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WB Parlor Games — player-drawn cards, the Draw It game screens, and an agency game night in progress

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

1

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


2

Approach & Execution

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.


3

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