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April FableFriday: Peter Stidwill, Executive Producer

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“When there’s a lot going on, it’s a bit like conducting an orchestra,” shares Peter Stidwill, FableVision Studios’ executive producer. A working studio has many moving parts—departments, research cycles, partners—and Peter works with all of them to ensure harmonious production. 

Peter originally connected with FableVision during his time at Learning Games Network (LGN), a longtime FableVision partner, with whom the studio collaborated on the award-winning Quandary. His background includes jobs at the BBC and the UK Houses of Parliament, where he worked on game-based learning and digital educational tools.

In his role, Peter manages multiple animation, games, museum interactives, and other media, as well as oversees staffing to ensure that teams are set up to meet the varied needs of all projects and clients. From finding potential new partners to creating initial timelines to reviewing user feedback, Peter guides projects from inception to completion. “As a producer, I absolutely love being the ‘vision holder’ of a project,” shares Peter. This “vision” allows him to oversee every aspect of a project as the ultimate production maestro. You can catch him representing the studio at various panels at industry conferences—including an upcoming one in June! Read on for more details. 

What does a day in your life as executive producer look like, and how has your daily task list changed since first joining FableVision?
Although my transition to executive producer meant taking a step back from some of the detailed day-to-day production tasks, it allowed me to play a bigger role in finding and meeting clients and partners—brilliant people doing engaging and impactful work—and collaborating with them to shape the overall approach of new projects. A typical day for me includes talking to potential clients to scope out new partnership opportunities, mentoring and supporting our talented team of producers, working with FableVision’s skilled art, technical, and creative directors to plan resources, and meeting with individual production teams to kick-off new projects and review deliverables. And snacks. Lots of snacks. (Is it snack time yet?)

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What sets FableVision apart from other studios?
It’s all about the amazing diversity of people and projects. My FableVision colleagues bring enthusiasm, joy, and thoughtfulness to all our projects. And our clients and partners allow us to create some of the most worthwhile and important products, campaigns, and media that I could hope to work on, whether that’s bringing age-appropriate playful assessment to kids across the State of Georgia, or helping children and parents destigmatize conversations around mental health through an animation and graphic novel right here in Massachusetts.

What is challenging in your role? What is rewarding?
Each of our projects is unique at FableVision, and that’s what keeps them both challenging and rewarding! We have strong, solid processes for all the different types of media we create. At the same time, we constantly refine and customize our tools, approaches, and skills in order to meet specific goals, leverage new technology, and react to user feedback. It’s truly inspiring to see our production teams create so much fun content every day across such a broad range of projects, whether it’s a digital prototype to test a game mechanic, a cute raccoon character for an animation, or music for our latest app.

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You’ve worked on large projects like Zoombinis and Quandary! How do you approach projects of that scale, and what’s your favorite part about working on those kinds of projects?
The idea for a Zoombinis relaunch began while I was still working at Learning Games Network prior to joining FableVision, so I was excited to be a part of the team making the game a reality after coming to FableVision. One of my earliest roles was to write the game design document, which required me to have a strong understanding of the original game in order to reverse engineer the game logic. We also made alterations to the logic according to feedback we received from fans of the original and the original game designers: Scot Osterweil and Chris Hancock. The project truly was a team effort between TERC, FableVision, and LGN, and that strong partnership—as well as always honoring the original vision of the game while also modernizing it to maximize its impact of end-users, both those who have been fans for years and first-time players—was truly what made it a success.

Quandary was my first project at LGN, and being able to see the process from both the client and developer sides was very interesting for me. With a game like Quandary, which teaches ethics and perspective-taking through story and a card-sorting mechanism, it’s important to keep the game goal top of mind, along with considering scale, timeline, and other budget needs. In approaching a game like Quandary, the learning objectives and the impact of the game on the user are important to consider throughout the game design process. We’ve received incredibly positive feedback from educators and students, as well as the educational gaming industry through conference awards and talks, which really show the impact that a game can have on teaching social-emotional skills, such as problem-solving and comprehension.

