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The Logical Journey of The Logical Journey of the Zoombinis: Part Two — Rolling the Snowball

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? Catch up on Part One of the series here, and read more about Tone here, Zoombinis here, and download the game to play!


 I may not be exaggerating when I say I’ve been playing Zoombinis during every waking moment over the past couple weeks and there’s a chance I’ve actually spent a few more hours in Zoombiniville than the Zoombinis themselves. And my 10 year-old son has officially decided he wants my job when he grows up.

As for Zoombinis, I finally get the hype. It’s an incredibly addicting romp for someone like me who thrives on puzzles, logic challenges, and perseverance. The game is “deliberately designed with no tutorial or instructions with the intent of teaching kids to explore, develop theories, and test their ideas” so I’ve had to figure it all out on my own. That’s some accomplishment.

Here’s what I learned, in no particular order:

  • As a player, your goal is to navigate a group of little blue creatures called “Zoombinis” through different screens and ultimately on to their new home, Zoombiniville.
  • Players use strategy and logic to solve the puzzles that allow the Zoombinis to move safely through different screens.
  • The Zoombinis don’t have personalities or voices. They don’t even have arms. Although they are the main focus of the game, they pretty much go along for the players’ ride.

That’s the major CliffsNotes version. We’ll touch more on aspects of the game as we move through this journey of the Journey.

So – the big question –  how to turn this game into a show?

Let’s start with Laurie Brennan, David Libby, Glen Secor, Jodi Asbell-Clarke, and Teon Edwards to get a sense of what their hopes and dreams look like. Gary and I ventured to Cambridge to meet with the TERC team.

TERC, Gary and I discussed the massive fan base Zoombinis has amassed and how disappointed the devotees would be if the series were to veer too off-course from the beloved property. It’s far more common to create a digital game from a broadcast property than what we’re trying to pull off with Zoombinis. Game first – then series. Then again, there was this gem from 1982:

 
 

We want viewers to be able to toggle back and forth from watching the series to playing the game as a multi-platform experience, rather than different incarnations of the same property. So it’s really important to me that the Zoombinis characters in our series shouldn’t be cooler than the characters in the game. In other words, since the Zoombinis don’t talk or emote in the game, I think it would be strange for them to each have voices and personalities like The Smurfs. Although they can still be blue.

What that means is we need to create an engaging set of main characters that should connect with our young viewers – but do so without talking. It’s a bit like creating a theatrical production featuring a herd of mollusks. (Not the world’s worst idea.) 

So I proposed the Zoombinis series could perhaps take a page from Rosencrantz and Guildenstern Are Dead or Wicked – exploring the story from a different perspective. Perhaps watching the Zoombinis along their journey from the view of ancillary characters in the game who interact with the little blues? It may be an interesting way to feature the Zoombinis – without expecting them to do any of the heavy lifting (after all, they don’t have any arms.) 

Scot Osterweil, at right, showing off Zoombinis to a fan.

Scot Osterweil, at right, showing off Zoombinis to a fan.

TERC was intrigued, and so Gary and I immediately set a meeting with Scot Osterweil at MIT. Scot is the grandaddy of all Zoombinis. Actually, to be more specific, he’s their dad. The Zoombinis sprung from his imagination in the early nineties when he worked at TERC with Chris Hancock, together developing what would eventually become the beloved game. 

Scot, Gary and I are going to meet next week in Scot’s office to volley ideas around. I’ll come armed with some concepts I’ve been mulling since the meeting with TERC to avoid the dreaded: “What do you want to do?”  “I don’t know. What do you want to do?”  “I don’t know. What do you want to do?” 

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I love animation because by nature, it is a cumulative process.  Each important step along the production line allows the project to grow bigger and better.  Imagine a kid rolling a snowball through a field of snow.  As it gets bigger, another kid may need to help roll it.  The further the kids roll the snowball, the larger it becomes. Pretty soon, it’s so enormous and so magnificent that several kids need to help roll it.  Show creation is precisely that.

Gary and I are going to roll our snowball over to MIT to see how much bigger and better Scot can help us make it.  See you next time.

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The Logical Journey of The Logical Journey of the Zoombinis: Part One — Where It All Begins

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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 hereZoombinis here, and download the game to play!


