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Libraries Got Game: Empowering Communities Through Education and Play

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Libraries and librarians have a powerful impact. They offer a welcoming and accessible space for the community to explore their passions and be creative. As longtime supporters of libraries and their roles in their communities, FableVision was proud to co-host the Libraries, Games, and Play Conference alongside American University and the Institute of Museum and Library Services. We’re also grateful to all the conference organizers, including Bob Hone, Lindsay Grace, and J Collins, who were the lead conference organizers of the event.  

The conference took place in April in Washington D.C. and welcomed attendees from the library and educational gaming fields. We heard from librarians, educators, and more about how library resources helped further the goals of their students, as well as their own goals in technology and game design. 

The day was filled with amazing speakers who spoke about the unique ways in which libraries have touched their lives as educators and their students’ lives. 

Throughout the day, FableVision and the Reynolds Center for Teaching, Learning, and Creativity showcased Fab@School Maker Studio, which introduces students to 2D and 3D printing and modeling. This tool allows students to get more comfortable with digital design and fabrication tools. FableVision Studios also shared some recent projects such as CyberChase Fractions Quest, which engages students in fraction learning, and Project Here Games, which promotes substance use prevention and healthy decision making skills.. 

To close out the conference, FableVision and Reynolds Center CEO  Paul Reynolds discussed the ways that libraries shape the minds of future generations, as well as how they encourage creativity and play. He also touched on his personal experiences and how teachers and libraries have inspired and motivated him throughout his life.

With the inaugural Libraries, Games, and Play Conference behind us, the studio created a series of case studies that highlight four speakers at the conference—Lindsay Grace, Erin Walter-Lerman, Juan Rivera, and Kenneth Nero—and each of their unique connections to libraries and games. Each speaker was deliberately chosen  to showcase different perspectives and connections to gameplay and game design in libraries. The vignettes bring attention to the mission and importance of the conference.

First, our team created scripts for the case studies based on what the speakers discussed in their respective talks. The illustrations for each case study were presented in a slideshow style with key figures emphasized through strategic zooms. Audio was recorded to go along with each case study, voiced either by the speaker or an approved voice actor.    

These spotlights show how libraries can provide a space for exploration and accessibility, and they effectively illustrate the important roles these centers have in communities. All four of the case studies are now available on the Libraries, Games, and Play Conference website. You can watch the vignettes here!

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July FableFriday: Julie Dobrow, Professor at Eliot- Pearson Children's School at Tufts University

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Recently, we had the opportunity to speak with Julie Dobrow, Senior Lecturer in the Eliot-Pearson Department of Child Study and Human Development and Tisch College Senior Fellow for Media and Civic Engagement at Tufts University. As an experienced scholar of child development and children’s media, Julie offers an experienced and unique perspective on creativity, imagination, and reconnecting with your inner child for those interested in entering the children’s media field.

“You need to be willing to keep learning, because the field and the platforms are always changing. I also think that the best producers of children’s media are the people who can connect with their inner child,” says Julie. “You need to remember what it FELT like to sit under that hedge and imagine that it was the portal to a whole different world. You need to close your eyes and SEE all kinds of fantastical things. You need to HEAR joyful music. And you need to DREAM in color, not black and white.”

As an attentive and supportive educator, Julie has even led many of her students to our studio for internships, and a few of them even staying as FableVision staff! A longtime FableVision friend, Julie talked with us about her history with children’s media, her latest projects, and her best advice for up-and-coming children’s media professionals.

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You are part of the Eliot Pearson Department of Child Study and Human Development at Tufts University, the oldest Child Studies program in the nation. What is your role there and what do you enjoy most about it?
Ever since I’ve been at Tufts—and I’ve been at Tufts a LONG time, since 1995!—I’ve taught at Eliot-Pearson. At first, it was just one class on children and mass media. Since then, however, I’ve added a graduate seminar on the topic and introduced a new course a couple of years ago on creating children’s media. I have always loved teaching, but teaching in this area of study, which changes every year (if not every week!) is both challenging and fun because it means I have to keep learning too.

