Teaching History Through Comics, Games, and Creativity with Paul Hebert

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Teaching History Through Comics, Games, and Creativity

What if history class felt less like memorizing dates and more like stepping into an adventure?

In this episode, Ryan speaks with Paul Hebert, founder and creator of Time Enforcers, an educational entertainment project that combines comics, video games, puzzles, tabletop role-playing, and historical research.

Paul shares how the idea began during the shift to virtual learning, when he saw students and educators struggling with tools that were not designed to make learning engaging. Drawing on his background in art, graphic design, marketing, gaming, and a lifelong love of comics, he began building a new way for students to interact with history.

The conversation explores Paul’s journey from comic-book fan to independent creator, including how he taught himself programming, built the original Time Enforcers game, developed a graphic novel, and expanded the project into tabletop gaming.

Ryan and Paul also discuss Universal Design for Learning, student choice, creative persistence, historical accuracy, marketing an independent project, and the challenge of building something ambitious while working full time and raising a family.

In This Episode

  • How Paul first became interested in comics and visual storytelling
  • Why the challenges of virtual learning inspired Time Enforcers
  • Making history more engaging through participation instead of memorization
  • Using comics to support visual and text-based learning
  • How Paul taught himself C# and built a game using Unity
  • Designing educational content for students with different learning needs
  • Why feudal Japan became the setting for the first Time Enforcers adventure
  • Balancing historical accuracy with entertaining storytelling
  • Expanding the project into graphic novels and tabletop role-playing
  • Building creative confidence through experimentation
  • The importance of marketing, packaging, and the customer experience
  • What Paul learned from launching multiple Kickstarter campaigns
  • Repurposing artwork and ideas across comics, games, merchandise, and digital content
  • Paul’s long-term vision for interactive, location-based history experiences

Episode Highlights

Creating Time Enforcers during virtual learning
Paul explains how watching students and educators struggle during the COVID-era transition to online learning inspired him to imagine a more interactive approach to history education.

Learning through participation
Rather than relying only on facts, dates, and videos, Time Enforcers encourages students to research, solve puzzles, collaborate, journal, and take an active role in the learning process.

Teaching himself game development
With no traditional programming background, Paul learned C# and worked with Unity to build the original Time Enforcers game himself.

Comics as an educational tool
Paul discusses how comic-book storytelling combines visuals and dialogue in a way that can support readers with different learning styles and abilities.

Starting with feudal Japan
The first Time Enforcers adventure was inspired by Paul’s love of samurai stories, including Seven Samurai and The Magnificent Seven.

Building across multiple formats
What began as a video game has expanded into comics, puzzles, character dossiers, tabletop role-playing, merchandise, and educational materials.

Creative persistence
Paul reflects on balancing a full-time career, family life, research, programming, writing, design, and marketing while continuing to move the project forward one step at a time.

Timestamps

00:00 – Introduction and meeting at Bronx Anime and Comic Show
01:30 – Paul’s comic-book and creative origin story
04:26 – How virtual learning inspired Time Enforcers
06:16 – Why traditional history education can lose students
08:29 – Choosing a video game as the first format
11:21 – Teaching himself programming and building the game
13:25 – Universal Design for Learning and accessibility
15:12 – Why history remains the project’s main focus
16:42 – The intended age range and future classroom plans
20:04 – Why the first adventure explores feudal Japan
22:14 – Balancing historical accuracy with comic-book storytelling
25:13 – Paul’s historical research process
26:36 – Developing the tabletop role-playing game
28:35 – How Paul’s marketing background supports the project
32:35 – Lessons from launching Kickstarter campaigns
36:21 – What backers can expect from the current campaign
39:16 – Paul’s long-term vision for Time Enforcers
40:32 – Responding to concerns that the project is too ambitious
42:48 – Balancing the project with work and family
46:02 – Where to find Paul and Time Enforcers

About Paul Hebert

Paul Hebert is the founder and creator of Time Enforcers, an educational entertainment project designed to make history more engaging through comics, video games, puzzles, research, and tabletop role-playing.

With a professional background in graphic design and marketing, Paul has applied his experience in visual communication, print production, branding, and creative strategy to building the Time Enforcers universe.

Find Time Enforcers

Website: timeenforcers.com
Store: timeenforcers.store
Kickstarter: go.timeenforcers.com/kickstarter
Social media: Search “Time Enforcers” on Instagram, TikTok, Facebook, LinkedIn, Bluesky, and X

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Join the Conversation

Would comics, video games, puzzles, and role-playing have made you more interested in history class?

Share your thoughts and let us know which historical period you would want to explore in a Time Enforcers adventure.

Ryan George (00:00)

Hey everyone, I am here with founder and creator of Time Enforcers, Paul Hebert. Paul, how are you doing?

Paul Hebert (00:05)

I’m great, Ryan. Thanks for having me on the tonight. I really appreciate it.

Ryan George (00:08)

Yeah, no, thank you. it’s for for any anyone listening. I I j I met Paul this weekend at Bronx Anime and Comic Show and we you know talked talked about his upcoming project and I was really re it’s really super interesting. So I’m excited to talk to you. But yeah, thank you for for doing this on such short notice as well.

Paul Hebert (00:26)

No, it’s not a problem. I mean after Bronx anime this is I’m in somewhat air conditioning now, but that was a that was a ball that was a burn burner on Saturday then.

Ryan George (00:31)

Yeah, yeah. That w that was rough. Yeah, for anybody in cosplay,

it was yeah, church basement, and no AC. Or there was one AC

Paul Hebert (00:40)

it was awful.

Ryan George (00:41)

that was blowing out hot air. That was that was rough for anybody that was dressed up. yeah, and I I know you you had it you had your costume cosplay on and it was like, long sleeves, not fun, but we we we survived. And

Paul Hebert (00:52)

No, it wasn’t fun at all. Yeah,

I I just like I you know, I cut the lawn today and it was hot, but I was hotter on Saturday.

Ryan George (00:59)

yeah, yeah. No, that that was that was a rough day. but

Paul Hebert (01:01)

Yeah.

Ryan George (01:01)

like it was enjoyable. I I enjoyed the convention. But you could see like I’ve never seen so many vendors and creators leave early.

but you you know, you could understand why. It just it was just so hot that I think by like by th by three, I had even said to my wife, like, maybe we should think about leaving, but but my the guy the guy sitting next to me had kind of like convinced me that no no we’re gonna we gotta stick it out. And so we were like, All right, we’re we’re gonna Yeah, exactly.

Paul Hebert (01:24)

There you go, you’re only there once, right? So

Ryan George (01:26)

So we stuck it out. We made a couple sales at the end, so it worked out.

Paul Hebert (01:29)

That’s fine.

