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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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“Zoombinis” Connected Learning Summer Spotlight with EdGE at TERC Director Jodi Asbell-Clarke and TERC Chief Technology Officer David Libby

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In just a few weeks, a who’s who of edtech professionals and industry thought leaders will gather at the MIT Media Lab on August 1-3 for the first-ever Connected Learning Summit (CLS). The Summit’s tagline of “Create. Play. Mobilize.” elicits a call to action that commands and underscores the importance of educational media. FableVision and our partners at TERC are proud sponsors of this inaugural CLS, and I’m looking forward to moderating the Zoombinis panel on August 1. During this event, key personnel will share the story of how they reimagined the beloved educational game, and they’ll also share an update on their game-based research.

The original Zoombinis was released in 1996 and quickly became the golden standard among fans of educational games. Then in 2015, FableVision, Learning Games Network, TERC, and EdGE at TERC worked closely with creator Scot Osterweil to reimagine and remaster the original game for modern devices and audiences. Two additional key members of that development team were Dr. Jodi Asbell-Clarke and David Libby. As the director and co-founder of Educational Gaming Environment (EdGE) at TERC, Jodi has spent 20 years designing and researching curriculum and professional development. David is TERC’s Chief Technology Officer and served as overall project manager for the revamped Zoombinis. We sat down with Jodi and David for a special sneak peek of what we’ll be discussing at the Connected Learning Summit.

Read on for a short preview of our CLS panel. We can’t wait to answer your questions and reintroduce you to our favorite blue friends as they help us bridge formal and informal learning – and change the world of education for the better.

The Logical Journey of Reimagining Zoombinis: Adventure, Research, and Computational Thinking
Wednesday, August 1 at 2:30 p.m.

  • Jodi Asbell-Clarke, Director, EdGE at TERC
  • David Libby, Chief Technology Officer, TERC
  • Scot Osterweil, Creative Director, MIT Education Arcade and Zoombinis creator
  • Peter Stidwill, Executive Producer at FableVision Studios

Will you be there? Tweet us at @FVStudioBoston with #CLS2018.


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David, Jodi, tell us more about your respective roles. What is the focus of EdGE’s research, and how does it fit into TERC’s overall mission?
Jodi:
EdGE is the Educational Gaming Environments group at TERC. As part of TERC’s mission to reach a broad and diverse audience of learners with innovative STEM learning opportunities, EdGE examines how digital games can be used as assessments to measure learning that might not be revealed by ordinary tests and schoolwork.

STEM education is all the rage now, but TERC has been focusing on math and science learning since the early 1970s! What makes the math/science education space so exciting to be working in these days? 
Jodi: Some things have changed dramatically in the past few decades, and some things feel like they haven’t changed at all. What is exciting about right now is that people are realizing, on a large scale, that learning is not just what happens in the classroom and it isn’t all about direct instruction. Project-based learning, game-based learning, and other forms of interest-driven learning experiences no longer seem so marginalized, or fringe. I believe that providing these experiences is the only way to ensure inclusivity for learners who have cognitive differences, such as executive function disorders. I have seen so much talent within kids who have cognitive differences; we have to find good ways to tap into their strengths as opposed to remediating  their weaknesses. Computational Thinking (CT) is such a rich arena for this pursuit. Many diverse learners seem well-inclined to CT practices, so we are trying to leverage that in our Zoombinis research.

FableVision had a blast partnering with TERC (along with the Learning Games Network) to remaster Zoombinis in 2015. Why did TERC decide to revisit this classic game from 1996?
David: TERC’s focus is on improving STEM education for all. We’ve produced a variety of content over the years, but Zoombinis was always special to us and remains one of our most successful projects in terms of the number of kids (and adults) reached. We heard from multiple original Zoombinis fans from the ‘90s that Zoombinis is what led them to pursue careers in computer science and other STEM fields! The love for the game was incredible. However, the original version was not being updated for current operating systems and popular devices like the iPad and Android tablets; some teachers were even keeping old Macs and PCs in the back of their classrooms just to play Zoombinis. After some discussion, Houghton Mifflin Harcourt was kind enough to return the rights to us, and with funding from our Board and with the help of a Kickstarter, we and our partners were thrilled to relaunch Zoombinis for a new generation!

