Story Tempest | Case Studies

STORY TEMPEST Seth Thygesen Portfolio

Case Studies

Five Productions, Start to Finish

Each one covers the business problem, what I did about it, what happened, and what I learned.

Begin Learning | Project Secret Tunnel

Turning Four Products into One Learning Journey

Product StrategyUnity Migration+35% LTV

Begin’s acquired apps shared nothing but an audience. I built a sampler app that proved the bundle could sell, then moved everything onto one tech stack.

The Business Problem

Begin Learning promised parents one learning journey that would carry a child from age 2 to 10, sold as a premium bundle. Begin had built that lineup through acquisitions, including codeSpark, where I worked. The products had almost nothing in common except that they were for kids. They covered different ages and topics and ran on different tech.

Asking parents to buy all three apps and a physical subscription on their first purchase was too big an ask, and few did.

Strategic Intervention

With our Head of Product, I planned a series of steps toward a single learning journey. I called it Project Secret Tunnel.

Step one was the Begin Learning app, a sampler with content from Learn with Sesame (built in Phaser), HOMER (Pixi, HTML5, and React), and codeSpark (C# and Unity), plus two new games that were the first digital content for Little Passports. Reusing existing content kept the cost low. It let us test whether a combined app was easier to sell, and it forced us to solve the hardest technical problem first: running all of that content inside one Unity layer. Parents could buy any of the full apps from inside the sampler.

Step two used that Unity framework to rebuild the legacy apps. Learn with Sesame went first because it was the smallest. HOMER followed with a full overhaul of everything outside its content. Both moved to shared login, purchasing, and entitlements, which meant major backend work on codeSpark as well.

The Result

The sampler launched with little support and still earned a 4.3-star rating. Parents who bought through it had 35% higher lifetime value than parents who bought a single app.

When the company later went bankrupt, the shared tech stack meant a skeleton crew could keep every product running.

The Lesson

Prove the idea small before you rebuild everything. A sampler made mostly from existing content tested the bundle and solved the hardest technical problem at the same time. The shared stack also paid off in a way nobody planned for: it kept the products alive after the company closed.

Project Secret Tunnel
Learn with SesamePhaser
HOMERPixi (HTML5 + React)
codeSparkC# + Unity
Little Passports2 new games

Begin Learning App One Unity layer with shared login, purchasing, and entitlements
4.3star rating
+35%LTV vs. single-app buyers
codeSpark Academy | Fooville Legends

Shipping Content When We Couldn’t Ship Code

Live OpsNarrative Design+80% Retention

Apple’s IDFA change meant we couldn’t ship app updates without losing ad tracking. I shipped stories from the server instead, and engaged players were 80% more likely to stay.

The Business Problem

Apple announced the end of IDFA, the identifier that let app companies follow an ad from impression to download to purchase. Every new release had to drop it, and older apps that still used it would eventually be pulled from the App Store.

codeSpark Academy was a live-ops subscription business. If we shipped an update, we lost our ability to measure acquisition. If we stopped shipping, subscribers stopped seeing anything new and canceled. Either way, we would lose users fast.

Strategic Intervention

codeSpark Academy already let kids make their own games and stories, including stories with their own pictures and voices. I had tested a small campaign for an item pack using our Story Coder, with professional voice actors and complex code that showed what the tool could do. Kids loved it.

I proposed building on that with Fooville Legends: ongoing, official stories starring The Foos that taught coding and social-emotional lessons, with events kids could take part in. We surfaced them in the app’s news section and built contests and challenges around them. Everything shipped from the server instead of the App Store, so we could keep IDFA in the app as long as possible.

Meanwhile, the team built Adventure Game Maker, a third creative coding tool, so the release that finally dropped IDFA would also give players a big new reason to come back.

The Result

Fooville Legends ran for six seasons, with more than 120 stories and 8 million views. Players who engaged with it were 80% more likely than unengaged players to still be subscribers every month for the next 13 months.

We held our user base while other apps struggled, and Begin went on to acquire codeSpark in an eight-figure deal.

The Lesson

When you can’t ship code, ship content. The product’s own creation tools turned out to be the live-ops pipeline we needed.

The IDFA Squeeze
Ship an app updateLose ad tracking
Stop shippingLose subscribers
The third option
Ship stories from the server Fooville Legends: 6 seasons, 120+ stories, built in our own Story Coder. No App Store release needed.
+80% more likely to stay subscribed, every month for 13 months
7 Dragons | Western Publishing

Making the Player the Seventh Dragon

Narrative DesignLocalization1M Players

A garbled import with six dragons and a seventh in the title. I rewrote the story so the player becomes the seventh, and the game reached 1 million players in its first year.

The Business Problem

I worked for a free-to-play publisher that brought games proven in Eastern markets to Western players. 7 Dragons was our first big browser launch, and it arrived with translations that made no sense, repetitive gameplay, dated graphics, and no voice acting.