Ryan George (01:30)

so Paul, I guess so I always ask for anybody that anyone I interview, I’m always curious be you know, ’cause for all most of us just have

Weird ways that we get into creating comics, but maybe tell me a little bit about your own origin story as a creative. and then, you know, if it didn’t start with comics, how it then led, you know, led you to comics. Okay. Yeah.

Paul Hebert (01:50)

Well, I to be honest, it started with comics. I mean, I go back decades. I mean,

I my first iteration was probably The Giant Size Spider Man by Stanley and and Steve Ditko was really cool. I was a Ditko John Romito, sorry, and it was amazing. That was like a huge book, it was a treasury edition and you know, I was in the comics at the point, but my cousin really got me into it deeper and it hasn’t stopped since then. I I love the stories, I love the premise of having a narrat narrated storytelling experience and

That’s really what I love about comics, the whole graphic novel appeal. And then of course that leads into science fiction with the whole movie aspects as well. So I just you know, I’m a nerd at heart, I’m a geek geek at heart, but you know, these are the premises that I like in terms of, you know, escapism and you know, looking for a way to get a story and and and read something interesting. So that’s how I get into pretty pretty much what I get into the with Diamond Forcers was through my whole comic book experience. So

Ryan George (02:44)

Yeah. Got it. Now w

did you have were you like growing up, did you did you write or did you did you create comics like growing up or was it something that you’ve you’ve kind of gotten more into the the creative part of it more recently? I’ve always been an artist.

Paul Hebert (02:59)

I’ve always been an artist, so

I’ve always been had an appeal for doing art. I just never took the jump into doing comics, you know, professionally when I was younger because I was afraid of not being able to make a living. I mean, I was good,

Ryan George (03:09)

Okay.

Paul Hebert (03:10)

but I don’t think I was that good enough to do it. So I went

Ryan George (03:12)

Yeah.

Paul Hebert (03:13)

into marketing. So I went to Rhodana School of Design, studied graphic design, and I’ve been in marketing, you know, for the past few several decades. And that’s what’s given me a great experience in terms of the business side of doing you know a project, either being print production

or marketing or whatever it’s required to get the word out for an idea and that’s really ultimately, you know, what’s served as a great background for me because I’ve always had the capacity to draw. I mean my kids have talents far beyond mine already. They’re doing things that are incredible. So I think there’s something in my heritage that brings that out and I like drawing. I l I like the idea of creating, but it’s just not the visual aspect. I like creating stories as well. So I really

Ryan George (03:53)

Yeah.

Paul Hebert (03:54)

that’s what I love about this project. It’s it’s encompassing everything, you know, in terms of

Creative process approach.

Ryan George (03:59)

Yeah.

Now so I guess take take me back to like I the the for time enforcers. it’s cause it’s such a robust idea. There’s so much going on with it, right? So maybe take me to that the idea, like what sparked the idea to do it, and then what made your well what inf like kind of informed your decision to to go with video games versus comics and and how you kind of decided to to take the route you’ve taken, you know, with this project as it’s evolved.

Paul Hebert (04:26)

Sure, so basically time enforcers came about. we’re on our way to Maryland to pick up our dog Suki. She was a little puppy, it’s a COVID dog. So it’s two thousand twenty in August. It’s almost like a year to the actually six years to the date now, when I came up with this idea and I was, you know, with my whole family, we’re in the car and I was just musing, I gotta come up with an idea about something. I I just saw the experience my kids were having through the whole cor covet ordeal and the educators as well. I mean, they were stuck in a situation

where they had to go virtual all the time with all their kids and really no tools provided for them to do it effectively. And so I thought to myself there’s gotta be a better way to have this virtual learning for both the educators and the kids. And that’s where I came up with the idea for time enforcers. Because I thought, well, I’m a big history buff as well as, you know, a creative. And I thought, how can I combine history together with like a comic or art appeal to get kids engaged with learning? And that’s how I came up came up with the idea. I thought of time

I thought of this group enforcing time, so time enforcers. And as soon as I got home, I did a you know a trademark search and there was nothing available. So I instantly got with the US P T O and got that name trademarked right away. That’s pretty much how the idea came about.

Ryan George (05:36)

Now and and so what what did you see that was like missing in your kids’ education experi educational experience? And I guess because I think COVID unlo i opened up and highlighted or shine a light on on things that we didn’t know were issues j in the world just at large, like not just in school. But what did you what are the things that you noticed were were missing,

from their educational experience. And then does it did it extend beyond just like the virtual experience? Like was this things that you identified, you know what, this is an issue with or without, you know, kind of the virtual learning that they were going through for for that, you know, period during COVID.

Paul Hebert (06:16)

Yeah, I I think in terms of the content was provided during the experience was a big pr issue for me. I mean, I am a huge history buff, like I said. the Civil War has gotta be one of the most fascinating times in our country’s history in terms of the layers of complexity between slavery and the fight for freedom for you know, between the states and and establishing reestablishing the union. I went through the history course of my son and I

I couldn’t stand it. I mean, they turned this huge historic event into something I dreaded reading about and watching about. And it really bothered me a lot. And so I thought there’s gotta be a better way to engage kids instead of just playing boring videos that they don’t wanna watch, don’t wanna see, and don’t get any benefit from. And it’s it’s funny, Ryan, when I speak with people about their learning experience with history. There’s two things that come up all the time. Yeah, I played

Where in the world is coming in San Diego? I really got a lot from that game, or I played Oregon Trail. And it’s just like that told me and still tells me that people want to be actively engaged when they learn something. They want to learn dry facts or dates, which don’t mean anything, or they’re going be totally forgotten, you know, five minutes after leave the classroom. They want to be they want to presented an opportunity there where they actually can be engaged with the material and take something away from it.

And so that’s what really drove me to this idea was how can I make this a fun experience for kids, get them involved and then want them to pursue their curiosity to learn more. And that’s really the prem the premise that I have with this whole program. It’s not an end-all be-all to learning history. It’s a way for them to springboard and want to pursue the knowledge themselves and find out themselves about what this what these subjects are about. And that’s ultimately the goal that I have with this, you know, the whole project.

Ryan George (08:05)

Got it. So what was the what were the first steps you took like when initially, you know, after COVID, so you kind of identify this need? what w what was what were the steps you took? And then I think initially your initial Kickstarter was a video game. So what made you decide to go the route of like a video game versus a comic or or animated or like or any other ki type of I guess medium? But what was the what was the what kind of informed that choice for you?

Paul Hebert (08:29)

Yeah,

I think, you know, I probably should have gone the comic route first, it would have been an easier approach for me, but I wanted to go to the video game only ’cause I was sort of laser focused on trying to get this whole virtual learning done. And so, you know, the feedback that I’ve received from the video game is there really aren’t enough problems or enough, you know, puzzles in it, which surprised me because I had quite a few in there, but the you know, from what I heard from people who played the game is they’d like to see more. So that really perked my interest even more.

