New Release: The Transformational Framework (ETC Press: Signature)

The ETC Press is proud to announce the release of The Transformational Framework: A Process Tool for the Development of Transformational Games by Sabrina Culyba.

The Transformational Framework is designed to help you create games that change players. Centered around eight exploratory questions critical for every team working in this space, the Framework provides tips, best practices, and insights that help teams navigate the challenges of developing transformational games. The Transformational Framework is based on the work of Schell Games, an independent game studio that specializes in bridging entertainment and education to create games that are both engaging and enriching.

The book is the first to be released under the ETC Press: Signature imprint, which showcases our special projects, trade books, and other curated works that exemplify the best work being done.

About Sabrina

Sabrina Haskell Culyba is an independent designer with experience on a wide range of products including games, theme park rides, animatronics, and toys.

Sabrina worked at Schell Games for over a decade, where she honed her interest and expertise in Transformational games. In her role as a Principal Designer at Schell, she provided creative direction and management for projects as well as helped the studio establish and refine design best practices, particularly for transformational experiences such as educational games.

Her game credits include Disney’s Pixie Hollow Online MMO (2009), Interbots’ Let’s Make Shapes! (2010), SeaWorld’s Race for the Beach experience (2011), Interbots’ Touch & Say (2011), Play2PREVENT’s PlayForward (2012), Amplify’s The World of Lexica (2014) and Planet Planners (2014), the Pittsburgh Zoo & PPG Aquarium companion app (2017), and Schell Games’ HoloLAB Champions (2018).

About Carnegie Mellon University’s ETC Press

The ETC Press publishes three types of work:peer-reviewed work (research-based books, textbooks, academic journals, conference proceedings), general audience work (trade nonfiction, singles, Well Played singles), and research and white papers

The common tie for all of these is a focus on issues related to entertainment technologies as they are applied across a variety of fields. Our authors come from a range of backgrounds. Some are traditional academics. Some are practitioners. And some work in between. What ties them all together is their ability to write about the impact of emerging technologies and its significance in society.

To distinguish our books, the ETC Press has five imprints:

  • ETC Pressour traditional academic and peer-reviewed publications;
  • ETC Press: Singleour short “why it matters” books that are roughly 8,000-25,000 words;
  • ETC Press: Signature: our special projects, trade books, and other curated works that exemplify the best work being done;
  • ETC Press: Report: our white papers and reports produced by practitioners or academic researchers working in conjunction with partners; and
  • ETC Press: Student: our work with undergraduate and graduate students

Since the ETC Press is an open-access publisher, every book, journal, and proceeding is available as a free download. We’re most interested in the sharing and spreading of ideas. We also have an agreement with the Association for Computing Machinery (ACM) to list ETC Press publications in the ACM Digital Library.

Authors retain ownership of their intellectual property. We release all of our publications using Creative Commons licenses.

About CMU’s Entertainment Technology Center

The ETC is the premier professional graduate program for interactive entertainment as it’s applied across a variety of fields. Our unique, two-year, Master of Entertainment Technology (MET) degree is jointly conferred by Carnegie Mellon University’s School of Computer Science and the College of Fine Arts.

The ETC was founded in 1998 with Randy Pausch and Don Marinelli as the co-directors. The faculty and staff worked together to articulate our academic mission which focuses on educational goals and creative development. And we also created an R&D Agenda exploring transformational games, innovation by design and interactive storytelling. Throughout, we work to prepare students to graduate as creative professionals.