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Our Quest


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Our Quest


What kind of stories could we tell

 

If we focused MORE on character development

 

and LESS on gore?

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About


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About


Who Are We?

The greatest stories of our generation have all been passive and that's about to change. Technology has made just about every aspect of our lives more interactive and we believe storytelling is ripe for change. We think it's time interactive stories moved beyond dragons & princesses for teenage boys.

FableLabs builds NOTHING but awesome story-driven games for the tablet and web. Our team of creatives and technologists from BioWare, Maxis, LucasArts, Meteor, and Disney have built and scaled products with millions of users and we've recently closed on fundraising to scale our team. We take the best storytelling elements of adventure / role playing games but make the gameplay accessible, free-to-play and fun for those who don’t have 8 hour blocks of time to hack and slash through dungeons.

Hollywood and Silicon Valley have never seen eye to eye. We are going to change this.


Executive Team

Thomas WuCo-Founder & Chief Executive Officer

Former investor at Elevation Partners, banker at Morgan Stanley, engineer at Berkeley.

Thomas has been on both sides of the table, as a private equity investor (BioWare, Pandemic) as well as building free-to-play games from the trenches that have acquired millions of users. Current interests include structured data, IP creation, and beef noodle soup.

 

Aaron Matthew, Co-Founder & Chief Technology Officer

Former technical director at Meteor Games.

Aaron last worked with a team of 50 as the Technical Director and later Lead Game Designer on the fatally cool casual MMO Twin Skies (was too cool to ship). He's developed and designed large scale data systems, 3D graphics software, scripting languages, operating systems, tabletop rpgs, casserole recipes. Current interests: generative art, xeno-linguistics, cyberpunk-era artificial intelligence accidents.

 

Ollie Shaw, Technical Art Director

Former senior technical director at LucasArts.

Ollie is veteran of both corporate giants and garage startups who has been in the business of makings games for longer than he will admit to. With a background in art and animation roles, he bridges the gap between creative and technical disciplines. These days he divides his time between obsessing over artist workflows, building content pipelines that allow small teams to compete on a global scale, bicycling down mountains and the search for the elusive, perfect Mojito.

You should follow our adventures here --->

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Games


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Games


So, what's on tap?

We often get the question, "So what GAME are you guys working on?"  We don't believe in putting our entire team on 1 game; we believe more individual ownership creates well rounded teammates and far better products.  The games below were conceived and are being created by the creatives at FableLabs.


Nerd Detective (mid-2015 on iOS / Android)

Twelve year old Carlton Honeycutt is a modern-day Sherlock Holmes with a nerd twist. Mint condition comic book collection gone missing? Call Carlton. Autographed dungeon master’s manual stolen? Call Carlton. Whenever crime spins its web around the nerds of Cod Lake, Carlton Honeycutt is there to untangle it.


Project RT (early 2015 on iOS / Android)

Too early to say anything...


Project DNK (early-2015 on iOS / Android)

Tall tales in an old timey world.  Not much else we can share at the moment, stay posted!


Project LH (late-2014 on iOS / Android)

When Celeste Crowe’s plans were cut short by her untimely death, she thought things couldn’t get any worse. But when her daughter Fiona’s spirit appeared in the afterlife, it left her with only one choice -- descend into the hellish realm of the Labyrinth and get her out. The damned souls of the Labyrinth and ancient beings of the Library will hammer her resolve, but in thousands of years, no one has seen a spirit as determined as Celeste’s.

  • Explore two bizarre twin realms, one filled with the obsessive dead and one filled by lost souls whose only desire is to prey on each other
  • Enter the memories of the damned and pull out their most treasured objects from civilizations all over the world -- then redeem their spirits or turn against them in the soul-eat-soul world of the Labyrinth
  • Shape the world and its inhabitants as you decide to forgive those who trespass against you or condemn them to a fate literally worse than death

Project Mysteria (mid-2015)

My dearest child.  If you're reading this, I'm either dead... or worse, in the hands of my enemies

A father's last letter to his child.  A shadow pendant of a beautiful woman.  Secret societies investigating the father's research. The world of Mysteria is filled with surprises and fans will need to uncover clues from the past to solve the disappearance of their father.

 
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Jobs


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Jobs


Available Roles

Do you want to create interactive stories, characters and worlds that matter or slave away on yet another farming simulator, online slot machine or PvP clone?  No one is going to call you a Rockstar or a Ninja here.  If you’re looking for a place to fire nerf guns and fooz ball tables… we’re sure you’ll find plenty a Silicon Valley startup that offers that. Come here if you want to change traditional storytelling and the bloated AAA studio model. 