And because I’m a one man show here, I mean I I have help for my family in terms of my wife. She is the education consultant. it helps me out with this whole process that I call universal design for learning. And this was a program developed many years ago that really allows readers of all levels to be engaged with the content. So they’re getting they’re deriving some issue you know, some meaning from whatever they’re reading.

And that’s what I loved about the comic book appeal with this, and that’s what you know I I developed a g video game to begin with. the thing that I ref reflect back to is r regarding closed captioning. And whenever I watch TV and there’s a closed caption going on, I tend to look at the bottom of the screen. Meanwhile, I’m missing everything that’s happening at the top two-thirds. And so I thought to myself, comic books are great because comic books provide not only a visual experience for the

the image that you’re looking at, but also provides a dialogue experience as well through the word and thought balloons. And that was a perfect fit in this whole Universal Design for Learning UDL because you’re applying the way people are talking on screen with a visual cue with the word balloon. And so the now you’re approaching learning from a multi-sensory experience. You’re just not hearing it, but you can see it on screen and read it as you go. And that’s a huge deal for me. And that’s really why I took the video approach to start with.

just to see how engaging this would be. And it it turned out great. I mean, in terms of the reactions I’ve received from people who’ve played the game, it reads like a storybook. And it’s meant to be, you know, slightly slower pace. I really want to get, you know, the involvement with this in terms of investment, you know, of understanding things go through and so you can absorb the information coming to the player who’s who’s doing the game. And so it looks like a storybook. It feels like a storybook. it has chapter,

highlights as you go through. So when you initially start the game there are no chapters highlighted, but as you progress through all the chapters become highlighted so you can leave the game and come back and and play it again. And that’s really why I took the video approach to begin with and that’s kind of how I launched with it. So

Ryan George (11:02)

Yeah. So how did you how did you go about designing it? ‘Cause I you know, having had a chance to see it, it it’s it’s a very well developed, and designed app. So it’s not like, you know, some rinky ding thing that somebody put together. how were you able to do that and and were you able to do it in a way that was kind of cost effective or you know, was was that was was it was that a major hurdle for you?

Paul Hebert (11:21)

Yeah,

I mean it basically it was all me. I mean I’ve done you know, I haven’t really done computer programming per se. I’ve done like HTML and C C CSS. Really didn’t have any experience with JavaScript, but I’ve been in addition to comic books an avid video gamer my whole life. And so I’ve gone back to like the Nintendo eight bit days where I was playing Bugs Bunny, you know, to all hours of the evening. And so I just I like v I love video games as something I’ve always wanted to do and try and do approach with. that and I had an appropriate

Apple developer’s license that I want to try and, you know, utilize, which was great. So you know, I think with that approach, I actually had to learn the programming language myself. I mean, I had no clue how to do this, so I’ve done a lot of oncorn a lot of online courses for this, learning C Sharp initially because it was developed through Unity, which is a game engine. And so that’s what I did. I mean, I just took the time to learn the programming. I knew I could handle the art, that wasn’t a problem. I

Ryan George (12:14)

Yeah.

Paul Hebert (12:14)

have done animations before, that wasn’t a problem.

And it was a little easier with the platform because you could do actually movies. So I had, you know, background in terms of using motion and and premiere pro and all that kind of good stuff where I could actually make the movie segments pretty easily. So that wasn’t really the hurdle. The hurdle was the programming. But I got that under my belt and actually, you know, did it. I having the experience of playing video games like Assassin’s Creed and Destiny and, you know, all those great, you know, monumental platforms, I just I knew that as soon as

cinematography appeal in that in terms of having a story being told with animated characters was important to me. And that’s so that’s where they wanted to take that approach as well.

Ryan George (12:54)

Wow, that that’s that’s even more impressive ’cause I like I you know would have thought you had a had a hire a you know a team to do that, but to be able to do it yourself.

Paul Hebert (12:59)

No, I just I I just want nose to

the grindstone, so I don’t want to do this and that’s what I did. Yeah.

Ryan George (13:04)

Yeah that that that’s awesome. So

going back a second, so for the universal design for learning, how did how how are you how did you develop that? And you said I think you mentioned your wife is a educational consultant on with you on this. How but how do you develop something like that? ‘Cause it seems like that’s a that’s also in a different way a very heavy lift to to to develop, you know, a a learning program you know, kind of from scratch.

Paul Hebert (13:25)

Yeah,

it’s it’s really understanding the requirements for it. And my wife actually works with kids with disabilities in a local university, so she has a keen sense in terms of what’s really required to engage these students. And so, you know, it’s understanding that y what’s great about graphic novels to begin with is it’s always been an appeal for kids that may have learning and reading difficulties because you again you have the the visualization of the artwork along with the words that are happening on the page.

And that approach there is huge to them understanding, you know, what’s going on in the story and they can, you know, absorb the content and and really figure out what’s happening. so I mean she’s provided input to me in terms of what I need to do in terms of a direction needs to be taken, if I hit a question or if I hit a snag. And, you know, she can then push me in the right way where I need to go with that. So that’s for my benefit, it’s a huge deal because, you know, she is a doctor in psychology.

you know, she works with these kids on a daily basis and so she really has a keen understanding in terms of how that’s appealed. She’s also vice president for the Learning Disabilities Association in Jersey. So you know, we you know, this is a background we’ve had, we’ve always had a sense to want to help people and that’s really another driving need that I have with this ’cause I see how important, you know, learning is no matter who you are, what age you are. It’s just, you know, taking the time to learn more is only a benefit.

You know, it’s and that’s what that’s what I love about this project more than anything else.

Ryan George (14:55)

Yeah. And so now what for th for this one, like were you was history always like the the the subject that you were gonna focus on? And do you see this expanding to anything beyond history, or are you kind of thinking that, you know, at least with this program that you’re gonna focus keep it kind of focused

on history?

Paul Hebert (15:12)

Yeah.

The more I find out about what’s happening in education now, I mean it’s it’s really hard to crack the history nut because between English language arts and science and mathematics, history’s kind of being left by the wayside. And so I attended the New Jersey Education Association convention last fall and I spoke with about a hundred and twenty educators and they’re all like clamoring for this type of approach because one, to be able to

have a program where you can teach kids history, but then do it in a way where it’s frictionless for the educator, meaning that all the material’s there for them. They just have to implement it. It’s not like they have to learn a new system. It’s not like they have to come up with subjects. Everything that we’ve developed and for the education framework that we have, which I call history all around us, is really meant to be a totally inclusive, totally comprehensive way to develop the to developer the information.

the the core programs we have, the different curriculum are all aligned with all the state mandates. So if you’re a a public school, if you’re a charter school, if you’re a home school or private school, the materials that we have in our coursework align with the state. So you know whatever you’re gonna teach is going to fulfill the need of its requirements of the classroom. So that’s a huge deal. And so that’s really when it comes down to getting that that kind of coursework out, that’s really what’s important.

