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Nightmares!: A Dream Project with Jason Segel

My mom had a trick for battling nightmares – let the credits roll. I’m serious. When I was startled awake, she would come to my bedside and explain that every nightmare could be a movie and if I let the credits roll, the nightmare was no longer real. This is a technique I still use. And maybe it’s something Charlie Laird could use as he battles his dreams in Jason Segel’s new book Nightmares! 

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Nightmares! is the actor’s first novel and FableVision – as Jason Segel super fans – had the adventure of building the book’s site and the You Snooze You Lose game featured on the website. 

In the YA novel, co-written with New York Times bestselling author Kirsten Miller and published by Random House, Charlie Laird is convinced his stepmother moonlights as a witch. On top of that, he now lives in a big purple mansion and he can’t remember the last time he’s had a restful sleep. With the help of his nonconventional family, Charlie takes on his nightmares that have started to seep into the real world. 

The excitement for this project really started during the proposal. Bob Flynn, FableVision’s Director of Art and Animation, explained a bit about the initial creative brainstorming. 

“During the proposal we came up with all sorts of kooky ideas,” Bob said. “We knew nothing about the book and wanted to think of what nightmares we had had and translate it into something that was fun and relatable.

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The lawn mower sketch came from a nightmare Leigh Hallisey, Creative Director, had. She asked: ‘What would a monster's nightmare be? Doing boring human things.’ That would be the ultimate worst.”

As the project developed, the art direction for the Nightmares! website really came from the book, as producer Danielle Gillis explained.

“The goal was to make the Nightmares! website feel a little bit cinematic by adding introduction video,” she said. “We used the book’s cover design and music, so from the minute you entered the site, it felt like you were inside the world of Nightmares!

FableVision Lead Artist, Renee Kurilla, was trilled to be on this project. She’s the creative brain behind the site design. 

“Going into the site design, we already had all of this amazing art from Karl Kwasny who is an incredible illustrator and hand-letterer,” Renee said. “I learned a lot trying to mimic his style for the website interface, but most of the site design was basically taking his cover art and rearranging it for web dimensions. If you look a little closer at all those little embellishments, you'll see spiders, bugs, and mushrooms amidst the flowers – just a little bit of Karl's creepy genius there that I enjoy.”

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To add a burst of fun to the site, FableVision built an endless runner game. 

“We knew we wanted to make a game that was close to the book’s story,” Danielle said. “The purple mansion is a central feature of the book. In the story Charlie doesn’t want to fall asleep because of his nightmares. We liked that idea, so we made the concept into a game.” 

In You Snooze You Lose, the player assumes the role of Charlie and must collect items to stay awake. A set of eyes shows the progress as Charlie races up a staircase collecting cups of coffee and candy, while avoiding fluffy pillows and teddy bears. The game starts off slow, but trust me, it picks up speed and it becomes difficult to dodge bad stuff. 

“The game’s challenging, so kids will want to come back and try to beat their last score,” Danielle said.

From the opening screen to the moving staircase in the game, technology pulls the entire project together.  

“We used a lot of technology for a small site: HTML5, Photoshop, Maya, Flash, and After Effects,” Renee shared. “Possibly my favorite piece of the puzzle was working on the intro splash animation in After Effects. It was challenging to create a movie that would transition to a basic HTML5 home page...but I think we made it work really well. FableVision’s Production Assistant Jordan Persson's music and sound design tie our site together in a similar way that the book design does.”

Nightmares! (Random House Kids) by Jason Segel and Kirsten Miller is now available in stores and online. Take a look inside in the video to the right here. 

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FableFriday: Ryan McNulty, Game Designer and Developer

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When I first met Ryan he had a sketchbook filled with boxes and numbers. Naturally, I thought he was an extreme Sudoku enthusiast. Then, during a staff meeting, I learned he was building (by hand) the different levels for Dig-It! Games’ Can U Dig It! app.

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Spend some time with him and you’ll realize how cerebral he is – the guy is all about strategy, he’s constantly thinking three steps (or turns) ahead of you. That’s how a game designer’s mind works. For September’s FableFriday we chatted with Ryan about developing games at FableVision, his past as a poker player, and his glow-in-the-dark board game.