In 1981, I had my 12th birthday at the totally tubular arcade at our local mall called Aladdin’s Castle: “The Ultimate Party Place” as their tokens boasted. That year, I also got PITFALL and KABOOM for my Atari 2600. I had achieved 8-bit adolescent nirvana.

Soon after though, my attention turned toward animation, MTV, and Lizzie Rossman. Video games sort of drifted out of my orbit, to use a Space Invaders reference, and never really drifted back. Until last month, when The Logical Journey of the Zoombinis popped up deliberately onto my radar screen. Or more specifically, when Gary Goldberger, FableVision’s Co-Founder and President, put it there.

This is Gary. Get to know that face (and those thumbs) well because Gary is going to be a main character in this blog series. He’s a dear friend, a wonderful colleague, and knows more about digital media than anyone I know. He is to digital what I am to children’s programming and so we make for fantastic partners at FableVision. Gary has spent the last 20+ years establishing FableVision’s respectable presence in the world of digital media and has been pivotal in connecting the dots between FableVision and The Logical Journey of the Zoombinis.

Zoombinis (for short) was a 1996 CD-ROM equivalent of what we today would refer to as a viral sensation. If you were a kid or a parent of a kid in the mid-‘90s, you know exactly what I’m talking about.

When I arrived at FableVision a couple of years ago, Gary and the team at FableVision had been working closely with our good friends at TERC to resurrect the phenom for a whole new generation of super fans on modern mobile devices.

Together, TERC and FableVision caused a certain portion of the internet (the one populated by nostalgic 20-something Zoombinis enthusiasts who credit the game with their reason for living) to completely blow up when they released an updated version of Zoombinis.

I get out of my jammies and come to FableVision every morning to create innovative, charming children’s properties, and given the tremendous reception of the Zoombinis release, it seemed only natural for Gary to suggest that together we create an original television series based on the beloved game.

(NOTE: Given the tremendous amount of digital platforms offering original programming these days, the term television series is about to go the way of answering machines, payphones, and VCRs. Broadcast series is a far more relevant term.)

tone_kate

Now, before we start creating anything, I need you to meet someone. This is my dear friend, Kate. She’s the one on the left.

Kate is one of those friends we all need in our life. If I didn’t want to keep her all to myself, I’d introduce you so she could be your friend too. She’s the world’s greatest cheerleader and thinks everything I do is brilliant. See why I like Kate so much? Kate loves when I share my show ideas with her and she is unapologetically gobsmacked by the process. Kate is an accomplished novelist, yet awe-struck by the world of show creation. Here’s one of her classics: “I don’t even understand how someone’s brain even comes up with something like this!”

So for all the other Kate’s in the world that wonder how brains come up with shows, Gary and I decided it might be fun to take you along with us on our journey to develop Zoombinis into a broadcast property. Hence, this blog. 

Until I read about FableVision and TERC’s recent Zoombinis release, I had no idea what Zoombinis even was. You see, when 1996 rolled around, my joystick and AV cables were packed deeply in Styrofoam peanuts and I was busy picking out china patterns, reception venues, and cake toppers.  But there was enough excited buzz in the ether to become instantly intrigued.

As of today, Gary and I have no idea what in the world we’re going to dream up, but you’ll be by our side as the bulbs over our collective heads begins to illuminate.  

Before we embark on our logical journey, my first order of business, as I see it, is to download the app and get intimately familiar with the game and the world and the characters. I have to catch up to Gary and the Zoombinis’ giant network of fans!

I mean, seriously, what in the world is this game?? Is that a talking tree stump? Why do the little blue guys have no arms? Is that a pizza sitting on a rock? I’ve got my work cut out for me as I catch up.

If you’re not already there either, click here to download the game (scroll down for links to download Zoombinis on tablets, desktops, and Steam) to get Zoombinis on tablets, desktops, and Steam) and come along with me as I familiarize myself with the cult classic.

Early next week, Gary and I are meeting with both the team at TERC and Zoombinis creator Scot Osterweil to begin to volley ideas. I’ll be sure to document everything we discuss and  write all about it here. That will really put my friend Kate (and hopefully you) on the edge of your seats.

For now, I’ve got to go play Zoombinis. See you next time. 

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May FableFriday: John Lechner, Art Director

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“A good story starts with a character, someone the audience can relate to,” explains 20-year FableVision veteran John Lechner. “If the audience cares about a character, they will follow them through any journey, and cheer when they succeed.”