Ryan George (16:37)

What is there an age range that you’re you’re generally geared towards at this point? Yeah.

Paul Hebert (16:42)

Yeah,

I mean

right now, ’cause I I’m so limited in resources, I mean it’s pretty pretty much between fifth and seventh grade at this point.

Ryan George (16:49)

Mm-hmm.

Paul Hebert (16:50)

in terms of expanding the program out, I’ve always had high ideals for making this going to a high school level as well, where it almost becomes a capstone experience, meaning that you have because Time Enforcers each each segment is an episode. I I this goes back to my whole, you know, geekiness of the old Batman series from the sixties. Every episode

was a new week, right? Every new week was a new episode. That’s how I envision with time enforcers. Every new segment’s gonna be new episode. So for the older kids, like 10th and 11th graders, the understanding would be for them to get into a group, find someone in history that they want to research, do that research, then develop the artwork and the programming, and then you know, I provide all the materials for them to get that done, meaning they don’t learn programming from scratch, but we give them a platform to work on. And so they can actually develop their own video games. So can you imagine

going tenth and eleventh graders going for a college, you know, application saying, I was on this group, we worked as a team of six, and we developed a full video game in a semester and then here’s a product to show. I mean that’s huge. You’re not only talking,

Ryan George (17:53)

Yeah.

Paul Hebert (17:54)

you know, creating, you’re talking manufacturing, but you’re also talking collaboration and teamwork to get that done. And that what that’s all about what this is all about, you know, is it’s getting those basic skills done so that kids can move on and advance, you know,

through college or if they’re not going to college, you know, into a career right away after high school. And and that’s really the fr you know the framework is about as well. for the younger kids. It’s it’s teaching them the necessities that they need to go through life. So it’s just not playing a video game, it’s not reading a comic book. We actually give them mission journals that they do. I have one right here. I’m sorry, my dog Suki’s you know she should be blocked off but that’s okay. But basically each kid gets a mission journal and inside

Ryan George (18:32)

yeah. Stories. Basically each kid’s a phishing journal and inside

it provides all the information they need. So all the information they need.

Paul Hebert (18:37)

It provides all the information they need. Stop it, Suki. All the information they need

to go through and do the coursework. So they actually can create

Ryan George (18:44)

Yeah.

Paul Hebert (18:45)

their own avatar, okay? And then they can go through and they can do the journaling. So it provides them the ability to journal every day. So once they do the research, they get together in a group and then they discuss their ideas. Because in addition to for this universal design for learning, there’s this thing called student agency where the kids actually can choose what they want to learn.

So they can choose the subject matter. So if they have a course program on feudal Japan, we provide what we call a data bank, and the data bank contains all the people, places, and things that they can choose from to research. So they choose what they want to look into, they research it, they pull the research together in a group, and they do a presentation. So no more of this only one kid’s doing all the work. Everyone is obligated to provide information to put that presentation together because it’s in the research.

If you’re gonna journaling on a daily basis, it’s not like you’re gonna be cramming at the last minute. You write a couple notes down every day and you have the whole thing done within a week and it’s it makes it that much simple. So it’s about you know project management, it’s about understanding that yes, if I use my time effectively, you know, I can get things done a lot quicker as opposed to waiting the last minute on things. So it’s it’s really bringing that whole learning experience, you know, to that realm of you know, I’m gonna call basics because I think it’s being missed a lot nowadays. And so, yeah, that’s that’s kind of where I look for the younger kids at least to go through this.

Ryan George (20:04)

Yeah, and well, I like that you know it’s interesting ’cause you you found a problem like during a time when I think kids were learning virtually, but this is very clearly like something that can be done in the classroom, out of the classroom, you know, it’s kinda very dynamic. So now a question, so your first the first mission what you focused on feudal Japan. So I’m interested, cause that that is such an interesting like a historical period. Why did you feel like that was the right historical period for like the first adventure, you know, for your for your audience?

Paul Hebert (20:34)

Honestly,

total bias. I mean,

Ryan George (20:35)

Yeah.

Paul Hebert (20:37)

the Magnificent Seven and the Seven Samurai. I thought who doesn’t like a samurai? You get right down to it. You get the sword play, you got

Ryan George (20:39)

Yeah.

Paul Hebert (20:45)

like the whole, you know, Shinto shrines. I mean, I love

Ryan George (20:47)

Yeah.

Paul Hebert (20:48)

it. I mean it’s great. I just wish I could have done more with it, but you know, I I just the whole aspect of learning about the the history rich of Japan, especially, you know, what goes into what happened during that period of the feudal age, you know, between the Shogunates and the in the

dimos and and everything. It’s just really fascinating. It was fascinating to me. I thought if it’s fascinating to me, hopefully it’d be fascinating to someone else. And that’s what I love about this whole experience because you may not like that episode, but maybe in episode two you want to learn about Amelia Earhart. Or maybe episode three you want to learn about Benjamin Banneker. Or maybe episode four you want to learn about antiquity. The whole point is breaking these, you know, subjects up into sort of like bite size approaches

Ryan George (21:30)

Yeah.

Paul Hebert (21:30)

where kids get interested and really it’s a

again that whole, you know, springboard to want them to learn more and then do the research on their own. And that’s really where it goes to. Because I I go back to when I was a kid, this is day and age when we went to the library to get books. And every summer I would go into the library after school’s out and they have this huge ship in the middle of the lobby. And on that ship was little flags. And you you get a little flag and the more books you read, your flag will go up the mast. And man I was like I read so many biographies those two summers, get that flag up the mast. It was

Ryan George (21:56)

Yeah. And was like I read many biographies summers in that flag of biologists and

Paul Hebert (22:01)

amazing.

Ryan George (22:02)

these

Paul Hebert (22:02)

But I

learned so much, you know, just from that aspect of, you know, reading those biographies of different people, you know, yeah, all across international history. It just wasn’t you know, American history, it was, you know, around the world was fascinating to me. So

Ryan George (22:14)

Yeah.

So now how do and then so when you’re creating something like this, you know, I always have an issue with w with my own writing is like and then especially in this case where it has to be educational, how do you balance like having kind of historical accuracy with, you know, kind of the the need to kind of create something that’s entertaining and and engaging? do you find that to be a challenge or is that something that you’re able to manage

well?

Paul Hebert (22:36)

No, I

I don’t because I think, you know, one, it’s a comic book. So I think having the comic book means the garbage are off. I’m not gonna worry about, you know, the the the timeline being affected or not. This is gonna be a fun experience. That’s why I call it a swashbuckling swashbuckling adventure, right? It’s meant to be fun. And it’s meant to be lighthearted. And so you’re gonna have fun doing it. In terms of the historic aspects of it, I’m not a historian, but I do know where to go to the get the information I need. And so I, you know, refer to any kind of sources that are relevant, meaning like

Britannica.com or history.com. You know, I will go to the as close to the source as I can to to get the available information that I present. In fact, anything in the game that’s presented is cited by all those references that I found. So people can actually go to the references I sought to find more information about the information that I that appears in the game. And I want to be open about that because I’m not trying to put any kind of bias. I want to just have it known that, you know.

