Joe Mares ✕ Author of Blueprint for Fun ✕ Host of the Harbinger of Fun Podcast

Fun isn't
luck.

It's about meeting the psychological needs of the audience, and I've spent 20 years mastering it. I help studios, parks, and creators know their project is fun before they bet the budget on it.

Shipped with Walt Disney Imagineering Riot Games Nickelodeon Dave & Buster's AT&T Talespin
20
Years making things fun
30+
Countries running Sinister Inn
8
Industry awards
1
Framework that explains it
01 The problem

Lightning never strikes
the same place twice.

But so much money is spent hoping it does. Copying last year's hit copies what it looked like, not why it worked, and the audience already discovered all of it the first time. Nobody can promise you a hit. But when you build something that gives your audience what they need to have fun, you've got a much better shot than any copy will.

Safe is expensive

Copying a hit feels like the safe bet, but the best you can do is what the original already made, and usually you get less. "It worked last time" usually wins the meeting, but a copy only reaches the audience you already have. New fans rarely show up for one.

"Find the fun" isn't a plan

Ask five people on your team what fun means and you get five answers and no way to settle it. So good ideas die in review because nobody can defend them with more than a feeling.

Opening day is a terrible test

If the only way you find out is when it ships, you've found out too late. By then the money is spent and the audience has already made up its mind.

It doesn't have to be a gamble

Most teams I work with are stuck on pause. They've made something new or weird, they aren't sure anyone else will enjoy it, and they don't want to spend another dollar until they know. I know what's holding you up. I'll tell you if it's fun, why, and what to change, so you can get back to building and spend your money with confidence.

4.4×the crowd

In 2019, Disneyland drew 18.7 million visitors. Knott's Berry Farm, California's original theme park, sits a few miles away in the same county and drew 4.2 million. They share the same climate and the same tourists, so the gap comes down to how well each park meets the psychological needs of its audience.Source: TEA / AECOM Theme Index (2019)

02 Where fun goes to die

Five ways good
ideas die.

It doesn't matter what you're making or how weird it is. If people are supposed to have fun with it, it can fall into the same five traps, whether it's a theme park ride or something nobody has ever seen before. If your project is stuck, it's probably in one of these.

TRAP 01

Death by opinion

You had something real and weird, then got nervous and asked everybody what they thought. Every opinion sands off a little more until it's watered down and homogenized, and it loses its edge, its unique point of view, and the discovery that made it worth making. I keep it authentic and make sure the audience can enjoy it.

TRAP 02

Chasing lightning

Something hit, and now everyone wants their own version. But it hit because it was original, and the audience already discovered everything in it, so a copy feels like a rerun. Whether you're making something original or a sequel, I make sure it delivers a discovery the audience actually cares about.

TRAP 03

Did you forget why we're here?

Teams build assets, menus, and features, and nobody puts "make it fun" on the schedule. I've watched a team spend hundreds of thousands on an engine and a full UI for a game nobody had designed yet. I make sure the focus is on fun first, before anything else gets built.

TRAP 04

Everyone's a f*cking designer

Nobody thinks they can write code, but everybody thinks they can design. Whoever makes the call bets that the tech, the graphics, or a bigger world is intrinsically impressive, and it never is. Then the team takes the blame. I make sure that call is the right one.

TRAP 05

The scared room

When the team doesn't feel supported and nobody really collaborates, people stop pitching weird ideas and only bring safe ones, so you end up with something that bores everyone. I help build a room where the weird ideas come back out, and then help you pick the ones worth making.

think your idea is fun?

Run the Fun Score

Paste in your idea and get it scored out of 100 on the four steps, and see which one to fix first.

Score my idea →

I get into these more on the podcast and in the book.

03 Work with me

Make the weird thing.
I'll make it fun.

For anyone making something new who needs to know it's fun before they spend more money on it.

Studios · Parks · Networks · IP holders

The Big Swing

You've got a big creative bet waiting on a greenlight, fans who show up for the tentpoles and drift away in between, or a creative team that keeps defaulting to the safe idea. Your dashboard can show you when people leave, but it can't tell you why they got bored. I tell you straight, and show you exactly what to change, in a plan your creative team and leadership can both sign off on.

  • Concept review before greenlight
  • Why retention, repeat visits, or weekly engagement are slipping, and how to fix it
  • Working sessions with your creative and development teams
  • A plain-English readout for leadership
Scoped per project. Remote or on site.
Start the conversation →

Smaller teams & indie studios

Fixed prices
Fastest

1-Day Intensive

We spend a full day on your project together. We dig into what isn't working, test your assumptions, and you leave with decisions your team will commit to.

  • Full-day working session, in person or remote
  • Decision framework your team uses the same day
  • Summary doc within 24 hours
$1,800
For teams that need to get on the same page fast.
Book a Day →
1-week turnaround

The Fun Audit

I play it, ride it, or read it, and tell you if it's fun, where people check out, and exactly what to fix, what to kill, and what to double down on.

  • Core loop and reward analysis
  • Audience psychology and emotional arc review
  • World check: whether your world is coherent and believable, or breaking its own rules
  • Written report with prioritized fixes
  • 1-hour call to walk through it
$4,500
Before you spend more, or after launch when you need to know what's wrong.
Book Your Audit →
Ongoing

Fractional Creative Director

I act as your creative lead without you having to hire one. We meet every week, you can reach me in between, and I catch the expensive mistakes before they happen.