What first made you realize you were interested in children’s media, and how did you get your start?
I actually wrote my Master’s thesis on images of gender and race in children’s animated television. Then, I didn’t do anything with the topic for a while. But when I became a mom, I started renewing my interest because I saw in my own little home laboratory just how much and in how many different ways media impacted kids’ lives. That led me to explore the area more in my teaching, research, and writing.

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Can you tell us some more about the Children’s TV Project (CTV)? How did the idea for this project come about and what reflections do you have as you near the end of your research?
This project was actually born when the original Disney version of The Lion King first came out. My colleague, Chip Gidney, and I had each seen the film and were both kind of horrified by the ways in which the evil characters were marked by dialects. We looked at each other and said, “we should do something about this.” So we started designing a way to systematically explore the depictions of gender, race, and ethnicity in kids’ animated programming.

I’d have to say that after all of these years of working on this, I still feel like there’s more we need to understand. We’re pretty clear on the fact that stereotypes still exist and, in fact, exist way more than we would have thought they would given how hyper-PC so many people in the entertainment industry often appear to be. What we’re not as clear on is just why they do. And we’re just at the beginning of the last part of the project, arguably the most important part: doing research with children to understand how they think about and process the images that they take in.

Considering the observations that inspired CTV, what is something that writers, producers, and consumers of new children’s media should think about? 
One thing is that it’s not only how characters are drawn that matters; it’s also how they sound and the context they exist in. You can draw a very diverse set of characters, but just plopping them into some generic urban or suburban background isn’t enough to make a richly contextualized environment that mirrors the environments in which real people live.

Many of your students have worked or interned at places like WGBH, Sesame Workshop, and of course FableVision! What have you enjoyed the most about watching your students branch out into the world? 
I love matching my students up with internship sites, including FableVision. There are few things more rewarding than making a good match! Internships are an incredibly important way for students to see how they can parlay what they’re learning in the classroom into industry jobs. They make great contacts, and then they’re very willing to “give back.” So, by now, I feel like I have a whole little army of former students who are working at Sesame Workshop, Nick Jr., WGBH, Fablevision, Fox Kids, Google, Sprout, and a host of other places. They know how the combination of child development and media studies can really help get you started in this industry, and they’re always willing to help a fellow “Jumbo” with a conversation, a contact, and often, a job.

How did you first cross paths with FableVision? What makes it a place that you recommend to your students when they’re looking for internships?
It actually might have been one of my former students who tipped me off to some of the incredible work that’s going on at FableVision. I’ve had enough students who’ve interned and worked there by now to know that FableVision is a place where magic happens. I also know that it’s a warm, encouraging, and creative workplace. And how many internships or job sites actually have popcorn machines?!

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We heard you’re currently on a book tourcongratulations! What is your book about and what do you hope readers will gain from it?
After Emily is a mother/daughter biography of Mabel Loomis Todd and Millicent Todd Bingham, the two relatively unknown women who made Emily Dickinson into a household name. I hope that my book will introduce these two fascinating women who pushed the envelope on what women of their respective eras did to readers. I also hope that it will speak to everyone who themselves have had a complicated relationship with family members, and that it will shed some new light on the story of the ever-mysterious reclusive poet of Amherst.

We heard you recently ran into Marc Brown, author of the Arthur series, at one of your book events. How did it feel to officially meet the creator of such an iconic program? 
Well, Marc and I have been in touch for many years, since I helped Tufts to acquire some of Marc’s old Arthur materials when he was moving out of his home on the Vineyard. But we’d never met in person until he showed up at an event I did on my book tour in New York. It was wonderful to meet him, and I wish there had been more time!


More about Julie:

Favorite flavor of ice cream? Coffee.

What’s a children’s book you still love to read? The Phantom of Walkaway Hill.

Best way to spend a Saturday? Puttering around in my gardens.

What’s your favorite city to visit? I’m not much of a city girl. I like visiting New York and Los Angeles, but I sure wouldn’t want to live there.

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FableVision’s Cross-Country Tour

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Summer is here, so you know what that means: sun, fun, and our annual Summer Road Trip! We’re excited to hit the road once again to visit conferences and summits across the country. We’re sure to meet amazing people and take part in the important conversations happening in education, media, and technology. Follow along with our travels on Twitter, and if you find yourself at any of our stops, come say hi!