David, you were the project lead for the Zoombinis remaster. What was it like overseeing such a large, multifaceted production with multiple partners?
It was challenging, fun, and a great learning experience. FableVision, Learning Games Network, The Game Agency, and Tinsley PR were such a pleasure to work with, and everyone had such appreciation and love for the game that really shows in the final product. I have to include the fans as one of our partners too, especially our fan advisory board; their input and support was invaluable in shaping the new version, and they really helped us stay true to the original model while also adapting to today’s gaming environment. The vision for the game, the gameplay, the art, music (from the original), and build quality were key, but so was the marketing and press to make people aware that Zoombinis was back! The plush characters and pins we made as part of the Kickstarter rewards were a huge staff favorite…nothing like having several hundred plush Zoombinis sitting in your office.

Scot's original Zoombinis character sketch.

Scot's original Zoombinis character sketch.

What was it like working with Scot Osterweil, creator of Zoombinis, on the reboot?
David:
Scot is always an inspiration to work with. I still remember an observation he and co-Zoombinis creator Chris Hancock made on his game and good game design back in 1996: “In effect we found the ‘game in the math’ rather than putting math in a game.” In other words: don’t just add game features on top of educational content, but find the fun core to the learning itself. That’s an easy principle to state, but a hard one to follow! Scot was the “keeper of the game’s philosophy” during many of our discussions and exemplified through the game’s restrictions;   you can’t always get a perfect score (i.e. get all 16 Zoombinis past a particular challenge) because you have to try out different approaches to gain the information to proceed. It’s just as the game’s narrator says: “Yes, some Zoombinis were lost, but the knowledge was gained.” That’s the way scientific exploration and data gathering works in the real world – you have to try different things and fail before you understand. Scot held us true to that, and  also added a few little tweaks to make some of the challenges a little harder! The fourth level of Fleens, for instance, has a new twist…

Jodi, you recently finished overseeing a three-year research study of how Zoombinis can improve students’ computational thinking skills. What are some of your major takeaways from this study?
We studied nearly 50 classrooms who used Zoombinis along with a set of Bridge materials we designed to help teachers bridge the game-based learning to CT in the classroom. For each class we collected:

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  • Data logs of learners’ gameplay (a digital log of all their activity in the game)
  • External pre/post assessments of learners’ CT (Problem Decomposition, Pattern Recognition, Abstraction, and Algorithm Design)
  • Teacher ratings of each learners’ CT practices
  • Information from teachers about their CT instructional activities
  • Artifacts from coding activities (when possible)

We are currently conducting human labeling of extensive samples of gameplay observations to identify common patterns of gameplay that are consistent with CT. This lays the groundwork for defining the features we need to build automated detectors of CT learning within gameplay logs. We already have great inter-rater reliability on the human-labeling for two Zoombinis puzzles (“Pizza Pass” and “Mudball Wall”) and we are working on two more (“Allergic Cliffs” and “Bubble Wonder”).

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We are also continuing to build the automated detectors that will measure CT automatically in Zoombinis, and are excited by the prospect that we might measure CT in learners who may not exhibit strong skills in other forms of assessments. Many Zoombinis teachers reported that students who typically struggle academically were becoming leaders in Zoombinis activities, and whom others went to for support. This game has the potential to change the dynamic of the classroom and the relationships among the learners in extraordinary  ways; we hope to provide this information to teachers in real-time, while their students are playing the game. By revealing  when a student is excelling or struggling, a Zoombinis puzzle will help educators connect that individual student’s  learning to CT in other aspects of life and school.

We’re excited to join you at the Connected Learning Summit featuring our Zoombinis team to talk about the development process and hear about the research component of the project. What we can expect from this session?
Jodi:
We are excited to tell the logical journey of how Zoombinis not only made a comeback from hibernation as an edutainment game, but how it is actively changing how we think about learning today. The re-release of Zoombinis hit just when CT was taking education by storm, and we are fortunate to have the opportunity to study how it all happens.

