As a creative professional in themed entertainment, my experience includes:
Writing
show scripts
game narratives
loglines
proposals
executive summaries
character dialogue
song lyrics
social media copy
Creating and presenting pitch decks and mood boards
Art directing
concept art
character design
animatronics
Travel coordination
Working with international clients
Recruiting talent
such as artists, actors, assistants and coordinators
Themed Entertainment
Here are some of the lovely people I’ve worked with:
And a few of the cool projects I’ve worked on:
For more information about these projects and my roles in them, please contact me at estybharier@gmail.com
Gone But Not Frogotten
A frog-themed party box game
This game experience was developed in response to COVID-19 to help people connect virtually. I created it with Lex Rhodes and Michael “Baz” Balzer, through The Bezark Company.
Each player received a box in the mail that they opened and played together over Zoom.
As the lead narrative designer, I created the story, characters, dialogue (audio recordings and text), and any additional copy.
The Story:
When you open your box, you read a letter informing you that your hermit Aunt Hattie has sadly passed away. She is bequeathing upon you one of the items in her extensive frog collection. You then work with other players to solve puzzles and learn more about this elusive Aunt Hattie, as well as the meaning of each frog. The game encourages you to pause (over tea and cookies, of course) and meditate on the ways in which we all need connection.
Each box contained a different frog with a unique puzzle revealing its name.
One frog’s name is revealed by putting it in the freezer, one by running it under hot water, and another by taking a flash photograph on your phone (to name a few).
Since baking had become one of my main hobbies during quarantine, I also created 2 edible puzzles for the game: a lavender shortbread envelope containing a clue, and chocolate flies with different colored fillings that revealed narrative information.
While we only conducted two playtests, we succeeded in curating a playful yet emotional experience that connected friends and strangers during such a challenging time.