For this story, May’s FableFriday, the main character is John – art director, children’s book author, nature enthusiast, animator, puppeteer, and co-founder of FableVision. He recently shared a bit of about his journey to FableVision, family life, and creative passion.

What's your journey to FableVision story? How did you meet the Reynolds brothers?
After college, I worked at a few different jobs doing graphic design, but I really wanted to do more with illustration or publishing. I sent resumes and samples everywhere, with few results. A friend told me about an educational technology publisher company called Tom Snyder Productions. I had an interview there, and also at their new satellite office that Peter had started, which he called FableVision. It was located in the offices of CF Video, a company run by Bill Churchill and Paul Reynolds.

Peter hired me as a freelancer to work on animated software for schools. The FableVision office had five people and one dog in a small room, and I used a program called Autodesk Animator. (This was years before Flash came along.) About a year later, FableVision became part of CF Video, and I became a full-time employee. I didn’t know much about animation at the time, I was mainly an illustrator, but I learned as I went.  I realized over time that I was part of something special, a studio that would survive several recessions and many changes while keeping true to its core vision. I'm proud to have helped build such a wonderful company.

As one of FableVision’s co-founders, how have you seen FableVision grow? What has it changed? What has stayed the same?
Physically the company grew in size, and became independent of its parent company CF Video (later Cosmic Blender.) We started as an animation company, but then began to build our interactive capabilities, doing our own in-house software development, and publishing our own educational products. Our office expanded a few times, moving to a bigger space in Watertown and then a bigger space (where we are now) in Boston, above the Children’s Museum.

Through all this, much has remained the same. Our tagline from the early days was Stories That Matter, Stories That Move – that’s remained intact and at the core of what we create. We still strive to create projects that make the world a better place, that inspire creative learning, and help everyone achieve their true potential. We have a collaborative team, and everyone is allowed to give their creative input. And we still have many of the same toys on the shelf as we did twenty years ago!

What connects you to FableVision's mission?
I love to create stories, so I love the storytelling approach to many of our projects. I also share the learning philosophy of FableVision, that children are natural learners and we should tap into their natural curiosity, rather than force information upon them. I also like how FableVision does so many different things, from animation to websites to software, and we’re always pushing the boundaries of what we do. That makes it a very exciting place to work.

You come from a big family! How do you think that influenced you as a creative person?
I grew up as one of seven children, each with our own creative interests, so we all inspired each other. My parents encouraged all this creativity, and they didn’t mind art projects everywhere. There was always music in the house, and I learned to play the violin and guitar. We put on plays, concerts, and puppet shows. I think it inspired me to think creatively, to be open to a world of possibilities.

What's your favorite project you've worked on at FableVision and why?
It is hard to single out a favorite project, but one that stands out is the animated film of The North Star, based on the picture book by Peter H. Reynolds. It allowed our team of animators to shine, and it truly was a story that mattered, and also moved people. We animated it using Flash and After Effects to bring Peter’s watercolors to life.

Tell us a bit about your creative process!
That depends a lot on the project. When I’m creating designs, illustrations, or storyboards, I usually brainstorm in my head – I imagine different possibilities, and sketch out the ones that seem the most plausible. Those are refined later. For my books, I usually write story ideas in a hardcover sketchbook, then work on various drafts and revisions.

I’m not always objective about my own work because the vision in my head is often so strong it overshadows what actually gets down on paper. So I often like to take time away from a project, then come back to it and see it with fresh eyes. With my illustrated books, I usually end up doing the final illustration twice (or more) because I inevitably think of ways to make it better. 

Do you have a creative workspace at home? What’s it like?
My workspace changes depending on the project. I have a studio where I can write or paint, but I often work on the floor, or the dining room table, or any open space. Since I work on many projects at once, I tend to fill up all my available spaces. And I also do different kinds of projects, so I’ll often need to move a pile of research books to work on an ink drawing, or push aside my watercolors in order to cut out shadow puppets.

How does puppetry play into your passion for storytelling?
For me, puppetry is another medium for telling stories. Creating a puppet show is much like creating a book or animated film, you get to bring a story to life in a way that's totally unique. There is something magical about seeing the characters in a story moving in front of you, in the same room. It really builds a strong connection between storyteller and audience that’s different than a book or film, and very unique. 