This is the information. I’m trying to present it as accurately as I can within the realm of comic book, which is gonna, again, become distorted only because of the nature of the storytelling. But that’s okay.

Ryan George (23:42)

Yeah.

Paul Hebert (23:42)

I mean, you know, in episode two, I’ve expanded the characters into what I call dossiers. And I’ve got a couple dossier cards here. And so we’re actually gonna be doing a tabletop role playing game and the dossier cards features information about the characters that are there in the game. And they’re it’s all fact based. So it’s you know, Amelia Earhart.

talks about where she grew up in terms of that in Kansas, in terms of, you know, what year she did the Atlantic crossing and all that kind of good stuff. But again, it’s meant to be not a wholly comprehensive guide. It’s meant to provide it, you know, base information for people to go and and and do more research on their own. And then, you know, not every character is based on actual people. I have this other character that I call Nick in Time. He’s actually a detective from he’s he’s in focus now.

Ryan George (24:30)

Yeah.

Paul Hebert (24:31)

He’s a detective from the film noir era. I’ve always loved film noir, I

loved Humphrey Bogart, I love you know, the whole Philip Marlowe, Sam Spade appeal. And so I really enjoyed develop creating this character Nick because he has that appeal, but everything that he appears in is is film noir, so everything’s grayscale. So wherever he

Ryan George (24:48)

Yeah.

Paul Hebert (24:50)

appear appears, wherever there was color is now black and white, and that’s what I love about it. It’s so much fun.

Ryan George (24:54)

Nice.

So now how d what now you mentioned research. Like what what does the research process look like for you when you are, you know, pr preparing for, you know, any of these, whether you know, w any any of these historical periods or projects, like i is i is it a month long extensive process or what do you what do you go through to kind of get the

research proper? Yeah.

Paul Hebert (25:13)

Sometimes it’s happen chance. I mean,

you know, I’ll be on other, you know, webcasts, whatever, and I’ve met so many creative people and they’ve brought ideas to me in terms of who I should feature. And if I get a name, then I start doing a Google search and I start going to the sources to find out who these people are. I just happened to come across Benjamin Banneker. I’m I can’t remember how but and when, but I was doing s research for, you know, historical figures from the American Revolution and his name came up. He was actually an African American.

Lived during the time of the American Revolution. He actually invented the first wooden clock, which he didn’t know how to do. He just did it. So he was the first person to make this wooden clock in the colonies. And he actually surveyed Washington, DC, which was amazing. So this guy was brilliant. He was an astronomer, he was a clockmaker. You know, he really was a revolutionary ahead of his time in terms of being a genius. And so it’s finding information like that, it’s understanding those figures that probably aren’t that well known.

that I like finding out about. And a lot of people have brought those figures to my attention just by talking about this game. And I probably have about another ten figures that I’ve found out about that yeah, I went through history s class. I loved it, but I didn’t know who these people were. It’s just there’s so much to know and learn about. You can’t learn it all in school. And that’s

why I love

Ryan George (26:28)

Yeah.

Paul Hebert (26:29)

about this opportunity is bringing to light those figures from history that not may might not be well known. And that’s what I love about it. So

Ryan George (26:36)

Yeah.

So you mentioned so with the tabletop RPG, I’m c curious how do you how do you then shift gears to creating something like that? Like is that something that you you had a background in at all? Or is it also kind of like with the video game where it’s like, all right, well, I gotta hold my head down and and figure out how to do this, how to test. I’m also just curious on on that process.

Paul Hebert (26:55)

Yeah, so I I think my inspiration came at Long Island Tabletop in the spring that I went to. Again, another con I went to, I said, psh if I can do this, this is not a big deal. I mean I again

Ryan George (26:59)

Mm-hmm. Okay. This is not a big deal. Yeah.

Paul Hebert (27:04)

I play tabletop role playing, I’ve done Dungeons and Dragons. I know, you know, how great these games are, but I also know how complicated they can be

Ryan George (27:11)

Yeah.

Paul Hebert (27:11)

in terms of learning the game, in terms of setting them up. And because I’m working with this whole UDL, I g I said I gotta figure out a way to make this easy. And so understanding how to make a game easy is almost easy to develop to begin with and that’s what

you know, that’s what came about. So, I went to this long line tabletop convention with my friend Rafael and then, you know, we’re talking on the way back and then the next week I said, Ralph, I got, you know, this this tabletop game developed. He said, What? We just went to the con last weekend. I said, I’ve been thinking about it over the week and I said, I got it. And I had like a hundred cards like, you know, two weeks after that with content ’cause I already had, you know, Feudal Japan scoped out. So it’s just

Ryan George (27:47)

Yeah.

Paul Hebert (27:48)

a matter of figuring out what questions to do. But with this game it’s basically gonna be a trivial pursuit.

aspect so you have your history learning but it’s also gonna have a D D aspect to it as well

Ryan George (27:57)

Yeah.

Paul Hebert (27:58)

because these characters are out of out of realm right they’re they’re they could be live people they could be fan you know fantastic people whoever they are animations or whatever the whole point is I wanted to provide players an opportunity for creativity because that’s what I love about Dungeons and Dragons. It’s being able to create not only the characters but also how to get out of the situation. So they’ll be thrown into a situation where they’re gonna have to figure out how do we get out of this you know creatively.

And it’ll be up to the other players to decide if that worked or not. That way they could figure out it’s not just rolling dice, it’s really trying to figure out how can I apply my mind and creativity to this to make it an interesting experience. So it’s really

Ryan George (28:34)

Wow.

Paul Hebert (28:34)

that’s where it’s going.

Ryan George (28:35)

Got it. So I wanna talk a little bit more about their Kickstarter, but before we get to that, I do want to so you mentioned that your background’s in marketing and another thing I’m really always always interested in is how someone’s career that maybe is not necessarily comics or or creative and how they’re that’s able to inform like the creative work. And I I’m actually it makes sense because like when I met you, your your kind of prom promotional materials were very well designed, very what professional.

and I was just impressed by that r off the bat, like, this is great. Like, you because I I’ve had you know been at plenty of conventions where people who who have projects coming up will share what they’re doing and it’s as professional and and just good as anything I’ve seen. So I guess tell me little bit about about how your marketing background has kind of helped you when it comes to the comics. I think for a lot of creatives, they don’t realize like that you spend like ten percent of the time creating and then like

It’s gotta be like ninety percent of the time marketing, selling, promoting, you know, conventions and and that you don’t realize how much of an important part of that the process that is. So maybe talk about

Paul Hebert (29:43)

Yeah, I mean it’s all important.

