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August FableFriday: Kellian Adams Pletcher, Director of G.L.A.M. (Galleries, Libraries, Archives, Museums) Innovation

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Galleries, Libraries, Archives, and Museums—this is Kellian Adams Pletcher’s world of G.L.A.M. and we’re all just living in it. With her large, bright smile and signature enthusiasm for immersive learning experiences, Kellian recently joined the FableVision team as the Director of G.L.A.M. Innovation. The studio has a long history of working with informal learning spaces, including museums, and Kellian’s background in imaginative, game-based work will help FableVision grow its partnerships with the G.L.A.M. community through the merging of physical and digital worlds when engaging the public.

“I’ve worked with museums across the country and across the world, and I absolutely love it,” says Kellian. “I’ve also always loved FableVision—I’m impressed by the projects, games, and everything the company builds. I’m excited for my new role and to build museum games for a large studio with an incredible team.”

Through her work at Active Chinese, SCVNGR, and Green Door Labs, Kellian joins FableVision with 12 years of experience in crafting immersive experiences through creative and strategic game design. As the mastermind behind Green Door Labs, a company that builds site-specific games and adventures, Kellian has created custom mobile games, cultural institution games, and interactive theater experiences, for clients like The Metropolitan Museum of Art, The Smithsonian, The National Parks Service, The USS Constitution Museum, and many more. 

Kellian’s passion, creativity, and extensive experience makes for the perfect new FableVisionary. Read more to learn about Kellian’s G.L.A.M. journey, theater projects, museum knowledge, and love of swing dancing!


What is your journey to FableVision story?
I’ve run into FableVision’s team and work a lot in the last ten years at Green Door Labs and I always had so much fun with them. I told myself that if I wasn’t at Green Door Labs, the only other company I’d really want to work with was FableVision. As an independent studio owner, I have to say I was pretty burnt out after the pandemic, and I considered entirely shifting directions. Luckily, I caught up with Gary Goldberger, and he told me I could do what I do, but with the support and energy of a larger team with FableVision! It had honestly never occurred to me that I could continue building museum games, such a niche profession, at a larger studio, so I’m really excited to imagine what we might be able to build together!

Why are informal learning spaces important?
Learning is social and it’s best achieved when people are relaxed. While a K-12 school is essential, it’s a pressure-cooker environment for kids. On the other hand, informal learning spaces allow children and adults to learn in a way that’s authentic and organic. People can discuss with each other why certain pieces do or do not resonate with them, while also learning their history. Museums increase empathy and kids that go to museums at least once per year show an increase in ability to empathize with other people. 

The secret of the G.L.A.M. world is that G.L.A.M people find magic in objects and they connect people to that inherent magic. It’s hard to throw away an old t-shirt or a childhood teddy bear because they have meaning to you—even if you know the object itself is monetarily worthless. Galleries, libraries, archives and museums help us understand which objects have the right magic for our times and how to make sense of it. G.L.A.M.s use objects to address deeper issues of how we attribute meaning and value in our lives—a concept that gets fuzzy sometimes in the world of intangible ideas. That’s also why museums can keep such gigantic collections—one never knows what will be relevant to people in the upcoming years. For example, objects created by and for American and European white men aren’t as salient in 2021 as they were in 2000. However, museums that have been wise enough to collect objects and art created by and for women and people of color suddenly have found that those objects have a whole new resonance for all people today!

What are you hoping to work on in the future at FableVision?
I have big ideas! I’m really excited about the European market because European museums (with the exception of Great Britain) have been traditionally more conservative than American museums when it comes to building game-based interactives or creative programming in their galleries. Now that they’ve seen how games and story-based exhibits in American museums have been reliably successful, European museums don’t think it's a  “crazy” new approach anymore and a lot of them are curious about what can be done there. 

I’m also interested in projection mapping, which is a fantastic way for visitors to interact with museum content. I was blown away by what was done with Connected Worlds at the New York Hall of Science a few years ago, and the technology has only improved and become more robust since then. Museums like the National Palace Museum of Taiwan’s Children’s Gallery 2.0 use this wonderful combination of animation and objects. Projection mapping is starting to appear in large, mainstream gallery exhibitions, like Tokyo’s teamLab Borderless or the traveling immersive projection Van Gogh exhibit. With FableVision’s incredible art and animation team plus our game design and development chops, I think we can create some interactive projection mapping installations that could knock your socks off! 