Can you tell us about your involvement with Puppet Showplace Theater?
Puppet Showplace Theater is a unique little theater in Brookline, MA, that was started in 1974 by an educator and puppeteer named Mary Churchill. It is still going strong today, presenting live puppet theater for all ages. I am currently President of their Board of Trustees, and I have also performed there several times.

As one of the few permanent puppet theaters in the country, I think it’s a vital cultural institution that helps preserve a unique art form. Especially in this age of electronic devices, live theater can inspire young minds like nothing else, and puppet theater incorporates multiple levels of learning and storytelling that make it truly special. Like all nonprofit arts organizations, Puppet Showplace Theater is supported by donations, and you can learn more about the theater here. 

Who is Sticky Burr?
Sticky Burr is a character I created for a webcomic in the 1990s. He lives in the forest and has adventures with other burrs. He was inspired by the burrs in our backyard when I was a kid, and I created the webcomic to help inspire children to look at nature more closely. The stories often include insects, birds, and other animals that live in the forest. I’ve also created books and animations based on the characters. You can learn more at the Sticky Burr website. www.stickyburr.com

What’s your favorite piece you’ve created for a FableVision Creative Juices art show?
It’s hard to say, but a particular favorite was a 3D paper sculpture that I designed for one of the shelf spaces. I’ve always liked shadow puppets and silhouettes, which are so different than my usual style of illustration. This is something I would like to do more of. 


Favorites!

Illustrator: N.C. Wyeth
Movie: Nausicaa (also my favorite graphic novel)
Musician: Itzhak Perlman, violinist
Month: May, when spring is in bloom
Medium to create in: ink and brush
Vacation spot: Maine, Narnia, Middle Earth

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Outside the Box: Thoughts on the Creative Process From a FableVision Artist

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For the studio’s team of artists, creativity isn’t just a mindset. It’s a way of life. “The longer you do this kind of work, the more it becomes organic. Your hands, mind, and imagination become more connected. The process gets faster, but it's still challenging,” says Keith Zulawnik, Lead Artist at FableVision Studios.

Collaborating with clients often starts with several mood boards, where the art team pulls similar images with a similar visual “feel” from various sources like magazines, movies, and pop culture to create a visual world. The client is usually presented with a few options of mood boards and invited to share their opinions.

And in case you’re wondering, sometimes there are pieces of mood boards that don't resonate but that's all part of the process. “You instantly know if clients are, for instance, allergic to the color yellow,” Keith says, jokingly.

It’s a lot of decision making, and every visual detail is considered, as well as the message the client is trying to convey. “If your client is a yoga studio, for example, you might try to have the lines in the artwork appear still and peaceful and avoid harsh angles," Keith explains. "If you’re working for a company that sells jogging shoes, on the other hand, you might have a lot of dynamic angles and movement in the images.” It’s these subtle visual cues that communicate a story to all of us, often without us even noticing it.

Once the “mood” of the piece is chosen, these images become a kind of visual palette to inspire the original art that follows. Now it’s time to make the characters. To tackle the details of fleshing out an entirely new world, an artist has to be fluent in a number of styles and use a number of tools. When creating art, there’s a broad range of character styles to pull from, anything from simple shapes to fully-formed people and animals.

To “illustrate” all the creative ingenuity and expertise that lies behind the canvas, here’s a sample image and process video by Keith .

“As an artist, the most important thing is to start with the heart of the piece. The story comes first, and all the other tricks and techniques serve to help convey the story," Keith says.

"The heart of this piece was this moment, where the astronaut is stealing the egg. Once I knew that, I began to use visual cues to help this story unfold. One of the techniques you learn that catches people’s eyes is circles. So for this drawing I was trying to call people’s attention to the astronaut’s face by prominently showing the circular helmet. Also, there’s a contrast of colors, from very light to very dark, which is another thing that really catches people’s eyes,” Keith shares. “I tried to have the viewer’s eye follow the story of the picture, first to the astronaut’s face, then following his sight line up to the monster’s face, then around to the other monsters, and then back up to the egg, so you finally understand the whole scene.” 

Read more about Keith here and see more of his original work on his website.

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Music to Our Ears: FableVision's Creativity Playlist

Picture it: You’ve gotten off the elevator and you’re headed to your office. As you walk to your desk, you hear laughing and chatting. The voices belong to your colleagues, your friends, and…. James Brown.   