I mean, even the creation part of it, you know, it’s just not just drawing, you know, drawing or whatever. It’s actually understanding the whole aspect of print. ‘Cause if you’re gonna do a printed book, having the knowledge to properly format it so you’re not having headaches when you get to the final press check, you know. So that is a huge deal for me because I know if I’m gonna produce something on my computer, I know how it’s gonna look when it goes to final print. And that’s a big deal. In terms of marketing, I mean, you know, the appeal of trying to reach out to people

to let them know that you have something that they you feel is important has always been something of a challenge, no matter what product you have, no matter what service you’re providing. And so, you know, being able to develop a message that’s gonna engage people, get them interested, and ultimately show them a product that they’re gonna want to buy is a big challenge. But you know, that’s what I’ve done in marketing for a long time. You know, I had my own business for about ten years before the down you know the big crash in two thousand ten.

And I loved it. It was great. I had different clients and being able to sit down and talk with them, what drives your your your your passion for what you have developed here, what what’s behind it and understanding what that passion is and then bringing that to a message, you know, helps inspire other people to be passionate, want to want to buy it. And that’s really what ultimately the whole idea is. It’s like you want people to get interested in what you’re selling. So you have to convey a passion to them about it. And that has to come through in the messaging. That’s a huge deal.

And then, you know, I go back to Apple in terms of, you know, being a marketing strategist. Steve Jobs was amazing. From everything from the retail space to the package design that went out the door. He was meticulous when it came to understanding anytime you touch a customer, you have to make sure they’re gonna remember you for what you did. And so, you know, when it comes to this Kickstarter that I’m doing, you know, I get a lot of Kickstarters and you know, I get the package in the mail. It’s a typical, you know, brown box.

Ryan George (31:38)

Mm-hmm.

Paul Hebert (31:38)

With

my books in it. Okay. I I go beyond that. I actually have a a package that I developed. It’s a it’s a standard white box, but it’s gonna have a whole appeal inside. So when you open it up, it’s almost like opening up a Christmas present. And so that’s where you have to look at in terms of I’m touching someone now. It’s just a package, but this is someone that wants my product. I want to make sure that I’m gonna provide them with something that’s gonna be an experience. And that’s really the whole idea between

you know, wanting to make sure that you have an engaged audience and and making sure it comes to the marketing, goes to the appeal of the the draw for the hook, and then get an engaged to buy, but then ultimately you don’t want to leave it on the doorstep. You want to see that they’re gonna be totally enthusiastic when they get the package in the mail. It’s like, wow, this is really cool. Maybe I’ll find the next Kickstarter, you know, or maybe I’ll buy this new pr next product when it comes out. And that’s how it starts. I mean it’s just, you know, making sure you’re following through on every stage of the process of trying to get your

Message

out and y and y get your product delivered.

Ryan George (32:35)

Yeah. So let’s talk a little about the current Kickstarter. you know, how is it different from your first campaign and yeah, tell me about it.

Paul Hebert (32:44)

Yeah, I the first campaign I didn’t two years ago now, and I think the economy was much different then. I mean, I had a a higher, loftier goal in terms of the the fundraising, which I met. It seemed a lot easier at the time. I think now with the economy the way it is, it’s it’s a bit more of a struggle. And that’s why I stepped the the campaign goal down, you know, to a lower level. But I’m finding that the people I’m engaging with are people that I know.

And I’ve interacted with over the past couple of years, either through a con or through the webcast that I, you know, appear on. it’s a matter of building these relationships. I mean, for any developers especially, you know, people feel I’m gonna create a book, everyone’s gonna love it, they’re gonna wanna buy it. No. Get over that. I mean, if you’re Jim Lee, that might be the case, but you’re not Jim Lee. And so you

Ryan George (33:29)

Mm.

Paul Hebert (33:29)

gotta build a name and a reputation for yourself. And that means get on the social media channels, that means, you know, having conversations with people. And it’s hard because it’s hard work. I mean

one person could do that full time, let alone trying to create a comic at the same time, or create a video game or a role playing game at the same time. It it takes a lot of effort to do that. And that’s why a lot of times you see these Kickstarters where, you know, someone’s not doing one for one a year, because it takes it’s an involved process. It’s not only creating the product, but it’s also marketing the product. It’s trying to drive traffic to your page so you can get people involved. So the you know, the big challenge that I had this time was again

I think the economy, I think it’s been tight with a lot of people in terms of wanting to, you know, find a product, especially with one that’s probably not that well known. And then two, it’s just, you know, again, trying to build your brand up and and get people aware what’s happening. I think the more it’s funny, when I exhibit at a con, you know, I’m in the midst of the big two, Marvel and DC, and you can tell the people who have that look, they’re only one to see a a Wolverine or a Deadpool or a Batman or Superman. That’s it. But as soon as I hook in and

I dress up when I go to the cons as well as my professor C T Hoggins. I hook in, I tell what it is, their eyes open up wide ’cause they say, Wow, you have a game or a book that makes learning history fun Then they stop and they listen. And so I think if you have that message, you have that appeal, people will take notice. It’s just a matter of, you know, hitting the right chords with them to get them done. So

Ryan George (34:53)

Yeah. Yeah, though that’s a that’s a great point. I think one of the things I I didn’t expect like from when I s started doing conventions, which has only been a couple of years now, is how those conversations are like just so valuable. Sometimes you meet somebody and yeah, they’re they’re d you know, dead set on whatever, but just being able to sit and chat with somebody for a while and that gets them hooked. And it’s not even about trying to sell. It’s really just showing your passion for what you’re what you’re doing and getting to just talk sometimes. I f I always find that I s I I if I talk to writers about writing

By the end of it they’re like, Hey, I’m buying your book, right? ‘Cause you just showing that that passion. my problem is like price myself. Yeah, yeah, yeah. yeah.

Paul Hebert (35:28)

Well my my problem is I give away too much stuff. I mean I’ll start talking. It’s like here’s a button, here’s some pins, you go have

some fun, you know. It’s like I don’t you know, people say, you know what don’t worry about it. Just take it. I just I’m

Ryan George (35:39)

Yeah.

Paul Hebert (35:40)

just happy you stopped by and talked. I mean, I can’t tell you how many educators that I’ve run into at these cons, even the comic cons, and they’re saying, Wow, this is a great idea. This

Ryan George (35:49)

Yeah.

Paul Hebert (35:50)

is an express need, and it’s just like, yeah, it’s great. I really connecting at that level is huge for me. I love

Ryan George (35:55)

Yeah.

Well it’s funny, so you mentioned that. So my my wife’s an educator and you know she she had a chance to meet you as well. And so I told her she’s always she always gets annoyed when I’m like, Yep, I’ll I’ll be late tonight ’cause I I what I do is I I work and then when I’m done with work I’d record. So I was like, Yeah, I’m recording, so I’ll be late tonight. But I told her that I was interviewing you. She like, Okay, cool, great. So she she’s excited about that. So so yeah. So I’m not

Paul Hebert (36:12)

There you go. Now I feel really bad.