In my role as executive producer, one of the most fun parts of a large-scale project is to map out the overall approach, beginning with an empty slate and blank timeline, and sketching out the components of the project, as well as balancing everything out to meet the needs, timeline, and budget. It often involves a lot of number wrangling in spreadsheets and planning software, but I find it to be a rewardingly creative and collaborative process in its own right.

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You have a background in engineering, with a focus on “virtual learning applications.” How has your background influenced your work at FableVision?
I always knew I wanted to combine art and technology in a way that helped inform and entertain. I also knew that I loved creating—be that films, games, or elaborate models of theme park rides. So educational media and technology was a perfect fit. That’s what I specialized in during my engineering degree, where I focussed on researching, creating, testing, and iterating on technology approaches that made a real impact for teachers and students. I’ve always tried to build on that experience and approach throughout my career.

You came to FableVision from Learning Games Network, who we’ve had a strong partnership with for years. What was it like working with FableVision as a client? How was the transition into FableVision’s production process?
I absolutely LOVED working with FableVision as a client. FableVision genuinely took the time and effort to understand and build on the goals of the projects I worked with them on. I think that’s part of FableVision’s secret sauce: each team member that touches a project during its development is empowered, encouraged, and motivated to add creativity to the finished product. It was a natural transition from LGN to FableVision, as I knew the people and mission was aligned with my own.

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You’re presenting in a Serious Play Conference panel in June on game-based assessments with MIT Education Arcade and Playful Journey Lab. How are game-based assessments gaining momentum in the edtech industry, and how has FableVision stayed at the forefront of this trend?
Game-based assessments are becoming more popular as an alternative to traditional testing that often takes the stress out of the assessment process. We’ve found that game-based assessments show a lot of promise in their ability to level within grade levels for students struggling with mastery of the standard. There are multiple entry points along the learning continuum to assess the standards in a game.

In designing game-based assessments, FableVision tries to approach them in a similar manner to our non-assessment projects, marrying content and game design. Good games—whether educational or not—inherently assess the player’s ability to perform in the game and provide appropriate leveling, feedback, rewards, and challenges in real-time. That’s what makes games such a great learning tool. And as they are digital, there is huge potential, but also potential pitfalls, with capturing that data and presenting it back to players and teachers. So when designing game-based assessments, we try to bring in our extensive knowledge of game design and user engagement, while adding on the additional assessment layer. 

Formative assessment, in particular, we find is where the benefit of a gaming approach can really shine through and where teachers can get insights into how the kids are doing and provide targeted interventions to help them. We design the backends of our assessment games so they collect data throughout and present that information to educators. The data that we deliver to teachers is always at the forefront of our minds. We are fortunate to have worked and continue to work with incredible partners and clients, in both the commercial and academic worlds, to apply the best practices from researchers, the feedback and insights from educators, and the experiences of players in this field over diverse subject areas and for all ages across a large number of games.

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You’re also an avid gamer—both playing and creating! What is your favorite game at the moment, and what overlaps do you see between the work you do at FableVision, the games you play for entertainment, and the projects you complete in your spare time?
I’m currently playing A Short Hike, a delightful and relaxing exploration game that builds a wonderful sense of place and adventure. Like many of the games I play and that FableVision makes, it fuses story, characters, and mechanics to create a fun, uplifting, and moving experience.

April showers bring May flowers! What’s your favorite rainy day activity, and how do you keep yourself entertained while stuck indoors?
Rainy days are always a great excuse to play both computer and board games. I’ve also recently got back into an old hobby of mine: video editing. While I love making non-linear experiences, I also find a lot of joy in the creativity of compiling linear stories.

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More About Peter:

Next on your to-read list: Hag-Seed by Margaret Atwood.

Favorite hiking trail: Franconia Ridge Loop Trail, White Mountains, NH—conquered on my second attempt!

Best ride at your favorite theme park: Avatar: Flight of Passage, Disney’s Animal Kingdom.

Public figure you’d most like to meet (dead or alive!): Kylie Minogue.

Favorite word: Omnishambles.

Preferred way to have a cup of tea: PG Tips with milk! (Good old English builder’s tea).

