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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
  • 2427 Page Views
  • 12 Images
  • May 01, 2015

People's Choice Awards

The CG Student Awards - People's Choice Award is open to all entrants. This prestigous category is voted by the general public, not the judging panel. It gives everyone a voice, and allows for an open discussion of all the amazing entries submitted to the Awards.

To vote, simply select the orange "Vote for entry" button above. You will be asked to add a score and a small comment. More information can be found on the Category and the Prize pages.

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