BattleBall
Project Type
Client ProjectClient/Partner
Dallas MavericksGenre
Casual, EntertainmentGame Engine
UnityPlatform
MobileTarget Audience
Adult, High SchoolOverview
BattleBall is a mobile competitive game developed by Schell Games for the Dallas Mavericks. Built on the Unity engine, the game was designed as a "second-screen" experience to engage fans during NBA games. It features fast-paced, arcade-style gameplay where players control stylized basketball-themed spheres in a "battle royale" or "king of the hill" arena. Fans could compete against each other in real-time for high scores and digital bragging rights, with the game often integrated into arena jumbo-tron displays to foster community engagement. By blending sports fandom with casual mobile gaming, BattleBall served as a pioneering tool for professional sports teams to connect with a younger, tech-savvy audience.
- Schell Games
- Dallas Mavericks (Mavs)
- Arcade-style physics
- arena combat
- real-time multiplayer
- high-score leaderboards
- What was the primary goal of BattleBall?
- The project was a fan engagement tool. Professional sports teams like the Dallas Mavericks look for ways to keep fans engaged during timeouts, halftime, or while they are watching from home. BattleBall allowed fans to interact with the brand through a fun, competitive mini-game rather than just passively watching advertisements.
- How do you play the game?
- Players control a "BattleBall"—a sphere themed after the Mavericks' colors and logos. The gameplay involves using physics-based movement to knock opponents out of a circular arena or to claim specific zones to earn points. It is designed to be "easy to pick up, hard to master," fitting the Casual genre.
- Was it connected to real-world rewards?
- While specific promotions changed, the game utilized leaderboards. During live games at the American Airlines Center (the Mavericks' home arena), the top players on the mobile app were often featured on the big screen, and high scorers occasionally won physical prizes or "Mavs Money" for use at the stadium.
- Is it a basketball simulator?
- No. While it uses basketball themes and is partnered with an NBA team, it is an arcade combat game. It focuses on movement, timing, and physics rather than the rules of a standard basketball game like NBA 2K.
- Why was the Unity engine used?
- Unity is ideal for this type of project because of its robust physics engine. For a game based on balls bouncing and colliding, having accurate, predictable physics is essential for the gameplay to feel "fair" and satisfying to the players.
- Who is the target audience?
- The portfolio lists Adults and High Schoolers, reflecting the broad demographic of NBA fans. The game’s fast pace and competitive nature appeal to younger viewers, while its accessibility makes it playable for anyone with a smartphone in the stands.
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