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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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September FableFriday: Hannah O’Neal, Lead Animator

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“One of the things I like most about my job is creating fun and engaging characters, animals, and designs that bring a smile to the audience’s faces and brighten their day for having seen it,” says Hannah O’Neal. Once a FableVision intern, now lead animator, Hannah has created stunning animation at the studio for years. During her time as an intern, Hannah connected with the work and mission of FableVision, and when she finished her internship, she soon began freelancing. She then joined the team as a staff artist/animator and later became lead animator. In her role, she has delivered high-quality animation on a number of award-winning projects, and takes part in many important conversations surrounding the studio’s animation process. 

What distinguishes FableVision from other studios in the industry, for Hannah, is the work environment. “FableVision has a tremendous studio culture that creates a positive place to work,” says Hannah. “As an employee for a while now, it’s always been a pleasure working in a place that has collected what is both some of the best talent and also the nicest people in the Boston area.” 

Read on for more information on Hannah’s role at FableVision, where and how she finds artistic inspiration, and how she is shaping the minds of future animators in her animation course at the Massachusetts College of Art and Design.

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What is involved in being a Lead Animator at FableVision, and how has your day-to-day routine changed since the beginning of your time at FableVision?
I still get to do a lot of the day-to-day animation tasks, making characters and designs move around in an interesting way, but now I also get to be more a part of the upfront discussions on not just what we’re working on, but also why, and how. In that way, I have the opportunity to shape the way we approach our animation for a given project and make sure we’re doing the best we can to meet our clients’ and partners’ goals. I am also able to interact more with other animation freelancers on projects and help direct them. I interact more with clients, as well, and provide animation-related information and feedback that helps keep projects looking their best.

As the art/animation internship coordinator, you’ve guided many young artists and even former students of yours in their practice. What do you look for in an intern candidate, and how does it feel to work with your students and former students at FableVision?
I was once an intern at FableVision, so I feel really blessed to be able to help usher in our new art interns every semester. I’m always looking for candidates who have the appropriate skill level in their portfolios for art or animation; however, portfolios only get a candidate so far. I also need to make sure that the candidate will fit in well within our close team-oriented environment. So I look for talented folks who are also up-beat, goal focused, and willing to jump into a team project and work with other people to make something great! I do my best to make sure my interns and students are getting the best professional experience possible, while also making it a positive experience for the studio to interact with these talented young people. By the end of the semester, I tend to be very sad when I have to say goodbye to them, but we all typically stay in touch, and I do my best to keep those connections alive.

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You started out as a FableVision intern! How does your experience transitioning from intern to animator to now lead animator affect how you run the internship program?
FableVision was a great place to intern, and if I have anything to say about it, it remains a great place to intern! Becoming an animator after being an intern was a very different experience for me. The transition from animator to lead animator involves more managing, which means there is more overlap with my role as internship coordinator. I manage a team and their time, as well as direct look and feel of a project’s motion needs. I take what I learn managing the interns and apply it to what I do as a lead, and vice versa. 

What’s a project you’ve worked on this year that you’re especially proud of? Do you have any all time favorites?
This year, I just wrapped up a project that deals with financial literacy content. I was able to work with some really amazing writing and character designs, as well as some fantastic voice acting. Things came together so well and made my job not only easy, but super fun to execute. When we previewed the animation in front of the studio, it made people laugh and have a good time. That’s the best part of the job, when our team comes together well and makes something everyone really enjoys.

What are some things that have influenced your art style over the years?
As a kid, I was really into anime-style animation. While I am not as interested in that as an adult, I still use its visual language in my work. This is easy to do because most animators these days are using anime-inspired visual cues as well. Other inspirations include independent comic artists and illustrators of varying styles and genres. I love styles that push poses and emotions beyond the expected, and you tend to see more of that in comics since you have to say more in one character pose than you would in animation. I also derive a lot of inspiration from video games in terms of how things can move and what software to use to do so. I love seeing the latest from top-name motion graphic companies, as well. I’m fascinated by how much one can relate to an audience using abstract shapes and good graphic design. But what I have always felt most inspired by is nature! I’m a huge nature nerd, and it has always informed what and how I create art.