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And what’s your approach to immersive projects?
I don’t want to get distracted by the perfect thing I could create if I had buckets of liquid cash because that’s seldom the situation in the G.L.A.M world. We want to figure out how to build the best possible project with what we have. I’ve developed a system to figure out what my design parameters are and that direction makes me more creative! It’s very seldom a blue sky so I systematically list out a project’s goals, resources, and restrictions and boil that down to a smaller subset of possible projects. We take a look at the funnest options that fit our design parameters and go from there. I find that the problem with creativity often isn’t too few ideas—it’s too many! A lot of it is the process of taming those big ideas into something that can really shine. 

How did you get started working in the G.L.A.M. community?
I started out as a middle school teacher, which I suppose is not too hard to imagine if you talk to me for more than ten minutes. After teaching in Shanghai for five years, I received my graduate degree in teaching to launch my teaching career in the U.S. However, I also worked as a producer at an educational video game company in Shanghai that built language learning games and created fun stories. I got bitten by the game design bug! After you’ve done that, it’s hard to give up interaction design and return to a regular K-12 classroom. I wanted to continue creating crazy new interactives! 

SCVNGR, a 2008 start-up that focused on social location-based gaming for mobile phones and later launched LevelUp, brought me on as the head of museum projects. It was the wild west—no one knew about location-based gaming and museum games at the time. My education background allowed me to help museums express their learning goals. As I worked with different people from museums across the world, I realized that they were my people, my tribe.

How have you seen the G.L.A.M. spaces react to the pandemic and what does that mean to the future of informal learning spaces?
There’s a long history of museums in America battling between academia/curation and education. Some lean toward the idea that museums are academic institutions that publish papers and do academic research, while others focus more on how museums are living, public spaces that draw and educate crowds. The pandemic shifted museums toward collections and many laid off staff in the education space. Although it’s devastating, it’s not surprising, and educators hope that this will balance out in about two years. While museums suffered during the pandemic, because the U.S. has a lot of smaller, quirkier museums (like the Hammer Museum in Alaska that I visited), people rallied to save the spaces they care about. You have a lot of special diamonds in the American museum system.

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Another interesting thing is that a lot of the laid-off museum staff have become freelancers over the last year. As opening museums think about their physical spaces and their limited staff, they’re turning to their former staff, who are now independent contractors. While museums previously created a lot of in-house projects, I predict they’ll now be turning to other companies or outside sources.

How did you go from designing museum games, like Murder at the Met, to immersive projects?
There exists more overlapping between the two than people expect. I’m part of the Boston Playable Theatre Project, I taught as an adjunct professor in game design at Northeastern University for four years, and I’m friends with a lot of game designers in Boston, like Lizzie Stark, Caro Murphy and Celia Pearce. Boston has an amazing games community and games became part of the immersive scene really naturally here. So it was a natural transition for me as well, especially since my specialty is location-based games that involve a physical space. I’m best at getting people interacting with technology in a physical space.

Can you talk about some of your immersive theater projects?
At my company Green Door Labs, a Boston-based indie game design and production company, our first immersive theater project was Club Drosselmeyer 1939. A recreated swingtime Nutcracker set during WWII, it has elements from live-action role playing, escape rooms, and immersive theater cabarets. Last year, due to COVID-19, we did an audio Club Drosselmeyer, where audiences would listen to a radio show online, call different telephone numbers as they completed puzzles, and reach seven different endings. I’m hoping to do a full, in-person Club Drosselmeyer again this year. My swing dance community has been such an important resource because I’d contact my friends and be like, “Danny, let’s rewrite Nutcracker in swingtime” or “Elise, let’s get an eight-piece swing band!” Last year we also created the American Society for the Protection of Magical Creatures, an online puzzle-solving game about a magical nonprofit working to protect the magical ecology.

And lastly—you love swing dancing?
Yes! Before COVID-19, I would go dancing in the evening until 11 p.m. and then we’d go out for ice cream—at least three times per week. I’ve been dancing for a long time and I have a team called the Boston Lindy Bomb Squad, which does Lindy Bombs that focus on music, fun, and community. Every summer, we also participate in the Roaring Twenties Lawn Party at the Crane Estate. Everybody brings picnics, we wear our 1920s hats, dresses, and gloves, and we dance all day to live music.