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Back in the Bay Area

We’re heading off to sunny California from June 10-12 to hear from some of the brightest minds in educational technology at the SIIA Conference. With keynote panels focusing on diversity and inclusivity in educational services, this conference is sure to be a deep dive into the future of edtech in the United States as well as internationally! Catch our colleagues from the Reynolds Center from Teaching, Learning, and Creativity in the Cisco booth presenting the FabMaker Studio STEAM program to create practical, affordable makerspaces using paper, cardstock, and inexpensive digital fabricators (details TBA!).

Building Your Internal Capacity Without Hiring: Working with Service Providers
What:
Panel of experienced providers in conversation about company growth and making the most of your workforce. Featuring FableVision Vice President of Strategic Partnerships and Product Solutions Shelby Marshall.
When: June 12, 2019 at 10:15 a.m.


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Taking a Byte of the Big Apple!

Next up: New York! Join FableVision’s Communications Director Sarah Ditkoff, Executive Producer Peter Stidwill, and President and Co-founder Gary Goldberger at the Games for Change Festival, where attendees will hear from designers, developers, and others who are making games for social good. Along with Learning Games Network’s Shannon Frederick Meneses, Peter will speak about FableVision’s game, Quandary, which was awarded Game of the Year at the 2013 Games for Change Festival. We’re looking forward to convening with people leading meaningful changes in gaming through immersive media and applied principles in civics and game-based learning.

Life After “Game of the Year”: Sharing Six Years of Learning
When: June 18, 2019 at 11:45 a.m.
Where: Parsons School of Design at The New School, 63 Fifth Ave, NYC


Exciting Edtech in Philadelphia

Join FableVision’s Sarah Ditkoff and Shelby Marshall in Philadelphia for the International Society for Technology in Education Conference. This conference highlights visual, cultural, and digital literacy. We can’t wait to meet teachers, business leaders, and others spearheading the movement for inclusive, accessible education technology (and perhaps pick up a tasty cheesesteak in the meantime)!

When: June 23-26, 2019
Where: Pennsylvania Convention Center, Philadelphia, Pennsylvania

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FabMaker Crew: Paper Prototyping for STEAM-powered learning

FableVision’s Paul Reynolds and Reynolds Center for Teaching, Learning, and Creativity’s Andrea Calvin will showcase FableVision’s Fab@School Maker Studio at two workshops hosted in the CISCO Active Learning Space. Discover how schools, libraries, and programs around the country have used the FabMaker Studio STEAM program to create practical, affordable makerspaces using paper, cardstock, and inexpensive digital fabricators. During this hands-on session participants will experience the benefits of rapid paper prototyping, which allows for quick cycles of testing and iterative design enhancements.

When: June 24 from 3-3:45 p.m., June 25 from 11-11:45 a.m.
Where: Breakout Room 106AB


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Making Moves in Maine!

Ever wondered about how animation can revolutionize learning? Join FableVision’s Jane Reynolds and Dr. Denine Jimmerson at the Side x Side Summer Arts Institute in Portland, where they will explore just that! Take part in a comprehensive workshop focused on introducing important animation techniques and starting a conversation about using animation as a platform for every lesson imaginable.

What: “Using Animation as an Innovative Tool for Teaching and Learning” Workshop
When: June 24-25, 2019
Where: Portland, Maine


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Seriously Smiling in Montreal

We’re heading to the University of Quebec for the 2019 Serious Play Montreal Conference, highlighting the biggest achievements in serious games. We’re so excited to hear from developers, designers, and more who are leading the way in educational gaming and immersive learning. FableVision and our partners are accepting two Serious Play Awards for our games Lights, Camera, Budget! and Project Here Games

Silver Award Winner: Lights, Camera, Budget!, Georgia Public Broadcasting (GPB) and the Georgia Council on Economic Education (GCEE)
Lights, Camera, Budget! puts high school students in the shoes of a Hollywood movie producer in order to enhance their knowledge about personal finance, money management, and budgeting. In partnership with GPB and GCEE, FableVision created this game to reflect real life lessons in economics and help to increase students’ financial literacy.