Ryan George (36:16)

I’m not in the doghouse t today for coming home late. So that’s good.

Paul Hebert (36:20)

So funny.

Ryan George (36:21)

Yeah. So now so so for this Kickstarter, is it so it’s a graphic novel, and and part two of the game or how what how what’s the the current Kickstarter, like what what what can backers be you know can look forward to?

Paul Hebert (36:34)

Yeah, sure. So the initial comic is gonna be it’s available as print or digital, but it’ll be forty eight pages. It could actually be more the way it’s going. I can’t stop. But anyway,

Ryan George (36:43)

huh.

Paul Hebert (36:44)

it’s gonna feature if you think back to the days I went to the doctors and the pediatricians and they had Highlights magazine. In a Highlights magazine they heard the comic book and then they had puzzles and they had different, you know, factoids in there. And that’s what this book really is. It’s really meant to be, you know, a comic book from its heart.

But it also provides all the history backgrounds. And it also has puzzles too, integrated into the book. So you actually run into a couple word jumbles, you’ll walk in you’ll walk into a a crossword puzzle. But that’s all part of the story. It’s not meant to be just like here’s a comic, here’s a puzzle. No, the puzzles are integrated into the story. And then you have what I call a chronoton. The chronoton was part of the first video game, and it’s similar to the Pit Boy from Fallout, where the Chronoton’s gonna provide all the information you need to get through the journey of this adventure. And so

There’ll be a back section that’ll be the chronoton. That’ll feature all the dossiers, similar to dossiers that I showed in the in the cards. It’ll highlight all the characters, any kind of important facts that you might need. So if you’re stuck in a puzzle, you don’t know what the answer is, you go to the answer of the chronoton. You don’t have to go to the internet, you don’t have to go to your computer, you just go to the chronoton and it’ll give you whatever answers you need. And there’s also an answer key in the back if you really want to cheat, you can do that too. But anyway, that’s gonna be provided in there. so that’s the graphic novel.

Ryan George (37:58)

Right.

Paul Hebert (37:58)

That’s basically the what

That’s working with. But I’m what I’m really excited about, in addition to the five virgin variant covers that I have for artists, which I find spectacular. I I if I had even more money, I’d have ten Virgin variant

Ryan George (38:11)

Yeah. Yeah.

Paul Hebert (38:12)

covers because these the people I met over the past two years are just amazing. And so I have those Virgin variants up, but the hardcover edition is gonna have additional pages in the back. And this is gonna offer what I call an artist showcase gallery, where it’s gonna be

artwork that I’ve gotten over the past three years of different artists and the way they’ve interpreted my characters in the game. And so I’m gonna be featuring that artwork along with the off the artist’s bio and their picture as well as their handle. So they hopefully get some promotion out of it. But the whole point is I really want to try and give back to this community that I’ve gotten so much from and really offer a way to promote these individuals ’cause it’s really important. People are creative. I think they should be honored and no and recognized for the work that they do. And that’s

Really

what I’m trying to give back here with this. So

Ryan George (38:59)

Yeah. Wow. So where where would you in in a perfect world, you know, or or near perfect world, where where do you see this project for you like in five years or ten years? Like is there do you have like an end not an end in mind, but you have kind of a goal, you know, that that you’re really pushing towards, out of this?

Paul Hebert (39:16)

two goals actually. So the one well

three. The one I highlighted with the capstone for the kids in high school, but the other two would be to have like a a pen pal situation set up for students from across the world where they’ll be able to engage with each other, you know, conversing, you know, through text or whatever and being able to do episode missions across the globe. That’s one. The second is very much similar to Pokemon Go.

And being able to have care you know, players with their phones or their tablets walk around and engage with history all around us before I came with the idea. So they would go to different settings and actually engage with you know, an actual site and actually see a battle that might have happened there and talk with the characters that fought at that battle. That’s the ultimate goal, is to have that kind of experience. So

Ryan George (40:06)

No, i in in the process, did you ever have did anybody anybody say like this is too ambitious or were you able to were you were you did were you was it like kind of full hundred percent support for everybody? ‘Cause it’s it sounds like one of those things where if you to you know, if you said how much was involved in doing this early, I don’t know that it it’d be really tough to get started. but I’m you know, curious to know with something like this that would would anybody was was anyone like, Yeah, this is too much or just full support the entire time?

Paul Hebert (40:32)

Yeah,

I I think with the video game especially, I I think a lot of people said this is a lot for probably very little return. But the way I look at it is it’s a whole learning experience. And so,

Ryan George (40:40)

Yeah.

Paul Hebert (40:41)

I learned from the video game. I probably should have started with the comic book first, then gone to the video game. But I really wanted to get that video game experience out. And actually actually led me to developing the second episode even better. So I’m really pumped to get the second episode out and and the video game because it looks great. It’s it’s a gallery

Gallig got experience, but you’re flying Amelia Earhart’s plane, you know, blowing up the energies in the sky. And it’s just it’s amazing. And then I’ll have a dungeon crawl in it as well, because it’s a role-playing action. So, you know, from I learned from the first experience, I’m gonna be able to develop a better second experience with a video game. It’s just that I can’t get it done fast enough. I mean, I’ve

Ryan George (41:18)

Yeah.

Paul Hebert (41:19)

never, you know, I’ve I’ve felt I’ve always bitten off to more than I can chew, but I can manage it. As long as I keep stepping forward each day, that’s really what matters to me.

As long as I have four momentum I may not take as many steps as I can, but I am getting in there one step at a time, which is what the ultimate goal is.

Ryan George (41:35)

Yeah, and and I I mean it it it’s inspiring because it’s just so much like you’re you’re learning the you know these are not easy skills right to learn. So to be able to do that I think is it it’s amazing,

Paul Hebert (41:46)

Yeah, I mean I’ve learned a lot. It was the lessons learned in terms of the game engine that I used. I probably won’t use that one again. I’m using a different one now. But it’s also lessons learned in terms of, you know, how do I present the content effectively? And that’s where I came in the whole point of for having to animate everything in terms of the cutscenes. And that’s how the comic book came about. So it’s just like one thing leads to another and what I think I’m really good at is repurposing the content I you know previously built. So not constantly reinventing the wheel all over again. That’s another thing.

That’s really important. So any kind of entity creator, the more you can repurpose the content you have, the better off you’re

gonna

Ryan George (42:21)

Yeah.

Paul Hebert (42:22)

be instead of trying to create something new every time you go, you know, and do a new project. So that’s been a boon to me because especially with this episode, I did portraits of all the c all the main characters. I’ve now made, you know, digital stickers, I’ve made, you know, pins, I’ve made, you know, vinyl stickers, it all using pretty much the same artwork. It’s just a matter of recrafting a little bit.

