Schell Games helps the world’s largest and most innovative organizations engage, entertain, and inspire their audience. Let us do the same for you.

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Featured Projects

We’ve created experiences for virtually every platform and technology. Here are a few examples.

Augmented Reality
Virtual Reality
Mobile
Connected Toys
Location-based
Desktop
Client

Target Audience
  • Adult
  • Teen
Platforms
  • iOS
  • Google Play

Star Wars: Jedi Challenges

How can Dis­ney and Lucas­film cre­ate an immer­sive expe­ri­ence for Star Wars™ fans? If some­one was going through Jedi train­ing, what would that expe­ri­ence look like?

Schell Games, along with oth­er game stu­dios, teamed up to help cre­ate Star Wars: Jedi Chal­lenges. This three piece set includes mini-games that train the play­er to become a Jedi mas­ter. Schell Games was pri­mar­i­ly charged with help­ing Dis­ney and Lucas­film cre­ate the Lightsaber Bat­tles game. In the game, the play­er com­pletes a tuto­r­i­al of how to wield their lightsaber, and then they bat­tle Darth Maul, Darth Vad­er and Kylo Ren. Jedi Chal­lenges was made to be com­pat­i­ble with the Leno­vo Mirage AR, an aug­ment­ed real­i­ty (AR) headset.

Jedi Chal­lenges is now avail­able to the pub­lic and has received very pos­i­tive reviews and arti­cles. It has also been award­ed a Tom’s Guide 2017 Inno­va­tion Award, and a 2018 Game Audio Award for Best Sound Design.

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Similar Projects
Schell Games Domino World Qualcomm Screenshot 002

Domino World

Monster 2

Osmo's Mo the Monster

With Osmo
Target Audience
  • Adult
  • Teen
Platforms
  • Oculus Rift
  • PSVR
  • Vive
Rating
ESRB E10

I Expect You To Die

How can we cre­ate an immer­sive, enter­tain­ing vir­tu­al real­i­ty game while avoid­ing motion-sickness?

We decid­ed to cre­ate a seat­ed expe­ri­ence to elim­i­nate the need for move­ment. The user is a super-spy with tele­ki­net­ic pow­ers and has to escape cer­tain dead­ly situations.

I Expect You To Die has been rec­og­nized as one of the most well-pol­ished vir­tu­al real­i­ty games. With awards from VISION, D.I.C.E., and Art of the Title, the game was on PlayStation’s most down­loaded VR games” for four months in a row, and has com­piled a list of high­ly acclaimed reviews from Wired to Hard­core Gamer.

In August 2017, I Expect You To Die sur­passed $1 mil­lion dol­lars in rev­enue across the Top 3” vir­tu­al real­i­ty platforms.

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Similar Projects
Hololabchampions Screenshot Homepage

HoloLAB Champions

Water Bears Vrthumbnail

Water Bears VR

Client

Target Audience
  • Adult
Platforms
  • iOS

Night Shift

How can a game reduce diag­nos­tic errors by doc­tors and physi­cians in an Emer­gency Depart­ment (ED)?

In part­ner­ship with Uni­ver­si­ty of Pitts­burgh, and with fund­ing by the NIH, Schell Games helped cre­ate a game that places physi­cians in the shoes of an emer­gency med­i­cine doc­tor who is faced with dif­fer­ent crit­i­cal care sit­u­a­tions. The goal is for the game to chal­lenge the diag­nos­tic heuris­tics of the physi­cian play­ing and to help them re-eval­u­ate how they think of the trau­ma” patient.

The game is still in closed-beta test­ing, but it has already been receiv­ing pos­i­tive cov­er­age. Dr. Deepi­ka Mohan’s arti­cle about the game can be found on Bio­Med Cen­tral, and the whole team was cov­ered in an arti­cle pub­lished in the Jour­nal of the Amer­i­can Med­ical Asso­ci­a­tion.

In Decem­ber 2017, Dr. Mohan had her research pub­lished in The BMJ. The results were pos­i­tive, with doc­tors who played the game out­per­form­ing those doc­tors who didn’t.

