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| Jesse Schell CEO Prior to starting Schell Games, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as designer, programmer and manager on several projects for Disney theme parks and DisneyQuest, as well as on Toontown Online , the first massively multiplayer game for kids. Before that, he worked as writer, director, performer, juggler, comedian, and circus artist for both Freihofer's Mime Circus and the Juggler's Guild. Jesse is also on the faculty of the Entertainment Technology Center at Carnegie Mellon University where he teaches classes in Game Design and serves as advisor on several innovative projects, including Hazmat: Hotzone , an anti-terror team training game for the nation's firefighters. In addition, he is the Chairman of the International Game Developers Association. In 2004, he was named one of the world's Top 100 Young Innovators by Technology Review, MIT's magazine of innovation. His primary responsibility at Schell Games is to make sure everyone is having fun and creating beautiful things. |
| Kwamé Babb Game Artist Kwamé joined the team after receiving a Bachelor of Science in Game Art and Design from the Art Institute of Pittsburgh. He works both in 2D and 3D art, ranging from creating concept art to modeling characters and environments. He also acted as producer for several team projects while enrolled at the Art Institute and was crowned the title ‘Fearless Leader’ by his peers. At Schell Games, he produces dangerously gorgeous painted textures and concept art while occasionally picking up some modeling when it’s needed. |
| Bryan Cash Game Engineer Bryan received a BA degree in Computer Science from Rice University, and is working on his Masters of Entertainment Technology degree from Carnegie Mellon. He has helped design and implement an interactive experience for USS Requin, a submarine at the Carnegie Science Center and is one of the developers for Skyrates, a free casually played sky-pirate MMO. Over the summer, he had the chance to work on Toontown and Pirates of the Caribbean Online with Disney's VR studio. He believes in strength of teamwork and the heart of a champion. |
| John DeRiggi Game Artist As a Character Animator and Character TD with a classical art and animation background, John focuses on creating believable characters that audiences can connect with. Recently, John was a Lead Animator for interactive projects with The Children's Hospital of Pittsburgh and The World's Fair for Kids. He has worked as a freelance design and animation artist for several small Pittsburgh media firms, such as McKenzie Illustrations, a medical illustration company. John has also taught 3D modeling, rigging, and animation for over 3 years in various capacities at ITT Technical Institute and Carnegie Mellon University. |
| Justin DeVore Game Artist Justin is an extraordinarily talented gentleman who holds a Bachelor of Science degree in Media Arts and Animation from The Art Institute of Pittsburgh. He has been known to tackle everything from modeling to texturing to rigging but focuses on animation. A long history of interest in more traditional art forms, coupled with his intensely creative mind, provides him with an eye for great design in all his endeavors. |
| Brian Evans Game Artist Brian has a degree in History and prelaw from NYU, where he learned two important things: 1) He did not actually want to be a lawyer, and 2) animation is super-cool. He loaded up on all the animation electives he could and interned for Oscar-nominated animator/director Michael Sporn before going on to Carnegie-Mellon's Entertainment Technology Center. He enjoys silent films, playing the ukulele, and doing things the hard way. |
| Rob Gordon Game Engineer Rob has a BS degree in Electrical and Computer Engineering from Ohio State , and a Masters of Entertainment Technology from Carnegie Melon University. He was once an engineer on the Wireless Virtual Reality Project at the Advanced Computer Center for the Arts and Design, and he has worked at Demiurge Studios, where he helped to create the famed Clone Bandits Unreal Tournament Mod. At Schell Games, we give him the hard problems no one else wants to deal with, and he solves them all quickly, and with a smile. Well, not so much a smile, but a determined glare. He has been known to shoot lasers from his eyes. |
| Sabrina Haskell Game Engineer Sabrina earned her BS in CS at CMU and her MET at the ETC. Her most interesting prior development experiences include building collaborative projection based games for the Jam-O-Drum, creating software for interactive robots (Interbots Initiative), designing a Japanese language learning game (Kotodama), and working on Disney's PhotoPass system. At Schell Games, Sabrina is plotting towards the day when the shared social experiences of video games will bring about mutual understanding and world peace. |
| Reagan Heller Senior Game Artist Reagan is a talented 3D modeler, painter, and concept artist. She has a BFA in Graphic Design, as well as a Masters of Entertainment Technology, both from Carnegie Mellon University. She has worked on a diverse number of projects, including virtual training simulations, museum installations, massively multiplayer games (via an internship at Disney), as well as a prototype of a video game based on a popular zombie franchise. At Schell Games, her brilliant vision and strong aesthetic sense set the tone for many of our projects. |