It was also a sequel to a game we didn’t have the rights to, Age of Seventh Dragon II. And the lore had only six dragons, each with its own faction. There was no seventh.

Strategic Intervention

I couldn’t change the gameplay or the art, so I changed the story. On Luvinia Online and Dark Blood Online, I had rewritten the dialogue and brought in professional voice actors to give each game its own sound. 7 Dragons had no voice work, so the writing had to carry everything.

I rewrote the entire story bible and made the dialogue read naturally. Then I changed the premise. Players weren’t just fighting to put one of six dragons on top. They were fighting to become so powerful that they would become the seventh dragon themselves. I built repeatable, biweekly live events around that premise.

The Result

The game grew from zero to more than 1 million players in its first year.

The Lesson

When you can’t change the game, change why people play it. A clear goal for the player can carry content that is otherwise hard to love.

Six Factions, One Open Seat

7th The Player

The lore had six dragons. Players fought to become the seventh.

1M players in year one
codeSpark Academy | Parent Engagement

The Parent Engagement Paradox

User ResearchEngagement Design+25% MAU

Parents asked for progress reports, then ignored them. We found what they actually needed, built that instead, and grew monthly active users 25%.

The Business Problem

One complaint kept showing up in parent feedback for codeSpark Academy: parents weren’t sure their kids were learning anything. It didn’t matter how much curriculum was in the app or how many teachers used it in class.

Parents asked us to explain how their child was learning, so we built exactly that. Parent Academy gave every parent a portal with context, lessons, and tips written, and sometimes read aloud, by our curriculum lead. Almost nobody used it. Adoption was close to zero.

Strategic Intervention

I brought together customer service, product, design, and curriculum to find out why. Parents hadn’t been describing the real problem. Much of the learning happened while kids played other kids’ games, and parents who saw that assumed it was just play. Many also believed only puzzles counted as learning.

So we stopped explaining and changed what parents saw. We reworked the puzzles to build lessons step by step. We added badges for working through them, and each badge unlocked coins, codeable items, or avatar costumes, so what kids learned showed up in what they made. And I made Fooville Legends, our ongoing story series, part of the answer. Its contests gave away physical prizes, so kids talked to their parents about what they were entering.

The Result

Monthly active users grew 25%, and kids made 75% more games and stories year over year. Parents got involved in their kids’ learning without ever having to open the app.

The Lesson

Mass feedback tells you where it hurts. It doesn’t tell you why. Parents asked for a fix that didn’t solve their real problem, and it took in-depth conversations to find the one that did.

Asked For vs. Actually Needed
What parents asked forParent Academy portal ~0%adoption

What actually worked

  1. Scaffolded puzzlesLessons built step by step
  2. Badges for finishing themEach one unlocks coins, codeable items, or costumes
  3. Learning shows up in creationsKids use what they unlocked in their own games
  4. Fooville Legends contestsPhysical prizes get kids talking to their parents
+25%monthly active users
+75%more kid creations, year over year

Parents see the learning without opening the app

codeSpark Pre-K | NSF-Funded Research

Proving Preschoolers Can Learn Computational Thinking

NSF GrantRAND StudySilver Collision Award

No one knew if preschoolers could learn computational thinking. An NSF grant and a RAND trial proved they could, and one of my games won a Silver Collision Award.

The Business Problem

codeSpark Academy was designed for kids ages 5 to 10, but we kept getting players younger and older than that. We wanted to pick one group and build for it.

Preschool was the riskier bet. It wasn’t clear that kids that young could benefit from computational thinking education at all, and building for them without proof would have been hard to justify.

Strategic Intervention

We found a National Science Foundation opportunity to fund content for preschoolers, and we won the grant. We partnered with RAND to run a randomized controlled trial, so we would know whether the games actually taught anything, not just whether kids enjoyed them.

As Senior Producer, I produced three of the five games, including the title game, Pick That Pattern, which taught kids to recognize and create patterns, Paper Shaper, which taught shapes and spatial reasoning, and Doodle Looper. On the other two, Foo Rescue and Road Repair, I brought in a third party for the music and cast and directed the voice recording.

The Result

The study showed, with statistical significance, that kids in Head Start programs who used codeSpark Pre-K improved in computational thinking and math.

Paper Shaper, the final game and one I produced, won a Silver Collision Award.

The Lesson

Outside funding and outside research can de-risk a bet the business can’t justify on its own. The grant paid for the content, and the trial gave us proof instead of a hunch.

From Grant to Evidence
NSF grantFunded content for preschoolers
Five games

Pick That PatternI produced
Paper ShaperI produced
Doodle LooperI produced
Foo Rescuemusic + voice
Road Repairmusic + voice
RAND randomized controlled trialHead Start classrooms
Computational thinking
Math outcomes

Statistically significant gains

Silver Collision AwardPaper Shaper

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