What does a game designer actually do and what are some of the challenges?
A game designer is mostly concerned with the rules of the game. That’s my day-to-day product; a rule set, or document explaining how the game will behave. But the real goal is crafting the experience the players will have while they play — the tensions and emotions that result from those rules being put into motion.

Making that little leap of faith from the rules to expected game play is always a challenge, because there’s no way to know how players will respond until you watch them play. That’s why playtesting is so important.

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Another challenge for me is letting go enough to get that first version of a game down on paper. Brainstorming ideas is so free and inspiring, and that initial rough draft usually feels pathetic and ugly by comparison. I try to remind myself that "failing fast” is the best way to weed out what isn’t working and get to the good stuff, but that first step tends to feel like an impending train wreck. Somehow it always works out though.

How did you first get interested in games?
I played lots of board games with my father when I was growing up, and I think my love of games grew out of those memories. He taught me how to play chess, and we had home rules for Monopoly that lead to crazy games with huge rows of hotels. There were a few other go-to games like Stop Thief! and Crossbows and Catapults in the game cabinet, but whatever we played was always a blast.

When did you know that game design was something you wanted to do?
Probably college, but it was still subconscious at the time. Game design didn't really exist as a major like it does today—so I fell into art, which I had always been good at, and computer science, because I enjoyed the logic and puzzle solving aspect. My school treated them both as traditional academic programs — very pure, very separate. I knew that I wanted to put the two together, but I wasn’t exactly sure what that meant at the time. It wasn't until I went back to school a few years later that I found my first proper game design class, and realized that’s what I had been looking for all along.

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What was your involvement in the recently released “Think Tank” Fisheries Exhibit project for the Maritime Gloucester museum?
Think Tank” is a multiplayer game about the complexities of sustainable fishing, which I helped Maritime Gloucester design. It was done on a touch-table, which requires very different thinking than other projects I’ve worked on because of the physical layout. Players can approach the game from any side, and come-and-go like they would with any other museum exhibit. So beyond the content, we put a lot of thought into keeping the game inviting, and allowing guests to feel comfortable joining in even if a stranger was already playing.

What’s your favorite FableVision project?
Can U Dig It! on the iPhone and iPad was a great little puzzle game we made for Dig-It! Games. It’s a Sudoku-ish numbers game, but with an archeological dig theme that worked in a really natural way. That one was just really satisfying to create and play, and felt like we “got it right.”

You once played professional poker, what’s your favorite story from that time? Do you still play?
First of all, “professional” is definitely in quotes. It’s probably more accurate to say I was intentionally unemployed, and making enough money playing cards to get by. I took it very seriously though, and I worked really hard to get better. I don’t play much anymore and I definitely miss it, especially the thinking involved — it’s such a great mix of strict math and messy human decision-making.

I don’t have too many tall tales, but I did get blacklisted from Foxwoods for a year for underage gambling. They probably still have my mug shot on file somewhere.


More about Ryan:

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You recently made your own game, “The Night Harvest,” for our annual Creative Juices Art Show Open House. Tell us about it.

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The theme for our show this year was glow-in-the-dark, which was such a fun place to start brainstorming ideas. I made a game about Faeries competing to see who can harvest the most nightmares over three days and nights. There were switches and black lights built into the game board, so that during the night phase you played in the dark and everything glowed. It was a great theme and concept to work with, and people really seemed to enjoy playing.

Your son William is the cutest! What’s your favorite game to play with him?
William is only one-and-a-half, so our games are still fairly simple. He mostly likes to play “spice rack tasting” and “throw food on the floor while looking directly at you.” He did say “ogre” the other day while I was showing him some pieces from a miniatures game — that was a proud moment.

What is your favorite game to play now?
The Resistance is an excellent game that both my geeky and non-gamer friends really get into. Players are secretly assigned roles as either a member of the resistance, or a spy in their midst. Resistance members try to organize successful "missions" by determining which other players are on their team, while the spies try to join and sabotage the missions. The game almost always breaks down into everyone yelling "you're a spy", and spiraling into a frenzy of paranoia in the best possible way.

What was the first game you remember playing? Pretend.

Now for something not game related

Favorite snack: Ice cream. Most people consider it a dessert, but I think that’s a mistake.