If you work at FableVision, this is a regular occurrence. Here at the studio, music is a major part of helping us build a solid creative vibe.

Everybody has his or her own way of inspiring their creative side. Here at FableVision, we listen to music. Whether it’s funk, rock, soul, or hip hop, you can be sure it’s made its way onto our playlists. For us, music is as essential to the creative process as a strong cup of coffee (or herbal tea, if that’s more your speed).

As a fully functioning studio that’s working on multiple projects at a time, it’s important to be bright-eyed and bushy-tailed when collaborating and juggling tasks. A good playlist is an essential tool to keeping our spirits up and our creativity sharp.  

On your average day here at our offices you can hear Simon and Garfunkel crooning or Michael Jackson busting out in song while our staff of producers, animators, and programmers mingles and chats about revisions, testing, and technical specs for our many educational projects. 

The atmosphere is always loose and frequently very fun, with lots of conversation about everything from what’s in the news to the latest movies. If you’re working on a tight deadline and find it a little distracting, there’s always the option to pop on your headphones, where more music awaits.

So what makes a good song for fostering the creative process? The list of requirements is as varied and diverse as our staff itself. Some might think it has to be upbeat, with lots of positive energy. Others might opt for a good message or instantly repeatable lyrics. Still others might just have a preference for a particular artist or album. After all, who hasn’t felt inspired by the second side of the Beatles’ Abbey Road? The possibilities are limitless, just like creativity itself.

We solicited some of our favorites from our staff, here’s what we’re listening to these days. You can also listen along on Spotify here

What do you do to get the creative juices flowing? Feel free to drop us a line in the comments section with suggestions of things to do or favorite songs that inspire you to be your best creative self. And keep reading below to see our staff's picks! 


"Wednesday Morning, 3 a.m." by Simon and Garfunkel: 
If I'm working on something that requires a lot of thought, I need something calm, relaxing, and melodic. And you can't get any better than Simon & Garfunkel; this one is a current favorite. (Michael Fogarasi, Associate Producer)

"Kissing My Love" by Bill Withers and "I'm Gonna Make It Alright" by Paul Pena: 
I tend to listen to music that gets my toes tapping and energizes me. (Brian Grossman, Technical Director)

"Black or White" by Michael Jackson: 
Impeccable rhythm, timeless Michael Jackson, but I also remember the video clip, fresh and uplifting, especially all the bobbing heads of beautiful people of all shapes and colors. (Margarita Dekoli, Senior Developer)

"Relaxin' at Camarillo" by Charlie Parker and "Tenth Avenue Freeze Out" by Bruce Springsteen and the E Street Band:
When I'm writing a lot of times I like to listen to things that don't have words. Charlie Parker is usually anything but relaxing, which is great, because I like music with energy. I've also been listening to a lot of the Boss while writing. This song is really upbeat and catchy. (Dan Eder, Marketing Intern)

"So Sleepy" by Fiona Apple and "America's Sweetheart" by Elle King: 
I love songs that ease me into the day and wake me up. These songs are melodic and upbeat but don't distract me from my work. (Sarah Ditkoff, Communications & Development Strategist)

"Retrograde" by  James Blake and "To Pluto's Moon (Son Lux Remix)" by My Brightest Diamond:
I've been listening to a lot of soulful music with some electronic mixed in. I'm also a sucker or powerful voices and a nice crescendo. These songs turn something on in my mind that instantly creates this vivid story. I can't help but feel creative and inspired! (Hannah O'Neal, Artist/Animator)

"Desmond Dekker, 007" by Shanty Town and "Cup of Tea" by Kacey Musgraves:  
I put Desmond Dekker on in the studio often, and he never fails to elevate the mood. The other is a sweet song with a great message, plus it references tea, which is kind of a FableVision thing! (Loren Lee-Flynn, UX/UI Designer) 

"Heroine" by DWNTWN, "Orca" by Until The Ribbon Breaks and "03 Ghosts |" by Nine Inch Nails:
There is this fascinating thing that happens when your mind and hands are completely in sync, it's almost like you're not even in the room. You're just taken out of the room and you're just experiencing the moment. A weird fact is that I actually don't listen to, or care about lyrics. They always blend in like texture, like any other instrument. (Keith Zulawnik, Lead Artist)

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