The world
Underneath a sky-replacing ocean, humans have endured a harsh life, dominated by sharp cliffs and the dim light spent by the Lumathans - giant sea creatures they worship. But all of this is about to change when they finally find a way to reach their gods.​​​​​​​
The Deep Above – Last Lights
Product: Videogame for PC
Playtime: 40 mins
Target Audience: Players 14 years +, interested in narrative games
Gameplay mechanics: Grappling hook & light mechanic
A Journey Into The Deep Above
The Deep Above is an ambitious world-building project I initiated together with 5 founding members. We created a world, different from ours, to illustrate the issues of our time. Placed in the climate fiction genre, The Deep Above asks the important question: What is the price of progress?
The initial stories are told in the full-CG short film The First Hunt & the 3D adventure game Last Lights. In the film, we show the adventurous mission to fly up to the ocean, hunt one of the lumathans for its light, and bring it down to the people. The game is set 100 years later and deals with the consequences of this pivotal event.
Peaks and Valleys – Challenges in Our Thesis Project
One of the initial challenges was getting the core team members aligned and invested in a shared vision. I took the lead in team-building, ensuring that each member was genuinely connected to the story we were crafting. I focused on establishing a solid foundation of shared knowledge and trust, which was crucial for effective collaboration. This approach fostered an environment where everyone had the freedom to contribute creatively. Our strong team culture and engaging storytelling drew fellow students and professionals to join us on our mission to bring The Deep Above to life.
The next phase involved developing our video game’s story and UX to ensure a compelling gameplay experience. I oversaw both the narrative and game design, constantly encouraging my team to work closely together and achieve a perfect balance between story and user experience. As we pushed the boundaries of gameplay and narrative innovation, we realized we had overscoped the project. I called a meeting with all department heads to make the necessary adjustments and deliver the product on time. 
Reflecting on Our Journey
Leading a team of over 45 people alongside my project partners has been incredibly rewarding. The agency and motivation each collaborator brought to this ambitious project have truly inspired me to grow as a leader. Given the cutting-edge nature and scope of this project within our frameworks at Filmakademie, I knew it was essential to start the creative process earlier than usual. I'm pleased to share that our approach inspired other thesis teams to adopt similar efforts. If I were to tackle it again, I’d ensure our ambition was matched by the resources available to us. Balancing a blue-sky mentality with a more realistic approach ultimately made this project something I’m truly proud of.
Please note that The Deep Above products have not been published yet.
Credits​​​​​​​

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