HASBRO CO-OP
Spring 2018
As the Project Engineer on this team, I worked on over twenty different games. My main responsibility was understanding the costs of each item and its components. This consisted of putting together cost estimates, reviewing vendor quotes, and assessing the feasibility and profitability of items. It was important to understand what materials and labor costed, so I had to constantly reference past quotes of similar items to get an understanding of general costs. Hasbro strongly utilizes its teams in Asia, called Hasbro Far East (HFE), for a lot of their developmental and production needs. It was important for me as an engineer in Rhode Island to have strong relations and communications with my counterparts in HFE. I often acted as a liaison between teams and communicated clearly the thoughts of the team and administrative information for products such as forecast, target costs, and logistics. Vendor quotes were often given to me from HFE to look over and make sure all costs were not overpriced and aligned with past costs to optimize the cost and therefore profitability of the item. Hasbro is a for-profit organization, and everything revolves around what things cost. I found that the Project Engineers have a very crucial role in the company by determining what products will be worth spending the company’s development time and resources on based on the item’s perceived profitability. With all this costing, I worked closely with the teams’ cost engineers to help better assess this profitability and assess costs.
Furthermore, it was my responsibility to create specification documents for the factories. I had to work with designers, marketers, graphic designers, as well as other engineers to fully understand the components of the game in terms of size, material, and specializations. My specification documents guided the manufacturing process and had to be detailed and precise. It was my job to then relay this information to our factories in HFE or East Longmeadow, Massachusetts (ELM), as well as other manufacturers around the world. I had to answer all questions pertaining to the specification document and communicated any changes to the product along the way.
When products were in development, models were sent to me to review with the team. In my six months, I was able to review models of all stages in the design process. They ranged from strictly looks-like or works-like models to pre-production samples. With each prototype review meeting, I worked alongside our Quality Assurance Engineer and the rest of the team to make sure everything looked and worked accurately. I greatly enjoyed testing the functionality of the prototypes and altering the design or problem solving where necessary. I would then send a report back to HFE or whoever made the item with the team’s comments and concerns.
From January to June 2018, I have been fortunate enough to partake in a co op at the company Hasbro. Hasbro is a global play and entertainment company that has been the cause of many smiles since 1923. Hasbro uses countless brands to execute some of the world’s best play experiences. Some of these brands include My Little Pony, Nerf, Monopoly, and Transformers. Kids of all ages can thank Hasbro for their favorite toys and games. It has been an honor to have experienced such a broad spectrum of brands and products that are all developed in Hasbro’s headquarters in Pawtucket, RI. My role was specifically in Hasbro Gaming. Hasbro Games has been an extremely successful part of the company, with the number one gaming brand in the world being Monopoly. With many sub-brands like Family Gaming, Kids Gaming, Alt Channel, and Entertainment and Licensed Gaming, there are so many projects in development at all times. I was so excited to work on Hasbro Gaming because of the human interaction that games naturally cause. I find it interesting how one can design a product that results in groups of people coming together to laugh, cry, get frustrated, or have fun. The fact that games can cause such emotion is a fascinating and intricate result of the product design process. In my time at Hasbro, it was amazing to be a part of these product development conversations to see the brainstorms behind the ultimate gaming experiences.
Within Hasbro Gaming, I worked as a Project Engineer on the Entertainment and Licensed Games team. This team is unique in the sense that we are required to work with licensors on the design of our branded games. Adding this extra hurdle of licensor approval and feedback resulted in an interesting team process and dynamic. Timelines revolved around the release dates of shows and movies, most often adding time constraints for the design and approval processes. I found it very interesting to see how the different members of the team worked together to complete all the necessary tasks to create a game in a short time period.
In terms of administrative work, I submitted many patent clearances for new game concepts and unique designs. I also worked heavily in the P2M system to input information about product weights. I was responsible for setting up many meetings with team members to discuss development or request models in the Rhode Island model shop.
Another large aspect of my job was running weekly development meetings. I had to run and facilitate these meetings with the full cross functional team to address developmental concerns or push for decisions to be made to stay on our item’s timeline. These meetings were an important time for me to act as a leader of the team and communicate with each member. They also required my full understanding of the status of each project and the approaching deadlines and corresponding timelines of each one. Running these “dev” meetings made me feel like an influential member of the team and helped me exercise my organization skills for planning the agenda and fitting all the topics in a one-hour timeframe, as well as my public speaking skills. I appreciated that Hasbro has weekly meetings with the full team in the format of a developmental meetings as well as a “topline” meeting to exclusively discuss schedules because it ensured all decisions were transparent to the team and everyone had a voice. Hasbro has an extremely collaborative environment that contributes directly to its success as a company.
Throughout my co op, I was able to meet with interdisciplinary members not only on my gaming team, but a few others as well. Meeting with marketers, electrical engineers, packaging engineers, finance teams, graphic designers, and designers gave me great insights into how the company works. I was able to learn so much about each person’s role in the company and how their responsibilities tied into mine and the company at large. I was also able to visit the Cartamundi East Longmeadow factory in Massachusetts. This experience was very eye-opening and taught me so much invaluable knowledge of manufacturing. I got to see how many of the games I was working on everyday were made with large tools and assembly lines. I was able to speak to the workers on the line putting these products together and it made the whole design and production process come full circle. I greatly appreciated the opportunity to do so and it made my understanding of my own work that much stronger.
In addition to the day to day responsibilities as a Project Engineer at Hasbro, each co op was tasked to complete an Engineering Product Innovation Challenge (EPIC) Project. In this project, each group of engineering and project management co ops are assigned to complete a full product design cycle over the course of less than six months- a task that can take the company years to complete! My team went through a full design process starting with research, brainstorming and concept development, and ending with a full product pitch with complete product detail, a sizzle demonstrational video, and works-like/looks-like prototypes.
In my team, I immediately emerged as a leader due to my comfort in the product design process I’ve gained through my PDI major. This project allowed me to experience many different roles other than solely as the engineering lead. I worked as a project manager to ensure my team was completing their task and hitting their deadlines. I was able to work as a graphic designer to draw and explore different logo and PowerPoint slide backgrounds for the team. Additionally, I acted as a marketer by reaching out to the Global Consumer Insights team to understand where the product fit in the market and what consumer insights strengthened our case for the success of the item. By developing our own brand, I was able to even learn about market strategy, brand story, and defining a brand. I worked as the designer of the packaging and then communicated my ideas to the packaging co ops for them to fabricate. As small figures were key to our product, I worked with sculptors on the Star Wars Team to learn the software ZBrush and ultimately sculpt and 3D print the main figures of our product line. In addition, I also used my knowledge of costs from my work on the Games Team to run the financials for our product and determine what it would cost and how much profit it would make the company. Finally, I created the full PowerPoint presentation outline and a majority of the slides for our final presentation in front of Hasbro’s President and VP’s. The final presentation was an amazing opportunity to practice public speaking in front of upper management in a product pitch format. This presentation was so much fun and successful as there was further interest from the company in our product afterwards.
Overall, I had a wonderful experience at Hasbro and am very happy I decided to dedicate six months of my college career towards learning and developing games. This has been an extremely enriching and rewarding time, and I value everything I’ve learned and everyone I have met very much.
KEY RESPONSIBILITIES
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Communicated with Licensors
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Cost Analysis and Optimization
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Troubleshooted and Approved Pre-production Samples from Partners Overseas
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Lead weekly Development Meetings