| Chuck Hoover Producer Chuck holds a Bachelors degree from the college of Architecture at Virginia Tech in addition to a Masters of Entertainment Technology from Carnegie Mellon University. He spent his youth in southern New Jersey prior to moving to Pittsburgh where he quickly became enamored with all things technology related. Prior to joining the team at SG, Chuck was one of the lead designers for the Virginia Tech Solar Decathlon house, a producer for the Sims2 Pets, as well as the Producer and 3D artist for the sporadic massively multiplayer online game, Skyrates. At Schell Games Chuck fills the roll of producer, keeping track of milestones, workload, and communication among the team. |
| Kyle Kenworthy Game Artist Kyle has a BS degree in Media Arts and Animation from The Art Institute of Phoenix. While in school, Kyle had the opportunity to work on a number of projects including; What the Bleep!?: Down the Rabbit Hole, two award winning NASA PSA's, and a traditionally animated short film (via internship at Fat Cat Animation). When it comes to animation, Kyle's always very passionate and loves bringing characters to life. |
| Keith Leonard Game Engineer Keith has a Bachelor of Science in computer science from the University of Pittsburgh. He started his game development career at DreamForge Intertainment in 1997. While there he worked on WarWind II, Sanitarium, Unreal's OpenGL implementation, and TNN's Hunter. Keith has been developing games for Pocket PC and Smartphone over the last few years with Sword and Spirit LLC. |
| Matt Mahon Game Engineer Matt has a BA with a double major in Computer Science and Math from Assumption College. He has worked in the game industry since 1995, starting at Humongous Entertainment working his way from game scripter to Project Lead. In 2000 he left to join the ill-fated Hulabee Entertainment. In 2003 Matt joined Gas Powered Games as a level designer for the Dungeon Siege franchise and later worked with the Supreme Commander team as a Content Engineer Manager. In 2007 Matt, with wife and kids in tow, packed up and moved from Seattle, WA to Pittsburgh, PA to be closer to family and to join in the excitement here at Schell Games. |
| Patrick McKiernan Senior Producer / Game Artist Patrick holds a Bachelor of Architecture and a Masters degree in Entertainment Technology, both from Carnegie Mellon University. Between those, he was co-founder and President of 3Data, a 3D graphics and web development company, and later the Creative Director of Mind Matrix, a technology startup. He has produced next generation arcade games for the experimental Jam-O-Drum platform, interactive 3D environments for X-Arcade, and has also worked as a consultant to international museums to create virtual archeological reconstructions of various sites around the world. In his spare time, he taught 3D graphics courses at Carnegie Mellon for six years. At Schell Games, he wrangles the schedules on our many projects, manages the day-to-day business, and (somehow) finds time to design and model. |
| Shawn Patton Senior Game Designer Shawn has a BS degree in Computer Science (and a minor in film) from Rutgers University, and a Masters of Entertainment Technology degree from Carnegie Mellon. He has worked on everything from virtual puppets to interactive museum exhibits to a collaborative game that brings Elvis back from the dead. He spent a summer interning at Walt Disney Imagineering's VR Studio where he first met Jesse Schell. After graduation he spent a year using Java (the language, not the beverage) to fight cancer and pollution in New Jersey, and, mission accomplished, he returned triumphantly to Pittsburgh to design and program innovative content for Schell Games. |
| Jason Pratt Senior Game Engineer Before coming to Schell Games, Jason had a long and rich history at Carnegie Mellon University , where he received a BS in Computer Science. After graduating, he stayed on as a software architect at the famous Stage3 research group for many years, developing the Alice project, a 3D authoring tool that teaches high school and college students how to program by letting them develop video games, interactive movies, and virtual worlds. He also worked on many different virtual reality prototypes, some using Panda3D, the engine of choice at Schell Games. He is an excellent Ultimate Frisbee player, and some believe him to be more machine than man. |
| Gabe Sabourin Game Artist Gabe is a very talented modeler, animator, illustrator, and web designer. He has a BFA in Industrial Design and a Masters of Entertainment Technology degree both from Carnegie Mellon University. He has worked on projects of all shapes, sizes, and colors, ranging from Omnimax experiences for the Carnegie Museums to developing interactive media for web and portable devices. You can see a lot of his artwork in Battlefield Vietnam from EA Games, and in his spare time he teaches courses (in just about everything!) at the Art Institute of Pittsburgh. At Schell Games, he spends his time making sure everything looks awesome. |
| Mike Traficante Game Engineer Mike has spent the last four years working on software for the service industry with a focus on data storage and reporting as well as developing several tools to improve developer efficiency. Prior to that, he has worked on custom software projects ranging from retirement planning to data collection and warehousing to corporate websites. He has a BS from the University of Pittsburgh in Computer Science and Philosophy. In his spare time, he plays keyboards and sings with the local rock band Los Magnificos, and takes care of an ever growing family of unwanted cats. |
| SilverTree Media Additional art For some projects, we also team up with the good folks at SilverTree Media. |
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