Executive Summary
WB Parlor Games: Turning Phones Into a Shared Play Space
This concept and strategy work became the foundation for WB Psych!, which moved into full production.
Company
Warner Brothers
Timeline
3 months
Project
Same-room parlor game concepts
My Role
Creative Director
The Problem
- Sequence had taken over porting Heads Up! — Warner Brothers' wildly successful mobile game for a popular daytime talk show — to Android, and Warner Brothers came back asking us to explore a drawing game
- Where Heads Up! used a single phone for a whole group, this time Warner Brothers wanted every player's phone connected to the others to facilitate a same-room gaming experience
- The "digital parlor game" mandate meant making the phone the game piece that facilitated social interaction — not the distraction that pulled players away from each other
Outcome
- Over a dozen drawing game concepts were mocked up and play tested; four were presented to our immediate clients and two advanced to the show's executive producing team
- When the creative team asked to widen the brief beyond drawing games, we prototyped Psych! and a connected Hide-n-Seek and pitched all four concepts
- The producing team greenlit Psych! and Draw It for production — see WB Psych!
My Role
- Framed the design opportunity: digital in a supporting role only, with human interaction and play as the primary experience
- Ran the research that defined our drawing game experience principles, then led the team through concepting, mock-ups, and play testing
- Drove the networking investigation that determined how a room full of iOS and Android phones would actually connect for play
Detailed Case Study
Context and Challenge
The Opportunity
I saw the “digital parlor game” mandate as a chance to bring the classic drawing game into a whole new type of experience — one where digital played a supportive role only, and human interaction and play were the primary experience. That stance became the filter for everything that followed: a mechanic that pulled players onto their screens and away from each other was the wrong mechanic.
Why This Problem Mattered
What was not working
Most mobile games of the era were designed for solo or remote play, not for a room full of people already together
Why it was hard
There was no established model for the play mechanics that create same-room interplay through a phone — what belongs on the screen, what belongs to the room, and how a turn passes between people rather than through the device
Strategic risk
Without a validated concept, there was no clear path from "interesting idea" to a game Warner Brothers could actually greenlight for production
Constraints and Complexities
Technical
Connecting a mixed group of Apple and Android phones into a single live game session was still largely unproven, and the mandate for both platforms in the same game ruled out the easiest networking option available to us
Design
The phone had to stay in a supporting role — the game had to live in the room between the players, not on the screen
Breadth of Exploration
The brief started with drawing games and later widened to other parlor game genres, each of which had to be prototyped and play tested
My Role and Decision Ownership
Research Lead
Ran an audit of popular drawing board games, recruiting agency staff into game nights to understand what different mechanics brought to the experience
Concept Lead
Led the team through more than a dozen game concepts, all mocked up and play tested before anything went to the client
Technical Direction
Guided the networking exploration through three candidate approaches to an informed, cross-platform decision
Approach & Execution
Understand What Makes a Drawing Game Fun
First we completed an audit of popular drawing board games, recruiting the agency staff into game nights to better understand what different gaming mechanics brought to the experience.
Drawing Game Principles
From this research we were able to draft a set of experience principles for drawing games, which acted as our foundation for sketching out possible connected game experiences.
Drawing Game Concepts
I led a team that came up with over a dozen different game concepts, all of which were mocked up and play tested — either on paper or using simple app tools to emulate the game mechanics.
Working Through the Network Challenge
At the same time, we knew we needed to establish how we were going to network a group of phones together to play a game. There were options, but we needed to uncover their strengths and weaknesses to make an informed decision.
Narrowing to a Pitch
We showed four drawing game concepts to our immediate clients. Two were chosen to take to the executive producing team of the television show: Speed Draw, a classic Pictionary-like game with unique capability supported by a phone experience, and Luck of the Draw, a game in the vein of Apples to Apples or Cards Against Humanity where you played more to the judge than to the "correct" answer.
Broader Game Concepts
Then the team received a call: the creative team of the talk show wanted to expand the game options outside of drawing games, to include a variation on the classic 80s game Balderdash that we wanted to call Psych!, and to explore using phones in a game of Hide-n-Seek. I led the team to bring our principles to these two new games, created prototypes, and pitched all four to the producing team.
Outcome & Influence
We won the producing team over and got orders to create Psych! and Draw It first. See WB Psych! — Cross-Platform Same-Room Multiplayer for how that concept became a shipped product that reached 3M+ downloads in its first year.
12+
Concepts Prototyped
Every one mocked up and play tested on paper or with simple app tools
4
Games Pitched
Speed Draw, Luck of the Draw, Psych!, Hide-n-Seek
2
Greenlit
Psych! and Draw It ordered into production