand-made thing you’ve created: A stuffed bunny and cat for my two nieces. Making stuffed animals is how I originally got into crafting!

An inviting library or bookstore you love: The Montague Book Mill is an old water mill in western Massachusetts that’s been repurposed as a used book store, a performance space, a couple of restaurants, and an art gallery. It overlooks a waterfall.

Most addicting game you’ve played recently: Hollow Knight. It’s a little old fashioned, beautiful, and fun.

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