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FableVision Resources for a Summer of STEAM

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Get ready for a STEAM-infused summer! The integration of the Arts into STEM adds a dash of creativity into summer learning. Here are just a few of our favorite STEAM projects for you to play with. This list is perfect for parents looking to keep their kids engaged over the summer months—and have fun while doing it!

Looking for something more hands-on? Check out our kite-making activity below, created by FableVision’s Christina Kelly!


Geniverse, Concord Consortium
Geniverse is a free virtual lab environment that allows students to learn about biology through interaction and experimentation. In Geniverse, students are able to investigate dragon phenotypes and genotypes, run breeding experiments, and solve genetic problems. Geniverse encourages students to have fun while learning biological concepts through interaction with mythical beasts but each concept is rooted in science and can be directly applied to both the classroom and the real world.


Good Thinking! The Science of Teaching Science, Smithsonian Science Education Center
Good Thinking! is an engaging and entertaining free web series designed to enhance K-8 science education, and deepen understanding of STEM topics for teachers and students alike through exploration of pedagogical ideas across a range of subject-matter topics like energy, natural selection, and gravity, as well as cognitive research findings on topics such as student motivation, or the myth of left- and right-brained people. Each episode has been vetted by experts and adheres to next generation science standards.


Weather Lab, Smithsonian Science Education Center
Weather Lab is a free online game that allows players to select different ocean currents and air masses that visualize the result of the combination. As a tool used in classrooms, care was taken to ensure the correct symbols and movement of air masses correspond with the weather pattern and land at the exact point on the map. Teachers use the Weather Lab to encourage students to think critically and make predictions. The overall goal is to teach students about the relationship between climate and how it affects them on a personal level. 


Zoombinis, TERC
In Zoombinis, players test their logical reasoning, data analysis, pattern finding, and problem-solving skills as they help Zoombinis complete unique challenges. Through Zoombinis, players learn important life skills including algebraic thinking, data analysis, and theory formulation in a fun and engaging setting. With 12 puzzles and four levels of increasing difficulty in each, players are constantly challenged, improving their problem-solving skills as they advance through the game. Hip, hip, Zoombinis!


Sid the Science Kid, Jim Henson Company/KCET/Los Angeles for PBS Kids
The website created for Sid the Science Kid allows 3-5 year olds to explore and practice scientific methodology through several games that integrate progressive learning and open-ended play. The site encourages collaborative learning between adults and children by providing interactive teachable moments that extend the learning within each game. The Parent/Teacher sections contain free extensive information about the show and the website, and they provide resources to aid adults as they explore science and help answer their children’s questions.


Renegade Buggies, National Center for Families Learning
With retail wrapping, Renegade Buggies encourages free financial and mathematical literacy for the whole family. By combining gaming with money management skills, Renegade Buggies is a fun way for both children and parents to learn basic budgeting skills. The game has four levels: unit prices, buying in bulk, coupons, and promos. The entertaining gameplay meets the educational goals seamlessly, and customizations up the fun factor: visit the virtual body shop with your earned coins for a stunt suit, bunny ears, and more!


Fab@School Maker Studio, FableVision Learning
Fab@School Maker Studio is an easy-to-use web-based digital design and fabrication tool that invites students in grades 3-8 to experience STEM and STEAM learning in a more engaging, personally meaningful way. Fab@School Maker Studio offers a unique on-ramp to engineering with cross-curricular activities ranging from simple to sophisticated. The program supports a variety of materials and a large set of tools from scissors, rulers, and pens to 2D cutters, laser cutters, 3D printers, and more!

Get Crafty with Christina Kelly, FableVision's Production Designer!

Meet Christina, the mastermind behind our new summer banner full of cats and kites. She’s taking inspiration from her summerscape to show you how to make (and fly!) your own handmade kite this summer. Let your imagination soar with her step-by-step instructions.

 

 

 

 


Collect your supplies. You will need:

  • Tissue paper
  • Tape
  • 2 wooden dowels
  • Scissors
  • Ruler
  • Markers
  • Ribbon for the tail
  • String

1. Sketch and cut your kite sail
Fold the paper in half and taking a pencil, trace a half diamond the length of your dowel. Carefully cut out the shape and unfold your paper.