Bronze Award Winner: Project Here Games, The Office of the Attorney General of Massachusetts, Health Resources in Action, and the GE Foundation
Project Here Games is part of a state-wide initiative to promote substance use prevention and healthy decision making among middle school students. Working with the Massachusetts Attorney General’s office and Health Resources in Action, FableVision created this series of games that provide an interactive landscape in which students can develop socioemotional skills to handle situations involving substances and peer pressure, as well as stress management.

When: July 10-12, 2019
Where: University of Quebec, Montreal, Canada

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June FableFriday: Shannon Frederick Meneses, Executive Producer at Learning Games Network

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An old friend of FableVision’s, Shannon Frederick Meneses has always been devoted to educational media. As the Executive Producer for Learning Games Network (LGN), she has been a powerful advocate for pedagogically-sound games with forward-thinking design and deep roots in educational research.

Over the years, Shannon has helped strengthen LGN’s commitment to broad and strategic outreach, advanced development, and a strong foundation in research. At LGN, Shannon works with scholars like Dr. Lacey Hilliard at Tufts University to insure that students and educators are getting games that are informed by the most recent and trusted research.

“With all of our projects and audiences, we are constantly re-thinking and re-shaping our outreach for our projects and audiences. We regularly conduct market research to expand our knowledge of our audience(s),” says Shannon. “I have found engaging your user base is an ever-evolving process and we continue to find unique and creative ways to reach out and keep them informed and connected.”

Shannon’s work both with FableVision and LGN included the development of the award-winning learning game Quandary, which teaches ethics curriculum to middle schoolers. In this FableFriday, we spoke to Shannon about her work with LGN and FableVision, and learned more about what drives her passion for educational media.

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Tell us a little bit about your role at LGN and the work the organization does.
I am beyond lucky to be the Executive Producer at the Learning Games Network. As part of a small company, we all have to wear many hats. My main role, though, is to create, coordinate, execute, and make things happen!

LGN is a spin-off of the MIT Education Arcade. It was created as a non-profit organization with the aim of bridging the gap between research and practice in the field of game-based learning. We build award winning games across a wide-range of ages, content, and devices. At their core LGN's games feature inspiring design, innovative pedagogy, and sound business strategy.

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What inspired you to enter the educational media field, and how did you get your start?
It may sound silly, but I can’t remember a time when I didn’t want to be in educational media. I come from a family of teachers, and I was always in awe of what they did.

Growing up, I wanted to find a way to do some good in this world and combine two things I loved: education and media. I had a fascination with TV shows and movies and how they were made. Not only did I love them for their content, but I was also intrigued by the process of making stories and characters come to life.

While studying TV and Film at the Newhouse School of Communications at Syracuse University, I was fortunate enough to be mentored by some of the best and brightest in media production. Hearing their stories and learning from their experiences only furthered my interest and passion for this work. I dove in head first and worked my butt off. Whether I was in a writing class tweaking scripts, behind the camera shooting, or editing footage until the wee hours, I loved and learned it all.

Soon after graduation, I moved to LA and gained experience as an apprentice editor in the New Media group at Disney. While I cherished my time in LA and the incredible relationships formed and expertise gained, my passion was still with educational media. So, I made my way back east and eventually landed in Boston. I continued to build my resume and worked at sound studios and production companies. In 2003 I landed my first project management job at Six Red Marbles. It was there  that I met FableVision’s Technical Director, Brian Grossman!  He eventually moved on from SRM and was hired at FableVision. A little while later, he reached out to me to interview for a producer opening. I was ecstatic when I got the job and I never looked back. I have been in production for 20 years, and I wouldn’t change a thing.

To engage students in ethical decision-making, LGN and FableVision created Quandary, a teaching tool designed to help students 8+ recognize and deal with ethical situations in their own lives. What inspired this game?
The idea for Quandary began with Shelly London, while she was an inaugural fellow at Harvard University. Feeling there was a strong need to create a game that engages young people and helps them develop skills such as critical thinking, perspective-taking and decision-making, she set out to create this one-of-a-kind game.

She brought together a team of experts across the fields of child development, social and emotional learning and game design. That team of experts included scholars from Harvard and Tufts, who devised a prototype that was tested for viability, led by Professor Marina Bers. From there, Scot Osterweil and designers at LGN refined the game. Peter Stidwill, serving as LGN’s Executive Producer at the time, worked with FableVision to bring the game to life.