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How did you first become interested in animation? What advice would you have for an artist pursuing the field today?
As mentioned, I love nature, and it’s because of that love that I was drawn to animation, specifically to the idea that I could essentially create living art. I could make art move and breathe and run and laugh. It seemed to me to be a very powerful form of artistic expression. One thing I would suggest for an artist interested in learning how to create animation, and ultimately becoming a professional animator, is to make sure you’re okay with drawing a lot! It can be tedious, and if you’re finding the level of tedium is preventing you from feeling that spark of creativity, you may want to try other forms of art. But, if you are really into it like I was, you should learn the basics first! 

And I what I mean by “basics” is learning how to draw animation (either on paper or in a software that lets you draw frame-by-frame) before starting to learn software. The animation world is very competitive world, and there are more software options than you can shake a stick at. There’s also a lot of pressure for a young animator to learn ALL THE SOFTWARE! However, all the software in the world isn’t going to make you a good animator if you don’t understand how to move and draw with a sense of weight and 3-dimension. It takes an experienced artist to make that movement something worth watching, giving your object life, making it relatable, and giving it a purpose. That can be quite a tall order! But if you can figure out how to do that, no matter what software (or paper) you use, you’ll be on the fast track to becoming a successful animator and artist.

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Where do you seek out opportunities for viewing art and animation? What are some of your favorite animated shows/movies/cartoons?
Studio Ghibli films are always a great source of animation inspiration for me in regards to tone, story, and character movement. Anything animated by Milt Kahl is worth studying for hours if you can as well! He was a master of animation. One of my most favorite animated TV shows is Batman the Animated Series from the 90’s. It was very formative for me! It pushed character design and story in the realm of children’s television and is still such a pleasure to watch. I also love the animation coming out of the Cartoon Saloon in Ireland. They’re great at adding interesting stylized design and story to make epic and enjoyable animated films. Practically anything coming out of Gobelins school for animation is also top-notch! And last but certainly not least, I’ve really enjoyed the works of Giant Ant, an amazing motion graphic studio! 

Tell us about your current teaching gig!
I am lucky to work in a place that lets me take part in teaching a class on 2D Animation software at MassArt. I have always really loved teaching, which is part of the reason I enjoy running the intern program at FableVision. I’m going into my second semester teaching, and I’m really looking forward to it. Helping young artists learn to be the best they can is super rewarding work!

We heard you’re also into gaming. What’s your current favorite video game, and are there any games that have influenced your artistic style over the years?
My favorite video game is Journey—hands down! It’s SO amazing in every way I hope a game to be amazing. It has a meaningful story that promotes cooperative play with others, it looks stunning, and the music is *chef’s kiss*. It’s an award-winning game for a reason.

More about Hannah:

What’s at the top of your travel bucket list and why? New Zealand because it’s so BEAUTIFUL and kind of weird, and I can pretend to be a hobbit. It’d be great!
You love to camp! Do you prefer a tent or a camper? TENT 100%. I like hiking into a remote location and pitching a tent by a fire. There’s just something so satisfying about that—being so lost in and surrounded by nature.
We heard you grew up on an animal farm. Do you know why cows come close when they hear trumpets or other music? Cattle will come to any weird noise you make so long as they believe there will be food at the end of their journey. We used to yell out a sort of song to attract the cattle to come feed. They have to hear you over fields and hills, so you have to be really loud! It went something like, “SoooooeeeeEEEEe Cooome n’ Get iiiiiiiitttt!” and hit the empty bucket against the giant feeding trough because it makes a loud sound. The cattle loved it!
Favorite song to listen to while working? I like to listen to albums, so it’s hard to pick one song! I like to listen to the album “Songs from Moonlit Lake” by Daniel Olsén because it’s so darn cute!
Favorite work snack? Double chocolate cookies from Flour Bakery!
Describe your ideal dessert: There was this legendary dessert dish my Granny made when I was a kid that she called Mississippi Mud Pie Graveyard. It was a kind of cake with LOTS of chocolate things. It had pudding, oreo crumbles, and maybe some cream cheese. MOST IMPORTANTLY, though, it was in a casserole dish decorated with gummy worms and marshmallow ghosts to resemble a graveyard, since she made it for Halloween. I will never forget that dish and want nothing more than to eat that again, but only for Halloween!
Summarize FableVision in three words: Hard-working, good people.

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