More About Kellian

Favorite era or decade? Definitely the 1940s—it’s the first time in the U.S. when women see real agency and independence that’s recognized by U.S. law. They began to own businesses, take leadership roles, and enter universities at higher rates. As women were employed in industry, publishing, and computing, the establishments started to realize during wartime that women are an essential addition to the workforce and public life. It was also the first time that women in the U.S. were accepted into the military, starting with the U.S. Army Air Force. Women Air Force cadets, also known as WASPs, served in clerical and mechanical roles. Some women pilots even ran domestic flight routes! (Though the first American female combat pilot didn’t fly until 1993.) I love the music, art, and imagery that showcase a sense of rebellion and joy in this dark time in history.

Favorite museum? Isabella Stewart Gardner Museum—I love the story of Isabella and what she collected and how. She was such a force of nature. For instance, the Rape of Europa is one of the most valuable pieces of art in the world and it’s not sequestered in a perfect room with perfect lighting. Isabella hung it right above a swatch of fabric from her favorite dress. Why? Because she really liked that dress. And the Titian was OK, too. She was so human, and there’s nothing like a regular person to add some humility to a great Titian masterwork. I love that humanity and the fact that the museum can’t rearrange her collection from how she set it. The Gardner allows you to see the art for what it is, not what it’s supposed to be. The Peabody Essex Museum is a very close second. I love that it’s the oldest museum in the U.S. and that it includes so many wonderful things—I could stay there forever! Fashion, natural history, classical art, Asian art, Asian export art, an actual house from China, contemporary art, oddities, and historic New England buildings—the PEM has it all! 

Favorite game? Quandary—it teaches the process of decision making, demystifies compromises, and helps kids understand the difference between fact and opinion. It’s a perfect game for middle schoolers because it’s so clear and logical. I think adults could stand to play it as well!

Favorite book? Baroness Orczy’s The Scarlet Pimpernel—what isn’t there to love? There’s a hero husband, a genius wife, secrets among them, secret identities, and the saving of nobles in France. Recently, I’ve been reading Terry Pratchett’s Discworld series.

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FableVision Resources for Social-Emotional Learning

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Resilience, empathy, and compassion—these are the social-emotional skills that empower kids to speak up for themselves and their friends during difficult situations. However, that’s easier said than done—developing social-emotional and critical thinking skills takes practice and courage. To help kids grow into brave adults, FableVision gathered a list of resources for you and your family to explore.


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Sesame Street in Community Spinners
To aid Sesame Street achieve its mission of helping children grow smarter, kinder, and stronger, FableVision created two spinner engine interactives in partnership with Sesame Workshop. They’ll be used in Sesame Street in Communities, an online resource to help parent and educate 0-5-year-olds. Grover’s Playground Workout helps children have fun while exercising. After spinning the wheel and landing on a monster, children and parents imitate the moves of that monster. Using muppets, A Little Help from My Furry Friends teaches coping strategies for stress and anxiety. 


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Project Here Games
To help the state of Massachusetts’ Project Here initiative of changing the status quo of substance use prevention education, FableVision partnered with the Massachusetts Attorney General’s Office, GE Foundation, and Health Resources in Action. The output of the partnership is Project Here Games. The game tackles coping methods, decision-making, communication, and myth-busting. As players travel through the games by applying their earned skills to solve life-like scenarios, they’re able to test their solutions in a safe space, while staying entertained.


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Galaxia
A missing professor, illegal substances, an online bully, and an evil plot that could put the entire school in jeopardy—these are the challenges students face in Galaxia, FableVision’s bullying prevention game. Created in partnership with National Health Promotion Associates (NHPA) for the LifeSkills Training middle school curriculum, Galaxia allows students to work through scenarios surrounding peer pressure, bullying, coping with stress, and more. The outerspace boarding school game helps students make smart choices in a fun way, and the choices in the game affect the trajectory of their path.


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Different Kinds of Hurt: Isaac’s Story
In collaboration with the Massachusetts Department of Mental Health and Walker Cares, FableVision created Different Kinds of Hurt: Isaac’s Story, a multi-media campaign consisting of a graphic novel (available for free to Massachusetts residents), animated film, and accompanying print resources. Featuring young Isaac and his friend Mia as they discuss their recent time in the hospital, the resources aim to normalize conversations about mental health and fight the stigma surrounding mental health issues.


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Civics! An American Musical
As children navigate U.S. history and analyze primary resources to produce their own musical, Civics! An American Musical teaches middle school students the power of everyday citizens in causing change. Developed in partnership with Maryland Public Television, Maryland Humanities, and Tufts’ CIRCLE as a part of the Library of Congress’ Teaching With Primary Sources Program, it aims to motivate the next generation of activists. The Hamilton-inspired games allow students to adapt true events from U.S. history to the stage, such as the desegregation of public schools, the National Parks, the FDA, and the Chinese Exclusion Act.