2. Build your kite structure
Take your wooden dowel and lay it down the center of your sail, from the top of the diamond to the bottom. Tape at the ends to secure the dowel to the sail. Take the second dowel and lay it down to form a “t” with the first piece. Tape the ends together.


3. Make a tail
Using your ribbon, add a few tails to your kite. For a fun look, you can curl the ribbon with your scissors. See directions here to learn how.


4. Attach your line
Take the string and tie it to the right and left hand sides of the horizontal stick. Then tie the string to the center of that string for your flying line.


5. Decorate your kite
Add a dash of personality to your kite! I really like cats so I’m making my kite a purr-fect blend of kittens and pizzazz.


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6. Go out there and fly your kite!
You’re ready! Just find a strong breeze and watch your kite soar!

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Digital Learning Day: Five Game-Based Learning Tools for Success Through Play

As the education technology world continues to evolve, exciting new products and services are emerging to strengthen and create unique learning experiences for leaners of all ages. Digital Learning Day was established in 2012 to spotlight the many different facets, tools, and applications that support and empower teachers and students. It applauds educators who are getting creative with their digital resources to open up a whole new world of discovery. In honor of Digital Learning Day, we’re sharing some game-based learning tools we’ve developed with a few of our partners.

We’ve been in the educational media industry for over 20 years. Throughout this journey, we’ve held on to our belief in the power of learning through play. This roundup of resources offers a look at immersive play in diverse content areas including history, civic engagement and reading, logic, financial literacy, leadership, resiliency, and social emotional skill building. Players learn and develop skills as they play exciting roles of daring explorer, investigative journalist, and even a wily con artist.

We’d love to hear and learn from you! Share how you’re implementing game-based learning tools in the comments below.


Zoombinis, TERC
Make me a pizza! Through Zoombinis, players learn important life skills including algebraic thinking, data analysis, and theory formulation in a fun and engaging setting. With 12 puzzles and four levels of increasing difficulty in each, players are constantly challenged, improving their problem-solving skills as they advance through the game. Play the revamped classic game you know and love!


Con ‘Em If You Can, Commonwealth
Con 'Em If You Can is a fun, interactive strategy game developed to help players learn how to spot and avoid investment fraud. The game turns the tables and players are cast into the role of fraudster, learning key techniques – phantom riches, reciprocity, scarcity, social consensus, and source credibility – to scam the residents of Shady Acres and thwart the Fraud Fighting Agency!


Operation: REACH, Boys & Girls Club of America
Players set sail on the SS Chelonia to rescue crewmates stranded along a mysterious island archipelago. Aboard the ship, players work with the Captain to navigate and mediate interpersonal conflicts among the crew that threaten the success of the mission. Only with communication, resiliency, collaboration, and empathy will they be able to gain the strength and knowledge to face the final mystery of the Fog, and return safely home. Players gain social emotional learning skills by utilizing tools to keep their stress and anxiety at bay.


Read to Lead, Classroom, Inc.
After the Storm and Community in Crisis places middle schoolers in the fictional city of Port Douglas – a community devastated by a hurricane. By leading the daily news website and running the community center, students assume a leadership role in the community and pick up literacy skills along the way. The literacy learning games in the Read to Lead series promote vocabulary, multi-media production and editing, and work place readiness through real world simulations.


Ripped Apart: A Civil War Mystery, Smithsonian Institution National Museum of American History
Ever wondered what it’s like to work at the Smithsonian? With the sudden and curious departure of her last intern, Museum Curator Isabella Wagner needs help solving a mystery dating back to the Civil War. Ripped Apart invites players to immerse themselves in the 19th century by exploring the photographs and belongings of mysterious characters from America’s past as an intern at the museum. The app aims to improve the understanding of American history, while helping players get a feel for the critical thinking skills, analysis, and tools museum curators use to study and classify historical objects and artifacts.

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The Logical Journey of The Logical Journey of the Zoombinis: Part Three – Chicken Scratch Pie

A note from the FableVision editor: This blog series over the next few weeks is written by FableVision’s Tone Thyne, Vice President of Creative. This series will give you a front-row seat to what it’s like to create a show, an over-the-shoulder look at the creative work that Tone and Gary Goldberger, FableVision President and Co-Founder do here at the Studio. Curious about how we got here? Read more about Tone here, Zoombinis here, and download the game to play!