How is Quandary unique in the world of game-based learning and social-emotional learning?
Quandary has many components that make it unique, from its visual appeal to the conversation it sparks in educators and players alike.

In Quandary, players are captain of a human colony on the Planet Braxos, attempting to build a viable outpost. The story is told through captivating graphic novels, drawing players in as they have to make difficult decisions in which there is no one right answer—just like in real life.

Throughout the game, they develop skills such as critical thinking, perspective-taking and decision-making. While there are a number of games that incorporate these concepts, Quandary is unparalleled, as it addresses these ideas head-on. Quandary also takes it a step further, as it doesn’t represent ethical challenges as black and white issues. In this game, all sides are treated fairly.

Collaboration is also a key component of Quandary. We encourage educators to have students play in pairs as it promotes quality interactions during gameplay. As students engage in the game, they are allowed to replay, gather new information, hear from different colonists, and change their minds, thereby impacting the outcome based on their choices. This ability fosters a deeper level of thinking and the game becomes a catalyst for discussions among players and further enhances socioemotional learning.

What has your experience been like working with the FableVision team?
I might be a bit biased, but  after working for FableVision as a producer, the team is and always will be like family to me.

As a producer, it’s my job to lead projects, organize teams, and keep things on track. I love what I do, but it cannot be done without great partners and collaborators like those at FableVision. They are a joy to work with—true storytellers and an immensely talented team. You know when FableVision is on a project it will get done, and done well.

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Scot Osterweil has also done a lot of work with LGN and FableVision on Quandary and other projects. How would you describe working with Scot?
You come to learn that this industry is actually quite small. You start to hear and see the same faces. You surround yourself with the people you want at the table. Scot is hands-down one of those people.

I have been fortunate to work alongside him for a number of years now and in a few capacities. Not only is he a legendary game designer, but he is intelligent, creative, and a true mentor. I remember receiving a call from Scot about the role at LGN. We met in his office to discuss the position. If I recall correctly, we both said it felt like kismet. Even though he’s world renowned, he’s humble and treats you as his equal. He genuinely wants thoughts and ideas from ALL team members. He is direct and deliberate with his ideas and when he speaks, everyone listens.

We heard that LGN and FableVision are heading to New York City this month. What's the occasion?
Yes, can’t wait! Peter Stidwill and I will be speaking about Quandary at the Games For Change Festival on Tuesday, June 18 at Parsons School of Design. We will share our thoughts on how to keep a game sustainable, relevant, and engaging in today’s ever-changing landscape.

Which trends are you seeing in the game-based learning arena that you’re most excited about?
I am a firm believer in trying to reach all learners—meeting them where they are rather than making them meet you. No one person learns or retains information the same way as someone else. Unlike traditional teaching methods, game-based learning has a unique ability to address numerous learning styles at the same time.

While at LGN, I’ve had the opportunity to work closely with Lacey Hilliard of Tufts University and accompany her on a research study here in Boston. Helping conduct this study allowed me to see collaborative learning first-hand. Students were actively engaged in the game—they were sharing their ideas, all the while learning and retaining valuable new skills.

What excites me most is hearing and seeing players when that lightbulb goes off.  I am eager to see what the future holds as game-based learning continues to become an integral part of education.

Favorite FableVision project: Without hesitation, Lure of the Labyrinth. It was one of my first days at FableVision when then Executive Producer, Karen Bresnahan, handed me a huge project binder and said: it’s all yours. I couldn’t imagine what I was getting myself into, but Labyrinth quickly became and still is one of my favorite projects, ironically with MIT’s Scot Osterweil at the creative helm.

Labyrinth was a large undertaking spanning multiple years. It’s a true testament to what can be done when you get a top-notch team of creative directors, writers, artists and developers together. As a producer, it’s not always easy to keep a team motivated and on track over a number of years, but this team just worked.

We heard you like to sail. Where’s your favorite place to travel to by boat and why?
Yes, it’s true, but it’s been ages since I’ve sailed like I used to. Favorite place to travel by boat: Cape Cod. Although, I used to have dreams of joining a crew and sailing somewhere exotic and just going completely off the grid.