Favorite TV show: Firefly

Favorite ’90s song: The Choice Is Yours – Black Sheep

Least favorite topping on a pizza: Smarties

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We're extra excited for Extra Life!

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Who's excited to stay up for 24 hours playing games for charity? WE ARE! For a second year, FableVision’s Extra Life team is back on a mission to save kids through a 24-hour gaming marathon, and we need your help.

On Saturday, Nov. 1, 2014, we’ll join an international celebration of the social impact of gamers with Extra Life and it's our sincere hope that you’ll support us with a donation that will go directly to our chosen hospital.

As a team we will be supporting the Boston Children’s Hospital, our local Children's Miracle Network hospital, where thousands of children are treated each year, regardless of their family's ability to pay. These kids are facing scary stuff like cancer, cystic fibrosis, and injuries from accidents to name just a few.

Your donation is tax-deductible and ALL PROCEEDS go to help kids. As a team, FableVision raised $5,675 last year for the Boston Children’s Hospital and we hope to surpass it in 2014! You can read the recap of our Extra Life adventures on our blog here.

To make an online donation to our team, click here. Or, to donate to a specific participant on our team, view our roster. You can also join Team FableVision and fundraise with us. Here are some photos from our 24-hour gameathon last year (enjoy!), and as a studio, we thank you!

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Creative Juices Art Show: A Glowing Experience

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From black light rooms with neon drawings to totally dark spaces illuminated by art, every inch of FableVision Studios was glowing Friday night for the fifth annual Creative Juices Art Show. With a glow-in-the-dark theme, FableVisionaries got to work creating games, animations, desserts, and pieces of unique art that truly highlights the creative minds behind the award-winning work FableVision produces.

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If there were prizes to be awarded for the night, Danielle Gillis’ French pastry tower, a Croquembouche, would win for most edible and first to disappear. The empty cake stand had a few guests scratching their heads to figure out the “meaning.” (The meaning was delicious.)

Perhaps the most talked about (and most played with) exhibit was Ryan McNulty’s original board game “The Night Harvest.” In this game, 3D-modeled game pieces travel the board that features four settings – Day, Dawn, and Dusk, and Night. Lights were used to represent the different times of day. Players packed FableVision’s sound room that was used to showcase the game.

Flip through the photos to explore more from the Creative Juices Art Show. You can view all the photos on our Facebook page. Can’t wait to see what next year brings – did someone say scratch and sniff?!

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National Tell A Joke Day: FableVision Style

"I love to laugh, loud and long and clear.
I love to laugh, it's getting worse every year. " 
– Mary Poppins

There were three movies I would watch regularly with my grandparents, The NeverEnding Story, the musical version of Peter Pan, and of course, Mary Poppins. The scene in Mary Poppins where Bert and Uncle Albert laugh so hard they float to the ceiling always had me rolling on the floor. Just the thought of grownups uncontrollably laughing and singing about it…well it was just too much for my childhood self to understand. But I’ve grown up with a love for laughter and good jokes (or in my family strange jokes that no one understands)! Luckily for me, there’s a holiday devoted to the sharing of jokes.

So, in celebration of National Tell A Joke Day (Aug. 16), we asked the FableVision team to share their favorite jokes. Drum roll please!!!!       

Ryan McNulty, Game Designer and Developer
Two guys walked into a bar, but the third one ducked.

Jordan Bach, Senior Developer
Q: What do bears like to drink after waking up from hibernation?

A: Claw-fee

Tone Thyne, Vice President of Creative
A young man was first learning to drive when he lost control of the car and accidentally crashed into a theater where a new play was being performed.  The outraged Director of the play tried to suppress his anger with a bit of levity. 

"What are you doing?" he asked,  "Trying to break into show business?"  

"No," replied the young man, "I'm just going through a stage."  

Didi Hatcher, Lead Animator
A waiter at a Bulgarian restaurant asks one of his customers:

- How did you find your steak tonight, Sir?

- Accidentally, under a piece of potato.

Sarah Ditkoff, Communications and Development Strategist
Q: What did one snowman say to the other snowman?

A: Does it smell like carrots out here?

What's your favorite joke? Share it in the comment section below!

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