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Quandary
Can a game include complicated ethical problems while engaging children on a narrative level? In collaboration with the Learning Games Network, FableVision answered yes to this question by creating Quandary, an ethical decision-making card game. Students play as the captain of the new space colony Braxos and use their listening and moral decision-making skills to keep the peace among colonies. The game aims to help players make difficult decisions where there are no right or wrong answers, like most conflicts in everyday life.


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Say Something!
Written by FableVision founder and New York Times bestselling author Peter H. Reynolds and published by Scholastic, Say Something! reminds children that their voices can inspire, heal, and transform. To provide movement to the message and art of the book, FableVision created a trailer and animated film that encourage children to be brave and speak up against injustice. Using the uplifting words and actions of the characters as inspiration, the trailer and film follow them striving to make a positive difference in their world.


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Welcome to FableVision’s Summer Camp!

As sunlight fills the days after 15 months of COVID-19, we’re looking forward to an engaging and exciting summer. To ensure that your children continue to learn while they’re on break, we created FableVision’s Summer Camp—a compilation of resources, including educational animated series, games, softwares, and videos.

Help your children have a fun summer by supporting their creativity, sparking their imagination, and encouraging their interest in new things. Whether they enjoy animals, engineering, or meteorology (just to name a few)—we’ve got you covered with a variety of free/low-cost activities that can be enjoyed by your family! 


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PBS KIDS Parent Activities Videos
Saturn’s rings, puzzle boxes, Yup’ik dance fans, and more—these live-action videos produced for PBS KIDS’ website for parents provide fun and educational crafts to create with your children using household materials and art supplies. In tandem with their favorite PBS KIDS shows, like Molly of Denali or Elinor Wonders Why, families can complete hands-on activities, while learning about central themes of the shows and discussing important questions. Grab your crayons, glue, and scissors and follow the easy steps in the videos—it’s time to make butterfly costumes and periscopes.

The instructional videos are available for free on PBS KIDS for Parents.


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The Paper Girls Show
How about a summer trip to Confetti, a beautiful world built entirely out of paper? In the FableVision and Global Tinker animated series The Paper Girls Show, best friends Cailey and Reese travel to Confetti to visit their paper friends Kami and Dev. Together they creatively invent solutions applicable to the real world. Each episode features a new type of technology, such as 3D printers and robots, and the series infuses STEAM curricula that inspires young girls to explore arts, science, programming, and engineering. 

Watch the series for free on YouTube.


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UCAR Animated Atmosphere
As summer brings heat waves and hurricanes to New England, help your children understand the weather by watching Animated Atmosphere videos, created for University Corporation for Atmospheric Research (UCAR). To describe extreme weather and how to stay safe, the animated videos feature a weatherman yeti showing cold weather conditions, a dog demonstrating how to take care of pets, and a palm tree illustrating the effects of tropical storms. Humor, cute visuals, and an approachable script allow children to understand weather phenomena and get introduced to discussions on climate change.

The videos are available on UCAR’s YouTube.


FableVision Games
FableVision Games, a research- and educational-game-based platform, engages students and improves their learning outcomes in STEM, social studies, literacy, and social-emotional skills. Math, history, puzzles, and more—FableVision Games has something for any child’s interest.

The games are available on the FableVision Games website—play for free through June.


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Echo Explorers
Speaking of Cyberchase, Hacker is up to his usual tricks. He trapped some bats and the CyberSquad needs your help to free them. Created in partnership with THIRTEEN/WNET and Bridge Multimedia, Echo Explorers, a born-accessible game, follows guidelines from child disability, math, and environmental science content experts. It can be tailored to each child’s unique learning needs and sensitivities through settings in sound, captions, background visuals, difficulty, and control modes. Children of all abilities learn about echolocation and coordinate mapping with their favorite characters from the PBS KIDS show.

The game is available on PBS KIDS.


Go Wild! With Ranger Rick
Who can better excite children about wildlife than the beloved raccoon Ranger Rick? The FableVision-created mobile app for National Wildlife Federation (NWF)’s Ranger Rick teaches 4-8-year-olds about animals through three activities. In “That’s Wild!,” children engage through jokes and riddles about their favorite animals. In “Mystery Animal,” a set of clues helps children guess the unknown animal. Lastly, in “Rick’s Pix,” children create a scrapbook of animal photos decorated with stickers, frames, and nature backgrounds. The app excites children through fun activities, vibrant colors, and NWF’s extensive database of information. Next time you’re at the zoo, aquarium, or backyard, learn more about the animals you see through Go Wild! With Ranger Rick.