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Client

Target Audience
  • Family
  • Preschool

Osmo's Mo the Monster

Osmo want­ed an Aug­ment­ed Real­i­ty (AR) solu­tion that would be use to inter­act with phys­i­cal cre­ations by the player.

Osmo and Schell Games part­nered up to cre­ate Mo the Mon­ster. Using the cam­era func­tion and AR tech­nol­o­gy, play­ers can draw pic­tures and cre­ations that Mo would then pull” into his envi­ron­ment to use.

The Mo the Mon­ster expe­ri­ence has won a Sil­ver Par­ents’ Choice Award, a plat­inum Oppen­heim Award, and crit­i­cal acclaim from some of the most respect­ed toy review­ers in the country.

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Similar Projects
Client

Target Audience
  • Middle School

S.E.C.R.E.T.

The Children’s Muse­um of Hous­ton increased its capac­i­ty and want­ed an inno­v­a­tive way to not only use the space, but to uti­lize it in a way that would cre­ate more engage­ment with its 6 — 15 year old patrons and keep their fam­i­lies return­ing to the museum.

The muse­um part­nered with Schell Games and cre­at­ed S.E.C.R.E.T.,” a loca­tion-based expe­ri­ence where muse­um goers are secret agents and have mis­sions to com­plete around the muse­um in order to thwart the efforts of an evil organization.

By 2016, almost 30 per­cent of vis­i­tors in the tar­get­ed age range had par­tic­i­pat­ed in a mis­sion, and the muse­um had sold over 3,000 mis­sions. Halfway through 2017, over 11,000 mis­sions have been ini­ti­at­ed, with near­ly a quar­ter of them being return­ing missions.

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Client

Target Audience
  • Preschool
Platforms
  • iOS
  • Android

Daniel Tiger's Neighborhood

How do we cre­ate a new web­site for the ani­mat­ed series, Daniel Tiger’s Neigh­bor­hood, that includes activ­i­ties that tack­le social-emo­tion­al themes that chil­dren expe­ri­ence in every­day life?

In con­junc­tion with the Fred Rogers Com­pa­ny and PBS, Schell Games cre­at­ed a robust, inter­ac­tive web­site. The web­site includes free inter­ac­tive games for chil­dren, and high­lights the next gen­er­a­tion of the orig­i­nal and much-loved Neigh­bor­hood of Make-Believe characters.

The web­site has been serv­ing as a com­pan­ion to the ani­mat­ed series of Daniel Tiger’s Neigh­bor­hood, and car­ries on the lega­cy of Fred Rogers.

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Similar Projects
Screenshot 7 Peg

Peg + Cat

With PBS Kids

How Do We Work Together?

Our clients rave about our inclusive, yet disciplined process that delivers high-quality experiences. Discover our process.

1. Kick-Off
2. Concept
3. Pre-Production
4. Production
5. Polish
6. QA/Optimization
7. Maintenance

Get started

Every successful project begins by identifying the goals, team members, budget, timeframe, and expected deliverables. Let’s discuss your parameters and we will start working together to deliver a unique experience.

Develop the concept

Here we begin to establish the initial idea for the experience, building upon the information you provided in the Kick-Off phase. We’ll look at the intended goals of the project and develop some initial concepts that fit within your scope and budget.

Design it

This phase is intended to define the design of the game experience we are creating. A good way to think about Pre-Production is minimizing (as much as possible) any changes that might happen in the Production Phase. Iteration happens as quickly and frequently as possible to arrive at the desired experience.

Make it real

This phase is devoted to the implementation and iteration of the design. The Production Phase is segmented into smaller periods of Pre-Production/Production for each individual part of the game, followed by subsequent rounds of iteration. While it is ideal that no design changes occur during Production, they inevitably will. But there’s no need for concern; we will communicate with you every step of the way.

Make it amazing

In this phase we determine what additional tweaks, adjustments, and content should be added to improve the game’s overall quality and playability. Generally, no major features are added at this point. The end deliverable is a near-final experience.

Make it perfect

During this phase, we will make a final pass at bug-fixing and optimization to ensure a flawless experience.

Keep it amazing

Technology changes, your story changes, and people will be asking for more. Together let’s review the full scope of your experience and develop a plan that keeps people engaged in the experience throughout its lifecycle.