Back

Archival, Museum, and Embodied Games

We offer immersive online and live game-based experiences to actively engage museum, library, and school communities. Our games, tours, and live events offer unique interactive experiences that combine storytelling, escape rooms, video games, alternate reality games, and role-playing games to produce deep learning experiences.

Some unique features of these games include:

Customization for each organization’s unique needs and objectives.

Embodied games that use social media, websites, Unity, and modular interactive elements to create immersive narrative experiences.

Integrating exhibits, archival material, artifacts, history, spaces, and locations as essential gameplay components.

The option to train and involve faculty, staff, and stakeholders in the design process.

Collaborative and competitive gameplay for large audiences.

Raising Spirits: A Timely Diversion Part 1 & 2

Raising Spirits

An online narrative puzzle game that showcases archival material and virtual spaces from the McGill University Library system. This historical tale of the paranormal blends diverse platforms, including social media, with a graphic novel aesthetic to showcase the library’s beautiful spaces and archival gems.

The Circle 1964

The Circle 1964

Designed during the COVID-19 pandemic with Nick Vassos, Lee Morgan and Isaac Tamblyn, The Circle 1964 is a cult-themed competitive puzzler that leverages virtual locations, school archives, environmental puzzles, and online resources to connect a geographically separated community with their school and its history.

The Ward Game

The Ward Game

The celebrated alternate reality game (ARG) that transformed a school into the asylum from Ken Kesey’s classic novel, One Flew Over the Cuckoo’s Nest. The month-long immersive game employed video game mechanics, social media, as well as online and offline events while faithfully adhering to the novel’s themes and narrative. The Ward Game satirizes institutional control while functionally offering a fresh vision for what is possible in 21st century education.

Quiz that So?

Quiz that So?

An online puzzle game that uses digital cards, virtual campus spaces, and a 50s quiz show format to celebrate McGill University’s history, with a focus on diversity. This game was largely developed with the staff at McGill University Library.

Blind Protocol

Blind Protocol

Co-designed with John Fallon, Blind Protocol is an embodied cyber-warfare simulator that pits two schools against one another in a series of international cyber engagements. While contending with a rogue AI, two parallel groups of young recruits explore issues of privacy and surveillance while building artifacts, collecting bitcoins, and launching protocols to unmask the identity and location of their opponents.

Rise

RISE

Designed with Tim Mah, Jacob Riel, Oscar Tiplady, Jake Knight, players compete and collaborate through Discord bots and an interactive map to find and contain a smart city AI that has inadvertently hijacked municipal systems. RISE synthesizes elements of deck building games, escape rooms, strategy games, and PVP.

The Scott Pilgrimage Project

The Scott Pilgrimage Project

An embodied cultural city tour that playfully uses the characters and locations of the Scott Pilgrim graphic novel series and feature film that are set in downtown Toronto. This ephemeral mobile game leveraged augmented reality, locations based puzzles and cinematics to produce an unforgettable immersive walking tour.

POPTA

POPTA

Popta is an adolescent alien who contacts students from various schools to ask for help. Can they unveil the past by researching on the Internet and the library, following AR clues, and solving puzzles to understand what Popta is trying to communicate? The interactive app creates an immersive AR tour where kids need to collect points, unlock levels, and prepare for the next alien invasion to avoid being abducted.

How can we help you?

Send us a message