The app is free to download with a Ranger Rick subscription.


Reach Every Reader Apps
Help your young children begin their literacy journey! FableVision-created mobile apps, Photo Play and Animal Antics, for Harvard Graduate School of Education (HGSE)’s Reach Every Reader initiative, turn everyday routines into learning opportunities for 2-4-year-olds. In Photo Play, children decorate their own photos with stickers, emojis, and talk balloons, which helps them facilitate conversations with caregivers about the photo memories, locations, and details. In Animal Antics, children and caretakers use their imaginations to role-play as different animals. Reach Every Reader works to bridge the literacy gap by providing learning opportunities and word acquisition in low-income families.

The apps are available to download for free.


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FabMaker Studio
Spark your child's interest in engineering through FabMaker Studio, an easy-to-use, web-based program that allows children to engage in STEM and STEAM learning. From idea to reality, children build paper prototypes and final designs with this researched-based application. FabMaker Studio is part of the national Make To Learn research initiative, a unique for-profit/non-profit collaborative founded by Glen Bull, Co-Director of the Center for Technology and Teacher Education at the University of Virginia and The Reynolds Center for Teaching, Learning, and Creativity

The online-tool provides a low-cost, accessible way to design and invent 2D and 3D projects. As children progress through the program, they transform their creativity into building their own working machines. FabMaker is perfect for creating at home, in the classroom, and summer programs. 

 If you click here for more information, you can also receive a free activity!

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FableVision and AETC Collaborate to Promote COVID-19 Vaccine Literacy

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With COVID-19 vaccine misinformation and vaccination hesitancy on the rise, educating ourselves remains a priority. By combating false information and taking the time to learn about COVID-19 and other health topics, we can improve the health of us, our family, and our friends. 

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To bring humor and movement to complex scientific concepts, FableVision and the AIDS Education Training Center (AETC) partnered together to create an animated series based on the NoiseFilter Podcast and Live Show, featuring infectious disease specialist Dr. MarkAlain Dery and community health expert Dr. Eric Griggs (Doc Griggs). The podcast aims to distill COVID-19 information, debunk misinformation, and correct health literacy.

To extend NoiseFilter beyond a podcast, FableVision created a video series with animated versions of Dr. Dery and Doc Griggs as they digest complicated scientific concepts into bite-size chunks. By using humor, storytelling, and punk rock spike proteins, they provide an easy way for the general public to dispel myths and understand COVID-19 and mRNA vaccines. As Dr. Dery and Doc Griggs’ personalities, dynamic, and humor come to life, FableVision artists use fun visuals, whimsy, and fairy tale analogies to help the doctor duo captivate audiences and explain medical concepts in an easy-to-understand way. 

“Dr. Dery and Doc Griggs have an amazing wealth of pop culture knowledge and a super-cartoony sensibility, which makes the brainstorming sessions ridiculously fun,” says Leigh Hallisey, FableVision’s Creative Director and Head Writer. “They aren’t afraid to push the boundaries with trippy visuals and humor, as long as the science is accurate and engaging for our audience. You’d be hard pressed to find anything else like it in the world of health PSAs, and that makes us really proud.” 

As a studio committed to telling “stories that matter, stories that move,” FableVision is proud to team up with AETC and NoiseFilter to produce a series that aims to reduce health disparities and achieve health equity through creative educational methods. Read on for more information.

A Look Inside

Episode 1: Valiant Vaccine Versus the Vicious Virus
Animated versions of Dr. Dery and Doc Griggs provide a simple way for healthcare workers and the public to discuss COVID-19. With fast-paced cartoons, engaging punk rock music, and superhero antibodies, the pair details how COVID-19 makes people sick, how mRNA works, and how mRNA vaccines fight Coronavirus.

Episode 2: The Big Bad Variant and the Three Little Griggs
The second video uses a Three Little Pigs analogy and more humor to demonstrate how the mRNA vaccine fights COVID-19 variants. By comparing the human body to the three pigs’ houses and COVID-19 to the wolf, the animation delves deeper into how COVID-19 mutates and how the mRNA booster shot helps the body update its security system to fight the mutating virus.


Established in 1987, AETC aims to improve the quality of life of persons with or at-risk of HIV through high-quality professional education and training.

To stay informed about COVID-19 and to follow Dr. Dery and Doc Griggs’ journey of promoting health initiatives, watch the first two episodes on AETC’s YouTube Channel, the NoiseFilter website, and other platforms. Stay tuned for more episodes to come.