  • Weekly 90-minute strategy sessions
  • Priority async access
  • Creative direction and design oversight
$10,000 / mo
For teams that need senior creative direction but not another full-time salary.
Let's Talk →
Keynotes & workshopsTalks and team workshops on what makes people have fun and how your team can use it.
Book Joe to Speak →
04 The work

The work.

Here's some of what I've made. This is where the framework came from.

Creator · Thousand Bit

Sinister Inn

A controller-free VR haunted walkthrough, now running in 30+ countries. Named USA Today's Best Theme Park Halloween Event in 2024. See it

R&D Imagineer · Walt Disney Imagineering

Legends of Frontierland

R&D work on Legends of Frontierland: Gold Rush, a live roleplaying experience at Disneyland Park.

Lead Interaction Designer · Dave & Buster's

Jurassic World VR Expedition

Motion-sim VR in 100+ locations. UploadVR's Best LBE VR Experience, 2018.

Lead Game Designer · X2

St. Noire

CES Innovation in Gaming Award, 2020.

Riot Games

League of Legends

Yes, I'm the guy who named it.

Experience Design Manager · Talespin

Enterprise VR at scale

Built the modular system behind the platform Cornerstone acquired. One VR training app I designed went out to 50,000+ learners, and they used it voluntarily.

"I'm impressed with Joe's work."
Nolan Bushnell, Founder of Atari & Chuck E. Cheese
05 What people say

What people
say.

"If you're working on an immersive experience, Joe can help make sure it's fun. Hire Joe."
Bob Cooney
Speaker · Author · B2B Influencer
"His empathy for the player guides his thinking on how to make a complex system feel intuitive to users, which creates great games that people love to play. Joe does what few people try: he poses the question, 'What makes something fun?' and the resulting deconstruction of fun into its components enables him to create successful experiences time and time again."
Lira Samanta
Content Manager
"[Joe] has a remarkable understanding of player psychology, emotional engagement, and the core principles of fun. Over the course of just a month working together, Joe completely transformed my game's direction. He helped us streamline unnecessary features while refining the core mechanics to create a more engaging experience."
Meric O.
Founder, a gamified fitness app
Clients & collaborators
Walt Disney Imagineering
Riot Games
Nickelodeon
Dave & Buster's
Area 15
AT&T
GSN
Talespin
cornerstone
Castle Dark
Accenture
U.S. Air Force
Joe Mares
Joe Mares · Los Angeles
06 Who's talking

Hi, I'm Joe.

I've designed for theme parks, VR arcades, mobile games, board games, and Fortune 500 training. Disney Imagineering, Riot, Nickelodeon, Dave & Buster's, and my own studio, Thousand Bit.

Every one of those taught me the same thing: the medium changes, but what makes people have fun stays the same. I spent 16 years writing it all down in my book, Blueprint for Fun.

Now I help teams use it, so the weird, original idea gets made and people love it.

Talk to Joe →
Blueprint for Fun by Joseph Mares
07 The book

Blueprint
for Fun.

This is where I lay out how fun actually works. There are four steps, and they have to happen in order. If you skip one, people check out, and it doesn't matter how much money you spent. It works for anything people do for fun, even unprecedented projects.

Clarity→Engagement→Tension→Discovery
  • Why audiences put things down, and how to stop it
  • A shared language your team can use to settle creative arguments
  • One framework for games, movies, VR, theme parks, and live shows, plus the things that don't exist yet: a new genre, a new medium, or an audience nobody has built for
  • How to invent something original instead of copying what worked, and take bigger swings with less risk
08 The podcast

Harbinger
of Fun.

Anything people do for fun, from theme parks and wrestling to games and movies, works or dies for the same reasons. On the show I explain those reasons, so you can see exactly why something worked and use it in your own work.

Harbinger of Fun podcast cover: Fun isn't luck
01

Solo episodes

I break down a ride, a show, a game, or an idea and explain why it works, where the audience checks out, and what I'd change.

02

Conversations

Designers, creative directors, and showrunners on what gets killed, what they fight for, and what they wish leadership understood.

03

Listener questions

Send in your question or your idea, and I'll answer it on the show.

Ask a Question →
09 Press & stages

Press & talks.

AWE 2024 · Augmented World Expo
AWE 2024Fun in XR: A Blueprint for Success
Fun in XR: A Blueprint for Success, presented at AWE 2024
Articles & features
10 Questions

Common questions.

No. It's a framework I've tested for 20 years across theme parks, VR, games, board games, and training. You get reasons you can defend in a meeting.
No. If people are supposed to enjoy it, I can help, whether it's an attraction, a show, an app, a training program, or something that has never existed before.
Almost never. I'll work with what you have, tell you honestly how salvageable it is, and show you the fastest way to make it as fun as it can be. If a pivot makes more sense, I'll say so.
Clear answers on what's working, what's broken, and why, plus a prioritized plan your team can act on. Depending on the engagement, that's a written audit, working sessions, an executive readout, or ongoing creative direction.
Bring me the
weird idea.

One call is usually enough to know if we're a fit. You don't need a pitch deck.

Email Joe → Book a Call
josephmares@gmail.com · Los Angeles · Remote worldwide