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Deep Siege

Zack Bogucki, Amanda Newman, Saimon Ma, John Dunford, Casey Arterburn, Melanie Stern, Alejandro Saab, Brandon Swan,
United States,  Savannah, GA Savannah College of Art and Design,  Post-Production,  May 30, 2015
Deep Siege is a cooperative survival game 3 players must defend a Jules Verne-inspired submarine from a giant sea monster. Constant communication is required to juggle tasks between steering the submarine to locate the monster, loading and firing torpedoes, and repairing leaks. Players must hit the monster three times to kill it, but with each it becomes more aggressive in its attack patterns. There are four rooms (the Crew's Quarters, the Reactor, and two Engine Rooms) which will start leaking if the monster rams into them. If a room floods entirely, or if all players drown, it's game over.

Deep Siege was made in 15 weeks in Unreal Engine 4.

THE CORE TEAM:
Zack Bogucki - Lead Design, Systems Design, Programmer, Audio Design, Composer
Saimon Ma - Concept Artist, Environment Art Lead, Technical Artist, Monster Artist
Amanda Newman - Character Artist, Mocap Engineer, Rigger, Animation Cleanup
John Dunford - Environment Art
Casey Arterburn - Hard Surface Modeler

ADDITIONAL HELP:
Melanie Stern - Animator
Alejandro Saab - Voice Actor
Brandon Swan - Mocap Performer
Ashley Gilliam - Logo Design
  • Design
  • Generalist (all)
  • Level Design
  • Sound Design
  • UI Design
  • After Effects
  • Photoshop
  • Unity 3D
  • Unreal 4
Epic Games
  • NEXT-GEN GAMING
  • Game of the Year
  • 2438 Page Views
  • 12 Images
  • May 01, 2015
0:00 - Players are (left to right) John Dunford, Amanda Newman, and myself, Zack Bogucki. I also narrate throughout. Saimon Ma filmed this live playthrough.
0:07 - Saimon modeled all of the architectural kits, and did most of the set-dressing and lighting for the level.
0:16 - The monster's actions are randomized. I programmed its AI in Blueprint, along with the rest of the game.
0:26 - Casey Arterburn modeled additional props for set dressing, as well as the Map Room table.
0:34 - John modeled unique props for the Crew's Quarters.
0:42 - Amanda modeled, textured, and rigged the sailor. She also captured and cleaned up all mocap animations (including separate 1st-person animations) and helped me implement them in engine.
0:47 - I used dynamic Materials in Blueprint to randomize skin tone, hair colors, and mustaches for each sailor. This way we didn't need to create entirely new models.
2:11 - Saimon created all particles used in game, including water sprays, steam, smoke, and reactor sparks.
2:20 - I worked with Saimon to create the dynamic post-process chain used when the player is underwater. If they are submerged too long, theywill get a tunnel vision effect before drowning.
2:50 - I composed a dynamic music track that is driven by game progress. It increases in intensity if the submarine is currently leaking, and each time players hit the monster.
3:05 - Saimon sculpted the monster in Zbrush, and Amanda rigged and animated it.
3:44 - Saimon drew the map of the sub, which is used to indicate damaged rooms. John modeled the frame for it.
4:35 - John almost left me hanging on that high-five.
4:45 - Saimon cut together all used footage and recordings in After Effects to produce the final, continuous video.

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