But you know, being able to do different items from that and and and repurpose things, which is huge. Big deal.

Ryan George (42:48)

Yeah.

So d now of have you found that like are there other projects that you feel like you’ve had to kind of put on the back burner to focus on this or has this just been a hundred percent your focus and nothing else like yeah. Yeah.

Paul Hebert (43:02)

This is it. I mean I I work full time, don’t get

me wrong, so I get very little sleep, but you

Ryan George (43:06)

Uh-huh.

Paul Hebert (43:07)

know, the way I look at it is a passion. And if you have a passion and a drive, that’s really what you need and persistence. And it’s really what you need no matter what you’re gonna do. Because if you find, you know, I I still have a family, I’ve got four kids, you know, we’re doing family things, you know, and I make time for that as well. But it’s like understanding that, you know, time is precious and whatever you find time to do something.

And you have that passion and focus, you’ll find time to do something in that realm. I can’t tell many times that I was just like at the beach and I have my journal and I’m writing ideas down on my journal. And that I can use that later. And it’s like, okay, those 10 minutes I spent at the beach writing something down. I’ve now, you know, saved myself a half hour, 45 minutes trying to figure it out my desk. So it’s like you don’t know when inspiration’s gonna hit you. Just be open to it in this note it in your phone, do a voice memo. You know, don’t forget it. Write it down somewhere. Cause I can’t tell you how many times I’ve gone back to notes.

that I wrote down six months ago that I would have forgotten, but now it’s there,

Ryan George (44:01)

Yeah.

Paul Hebert (44:01)

I don’t have to worry about it, and that’s a huge deal.

Ryan George (44:04)

Yeah. Well I’ve I’ve said this a million times, but like the two times I’m most creative is when I’m in the shower and when I’m sleeping. And so that’s it’s

Paul Hebert (44:10)

I hear ya. Yep.

Ryan George (44:11)

sometimes like thinking, okay, I gotta I like repeating the thing over and over so when I’m done with the shower I can write it down. Or yeah, or grab

Paul Hebert (44:15)

I know, you don’t forget. I hate that. I hate when that happens.

Ryan George (44:19)

my phone. I mean l I sleep with my phone next to me, so that’s easy enough, but but but yeah, it’s like that that that tends to be when I’m like when when the great ideas will pop into my head and I gotta figure out how to how to get it down.

Paul Hebert (44:30)

Yeah, I apologize for my dog Suki. She came in,

but she’s actually inspiration for Togo. So if you know episode two and Togo, that’s Suki. Just so you know.

Ryan George (44:38)

Okay, cool.

Okay, cool, cool. Yeah, it’s interesting. My my wife and I who are not like she’s she’s been she’s great and she will give me ideas here and there for things and she’s really good at me kind of bouncing ideas off of. but we’re we’re working on a comic together about our dog, who’s

Paul Hebert (44:54)

Cool.

Ryan George (44:55)

been through a lot. And and she has this crazy story and I don’t know how we decided it, but a few weeks back or month or so ago, it was like

Well, let’s you know, let’s make it a comic. And so, knowing how I am, I’m like letting her take the reins right now. Like she’s got like I give her little projects, like you gotta you gotta do that, you gotta do this. And before,

Paul Hebert (45:14)

Yeah.

Ryan George (45:15)

you know, once it comes to actually like panels and you know, I’ll get more involved, but I can easily take over. So I’m kind of like, All right, your your your job is to do this, and then I give her the task. so yeah, I get it. Yeah, we’re we’re very very much inspired by our dog, who has a very a really cool story. Yeah, yeah, no, so so

Paul Hebert (45:28)

That’s awesome. I love it. I can’t wait to see it. I’ll back that Kickstarter.

Ryan George (45:33)

Yeah.

Paul Hebert (45:32)

Go for it, Ryan.

Ryan George (45:34)

Yeah. So we’re hoping you know, hoping to like we have a little vacation coming up and so like we were like all we’re gonna work on some stuff on vacation and that’ll be a re I think it’ll be a fun project for both of us. And and yeah, it’s like, yeah.

Paul Hebert (45:42)

Yeah, it’s like how

how do you eat an elephant? You do it one bite at a time. That’s all. That’s all you gotta do.

Ryan George (45:46)

Yeah, yeah, yeah, no. So

exactly. So I think it’ll be a fun project for both of us and gives us something to work on. And

Paul Hebert (45:52)

That’s awesome. I can’t wait to see it.

Ryan George (45:53)

and she and and she does have a really inter really interesting story. So it’s like, you know, this this can work. It can be fun. You know, we gotta figure it figuring it out.

Paul Hebert (46:01)

Very cool.

Ryan George (46:02)

well Paul, you this is great. So where can people find you? Where can people find your work and time enforcers? and then share some information about the Kickstarter. this’ll go up, I it’ll be about

six or seven days left in the in the campaign when this goes up so people can still back. But yeah, please share any information for for listeners.

Paul Hebert (46:19)

Yeah, the Kickstarter ends on the thirteenth at twelve PM Eastern time. So I’ll actually be doing late pledges as well. So if you miss the deadline, I believe I have never done Kickstarter late pledges. I have no idea what’s involved, but you might still be able to contribute to the campaign. but we do have stretch goals in place, which is awesome. We have one stretch goal, two thousand for a set of digital stickers. So in addition to the digital stickers, you’re gonna get membership into what I call the Time Enforcer Secret Circle.

And I’m huge for Easter eggs. I love Easter eggs. So if you follow Christmas story, you know what the secret circle is all about because this is exactly that. So I’m gonna be doing like a whole decoring and everything eventually I’ll get to that. But anyway, the Kickstarter ends on the thirteenth. you can find us on Kickstarter by going to Time Enforcers or go dot time enforcers.com forward slash Kickstarter. that’ll bring you to the link. our website is timeenforcers.com, real easy. We’re

All over social media. When I say all over, I mean blue sky, TikTok, Instagram, Facebook, LinkedIn, X, we’re there. And all you need to do is type in Time Enforcers. One word. That’s it. Two E’s, and you’re good. so that’s our handle. And then the last thing we have is I just launched a new store. I had really some major issues with my leaves previous provider, so I have a Shopify store up now, and it’s time enforcers.store.

So you can get merchandise online and you can order it and we’ll get it delivered to you, no problem.

Ryan George (47:46)

Cool. All right, great. Well Paul, great to have you on. I’d love to chat again, as things progress, but I think you’re doing amazing work and yeah, w super impressed by everything you’ve done so far.

Paul Hebert (47:56)

I I truly appreciate this opportunity, Ryan. It was really a pleasure speaking with you and you know, like I said, I can’t wait to see your project launch out. That’d be really cool. I’ll be on board to support you but no worries. So thank you again.

Ryan George (48:02)

Thank you. Awesome, thanks. No

problem. Thank you.

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