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More About Shannon

Favorite dinosaur: Have to give a shout out to one of the smallest - the microraptor. Although, my children love dinos, and they’d be sad if I didn’t mention the T-Rex.

Go-to vacation spot: I actually don’t have a go-to spot. When possible, I really like to choose new destinations and my kids are always in tow.  Last year was Ireland. Discussions for the next trip are in the works—any recommendations?

Favorite dish to cook:  Hm, too many. I’m an avid cook (and baker) and time permitting, I like to try new things. It’s rare that I use a recipe. If I did have to choose, I’d pick my grandmother’s homemade ravioli and meatballs. There’s nothing more gratifying than looking around my kitchen after a day of cooking and baking, knowing I did it with my own two hands.

New skill you would like to learn: Play the steel drum. Stay tuned, I start lessons this month!

Favorite cartoon character: Curious George.

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FableVision’s Morning Mixtape: A Commuting Playlist

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Ah, the days of mixtapes—when you’d collect a stack of blank cassettes or CDs and carefully create a list of your favorite songs to enjoy with friends or loved ones. Playlists are the modern day mixtapes and the desire to share good music has never faded.

Morning commutes, especially, are a great time to put on your favorite playlists and get into the right frame of mind for work. FableVisionaries travel to the studio in all different ways: train, car, bus, bicycle...even by foot. No matter what mode of transportation each FableVisionary chooses, we all have one mission in mind: arrive at the studio ready to work hard and be creative. Music can make or break a morning, so we’ve put together a mixtape (technically it’s a playlist, but we’re feeling nostalgic) of the studio’s favorite songs for the morning commute.

Continue reading to find out what songs get our team members energized and ready for the day!

A playlist featuring The Killers, Lizzo, Grimes, and others

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“The Man” by The Killers
“I especially love playing this before a big meeting, it makes me feel invincible!” (Sarah Ditkoff, Communications Director)

“Juice” by Lizzo
“I love an upbeat song that I can cycle to on my commute!” (Allie Caton, Production Assistant)

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“Kill V Maim” by Grimes
“It's probably super weird, but listening to Grimes makes me feel like a fierce warrior that can take on anything. Sometimes lyrics are secondary to the beat for me, so really, I just feel like it’s a music video in the morning of me getting ready to kick butt.” (Christina Kelly, Production Designer)

“Spotlight (Oh Nostalgia)” by Patrick Stump
“The song is all about removing yourself from the endless spiral of reliving past mistakes and sadness, and focusing on the here and now of how awesome you are. It helps me break out of tallying the pile of things that need to get done today, and instead celebrate the fact that I am about to go work with my amazing teams and make awesome games!” (Melissa Schoeller, Associate Producer)

“Hymnal” by Open Mike Eagle
“‘Hymnal’ is a great song about pushing past obstacles and owning mistakes when you're trying to create something:‘To thine own self be felt-tip.’ The track starts off sleepy, but by the time Sammus finishes her verse, I'm ready for my day!” (David Welsh, Production Assistant)

“Unlock It” by Charli XCX
“High-energy PC Music pop is, in my opinion, the best thing to listen to for my walk from the train every morning.” (Nathan Wentworth, Junior Developer)

"Unwound" by Tomtsu
“Along with the fact that this song really gets my toes tapping, my son is the drummer. Hard to believe these guys are only in high school.” (Brian Grossman, Technical Director)

“Someone To You” by BANNERS
“It’s the type of song that makes me want to run and do karate kicks in the air.” (Eileen Moynihan, Marketing Intern)

"The Killing Kind" by Marianas Trench
“One word: drama. This song never fails to energize me in the mornings, and it also has beautifully crafted lyrics and literary references that get me in the right frame of mind for the creative writing I do at the studio.” (Monica Chen, Marketing Coordinator)

“Fight Song” by Rachel Platten
”’Fight Song’ was the anthem of Hillary Clinton's presidential campaign, and its meaning for me has shifted over time. At first, it symbolized the possibility of finally breaking the glass ceiling. Then it made me cry every time I heard it. And now it reminds me that we have to get up and keep going in the face of adversity.” (Leigh Hallisey, Creative Director)

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