Note: Links to github, portfolios, linkedin, and pdfs preferred to word docs


Hello, my name's Tommy *wave*. I'm a founder at FableLabs and this is my story:

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I met Amanda in 1991.  I took this photo of her the moment after she revealed she had just been fatally bitten by a medusa and will become one shortly. Before I ended her life, she begged me to take her dying tears to bring her brother back to life (he's been turned to stone). Even though this was over 20 years ago, I remember this moment in Final Fantasy Adventure very clearly. But a decade ago I graduated from Berkeley, ranked 3rd in my engineering class and it occurred to me recently that I can't remember how to do calculus anymore as I haven't touched it... well... since graduation.

How is it I am able to remember an obscure story from my childhood but I can't remember basic math that was the building block for my engineering education?

Simple. Humans are fundamentally WIRED for stories. Before we learned to write in 3200 B.C., we told stories to pass information down through each generation. Those able to absorb these stories were able to survive and reproduce (the rest were probably consumed by lions). Stories may very well be the most valuable intangible asset in our lives.

But modern storytelling has been a hits-driven, risky business as storytellers work with no data, archaic tools, and old media distribution models that haven't changed in decades. The rapid rise of tablets, web, and interactive entertainment is changing the relationship between storytellers and their fans. FableLabs is building the technology that will enable this transition.

We're a small team and would like to keep it that way. Gaming studios often brag about the size of their army and staff their teams with 100-300 people, but we'd rather win the war with Seal Team 6 (ok we're more around the lines of 13). If you fit the bullet points below but we haven't listed a position that fits your unique snowflake personality, tell us your story at jobs [at] fablelabs [dot] com.

  • Entrepreneur not employee. No one wants to babysit you.
  • T-Shaped: Broad generalist but able to add deep value on a particular skill set.
  • Curious: Like a cat. Willing to challenge traditional methods by asking why? Why???
  • Multiplier: Create ways to amplify the work of others.
  • Tough: Hard to kill like a weed and able to thrive in the turmoil of a startup. Opposite of a Panda.

How We're Different

We Believe In Generalists

AAA studios often create amazing products but the process is often lengthy and dehumanizing.  As projects swell in size, individual responsibility/insight decline as does passion/excitement.  We think our core team members can wear multiple hats instead of requiring they specialize in one facet.  A well rounded generalist is 10.2x more dangerous than a specialist.

We Are Data-Informed, Not Data-Driven

Letting short term metrics dictate the development of your strategies works when there's low hanging fruit and your competition are vampire biting applications.  Now that the market has been saturated with soulless clones, creators need to have a strong vision for their products and let the metrics validate their assumptions. We don't outsource product design to our users.

We Are Missionaries Not Mercenaries

We are creators who wish to build a sustainable creation engine by starting with great stories that benefit from superior economic and distribution models, not folks who piled in to make a quick buck. As such we emphasize continuous learning rather than continuous sprints and prize folks who think about the team before themselves.  We work on the games that both we are excited about and can generate cash-flow so that we can continue doing what we love to do. The ideas come from the team, not from CEO mandates.

We Believe Software Should Be Reusable

How many times do we need to rewrite pathfinding, localization, or crafting systems? We believe developer time should be spent making libraries and tools that empower several game teams.  We are inherently lazy and prefer to write something once and use it for multiple projects.

We Focus On Storytelling

We've seen many short-term trends in consumer media and witnessed the rise and fall the players who chased these shiny objects. Just because we CAN build a product doesn't mean we SHOULD.  If you’re looking for us to make the next Clash of Clones, CSR racing, Kardashian social casino game, you might be holding your breath for a while.

We Are Long Term Investors

We invest heavily into our new hires.  We’re building for the long haul, not a quick flip.  The time spent on training is a tiny blip in a long term partnership. Each sprint team members get a couple days to do FDT ("Free Development Time").  Some of our most interesting game ideas came out of FDT.

We Believe In Leadership Not Management

We believe creatives can be self-managed if provided the right environment, dashboards, and tools. Come here if you miss building something with your own 2 hands. Not the place for fancy titles and armies of reports.


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Location


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Location


HQ: Hatchery, 645 Harrison St. Suite 200, San Francisco

Heart of SOMA. Close to Bart, Muni, Caltrain, food and bars.

 

Contact


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Contact


Content providers, distribution partners, or agencies can contact us at:
Partnerships [at] FableLabs [dot] com

Press and other general inquiries please contact us at:
Info [at] FableLabs [dot] com

Feedback for our products can be sent to:
Support [at] FableLabs [dot] com

Want to change the world with us?
Jobs [at] FableLabs [dot] com