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June FableFriday: Andrew Start, Developer

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FableVision developer Andrew Start is certainly not a newcomer to building educational games and interactives. With a background in programming and years working in the industry, Andrew brings a breadth of knowledge and experience not only to the projects he tackles at the studio, but also to the teams he works with.

“My favorite types of projects are ones where I can build tools that enable others to make awesome things,” says Andrew Start. “I am always happy to discuss needs, capabilities, and limitations in order to come out with the best possible product. At FableVision, I’m able to do that while working on a range of projects.”

An avid fan of games and an experienced learning games developer, Andrew “starts” his FableVision career bringing his knowledge and passion to help designers and artists build amazing games and interactives. His collaborative mindset, a key trait of FableVisionaries, ensures that FableVision doesn’t lose sight of designers’ creativity while building innovative projects for our clients. And the structures that he creates allow producers and designers to convert the clients’ visions into tangible products. 

Read more to learn about Andrew’s love for games, approach to learning, and favorite llama factoid!


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You’re a new FableVisionary. Welcome to the team! What is your “journey to FableVision” story?
I’ve always loved games, and I realized that I could enter the learning games industry to create games that also teach. I developed educational web games for years at CloudKid and continued that at Jibo, a social robotics company. After Jibo shut down, I focused on freelancing projects, which is how I discovered FableVision. After learning more about the studio development team, and overall culture, I accepted a full-time position here.

What does a typical day in the life of a FableVision developer look like? 
The vast majority of my time is spent head-down building out code structure or fixing bugs. Each day has its own tasks and fixes needed, so no two are the same, but overall there’s a lot of staring at computer screens and pondering involved. I’ll also spend time talking with producers and artists to keep abreast of known bugs and assets that are ready to be integrated, so collaboration and creative problem-solving play a large role in my daily routine.

What is your favorite part of being a developer, and how does FableVision differ from other studios? 
FableVision has a large range of clients and products, which keeps my daily work interesting. I like working on new challenges, whether I’m creating a game for a big-name client, an interactive for a museum, or a website for a small non-profit. FableVision’s varied clients and projects help me learn something new every day.

Technology has changed a lot in the years that you’ve been a programmer. How do you adapt to stay on top of current trends? 
I keep track of the tools that I use and then expand my knowledge to technology and situations adjacent to those tools. I also learn a lot about current trends and resources from helping out with open source projects and chatting with other developers.

What was your favorite game growing up, and how has your love of games impacted your career path? 
I don’t know that I had a single favorite game growing up, but the ones that I played multiple times were Golden Sun, The Legend of Zelda: Oracle of Seasons and Oracle of Ages, and Pokémon Gold. Beyond the puzzles honing my analytical skills, the hours lost in the games fostered a lifelong love of video games, and that pushed me toward majoring in Electronic Game Programming in college. 

As someone who works in educational media, you also love to learn! Where do you go to learn new things, and what is your favorite random factoid that you’ve picked up?
I tend to learn from a variety of YouTube videos and Wikipedia rabbit holes. Most of that information gets packed deeply away, only to come out unbidden when tangentially related to whatever topic I am discussing. A fun fact that I can bring to mind, though, is the herding behavior of llamas: a single llama will form a herd with non-llama animals and aggressively defend them from threats, but two or more llamas will form a herd with each other and ignore other farm animals.

We hear that you’re a big fan of science fiction and fantasy. What are your favorite franchises, and what about those genres appeals to you? 
Star Wars got its hooks into me at a young age and has stuck with me ever since. My favorite part of fantasy and sci-fi media is the world-building—I have admittedly low standards for quality of dialogue and characters, but really value an expansive and coherently crafted universe that I can spend hours (or years) exploring in my imagination.

More About Andrew

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Favorite video game: I think I’ll go with my soft spot for the first Company of Heroes game, whose cover mechanics ruined other RTS games for me.

Most challenging board game you’ve ever played: Diplomacy—it’s always a challenge to come out on top of six other players who are looking to betray you (or have already been betrayed by you).

Spring or summer: Trick question—winter is best, with hot cocoa, cozy fires, and no mosquitos.

A new skill you’d like to learn: I’d like to experiment with 3D printers.

Favorite outdoor activity: Ultimate frisbee.

Three people, dead or alive, you’d invite to a dinner party: A random assortment of the game-related YouTubers that I subscribe to—the conversation should be interesting, or we could just retire to the living room for some good gaming action.

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