Okay...here’s the fun part.

This is the part of the show-making process where I start to consider all the millions of different directions the show can take. At this stage, I intentionally don’t think about important details like, How would we pull this off from a production standpoint? How much money would this idea cost to make? Will this be a CG show, traditional drawn animation? Puppets? or How many spots do Spotted Flying Salamanders have and what region of the world do they actually hail from?

All those questions can be answered later. For now, this stage is all just pie in the sky.

The first and most important question I ask myself is, “What show would I (grown- up me) like to watch?” I know we’re ultimately making a show to appeal to a younger audience, but trust me – no kid is ever going to love a show that the show’s creator doesn’t love first.

With that directive, I grab a window seat on the MBTA, a blank sheet of paper, and a medium-fine-point Sharpie. While gazing at the world speeding by, I’m lulled into a trance. I make sure the conductor has my ticket first before any of this trance business happens. In this semi-conscious state, I’m able to transform the train window into a virtual television screen where I can watch the phantom show I’m dreaming up in real time. And as an added bonus – no commercials! As I visualize, I scribble what I see.

 
 

Don’t strain yourself. Let me help.

1. Narrator and his backstory
Throughout the entire Zoombinis game, there is an omnipotent Narrator who speaks to the player. This Narrator relays the backstory of our little blue friends and is present at every turn in the game – to set up a challenge and to remind the player when they’ve gotten something wrong. The Narrator takes a very objective stance – narrating what’s happening at each turn, but not really revealing too much.   

But who is this guy? And why does he know so much about the Zoombinis? Is he the puppet-master? Does he have anything to do with the Zoombinis’ plight? Perhaps the series centers on him and his story – inside and outside the game – and how the Zoombinis fit in to HIS world. Maybe he’s sort of like a major grown up Dungeons and Dragons geek...er, enthusiast who plays Zoombinis in the fantasy world in his mind?

2. Characters getting ready for Zoombinis to enter
As the player navigate the Zoombinis through the game, they encounter several interesting characters. Some examples are:

  • The Stone Guards – Four stone characters who regulate the passing of the Zoombinis through the Stone Cold Caves.
  • Arno – A grumpy Pizza Troll designed to look like a tree stump.
  • Captain Cajun – The humanoid owner of the ferryboat in Who’s Bayou.
  • The Fleens – Small and easily aggravated green creatures who harbor a significant distaste for the Zoombinis. The list goes on and on.

What if our series revolved around these and the other characters in the game? We could follow their day-to-day activities and like them, await the Zoombinis’ arrival in each episode. In this incarnation, the Zoombinis themselves are minor characters to the others.

3. Actors playing Zoombinis
Here’s a weird one. What if the series was extremely self-referential? The whole series could be the “backstage” goings-on of the game. There could be a set of actors who play the characters in the game – including the Zoombinis themselves. Our show would be what happens when the “cameras aren’t rolling” during the “filming of the game.” Sort of like a Real Hollywood Story of Zoombinis.

 

 

4. Scot as a kid
As mentioned before, Scot and the team at TERC brought Zoombinis to the world in the early nineties, but who knows how long they had been mulling and creeping and crawling around in Scot’s brain before that? What if the series took a young boy (named Scot perhaps) and showcased him playing with imaginary characters he’s made up? Maybe he calls them “Zoombinis” and he acts out adventures in every episode? Maybe we watch him creating the elements that will eventually become parts of the game. Like watching Jim Henson sewing the Kermit puppet out of his Mom’s green coat.

 

Hey, I didn’t say any of these ideas were good yet.

I simply can’t get the image of that scrumptious looking pumpkin pie I used as an illustration way back in paragraph one so I’ll naturally close with a possibly over-reaching pie analogy. Gary and I are headed over to see Scot Osterweil in a couple days and we’ll take this list with us as a starting point. These four ideas are going to form the foundation for the discussion between Gary, Scot, and me. A veritable crust of sorts. Our goal is to walk out of our meeting with all the good stuff that makes up the delicious filling of the pie. Once that’s done, we can put the icing on top and share with the world. That’s gonna need to be one giant pie.

Off to MIT.
See you next time. 

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