In a far world, deep in the ocean, without any rules there will be no mercy, no retreat and no second chance. Submerge is highly ambitious, involving some complete new game mechanics in the real time strategy sector. No other strategy game allows you to connect in a running session without having some huge disadvantages ingame. Submerge offers you no more waiting time in the lobby and no more searching for players. If there is a running game you can just join without handicap. Play the way like it still exist in many third person shooters. Use this chance to support a highly innovative tactical-action-survival game.
The Mediadesign Hochschule in Munich, Düsseldorf and Berlin produces a number of high quality projects every year. One such project is Submerge, an Action Survival Game from Aesir Interactive. Submerge was developed with the Unity games development platform in just over twelve months.
Posted by Meister_Wolo on Aug 8th, 2012
The tournament will be hosted at the booth of the Mediadesign Hochschule (Number E044 in hall 10.1). every day from 15th to 19th August at 2pm. Anyone can join the server and play Submerge. At 4 pm the prizes from Unity, Razer and Desura will be handed out. Also in the booth are 17 other innovative new games from other teams of the Mediadesign Hochschule. For example “Tink” will be displayed, a Unity Project which was chosen for “Best Project 2012” at Game Connection Europe. Aesir Interactive also plans to turn into a games developer so if you want to support a creative and dedicated new team or just want to play one of these games hit us up at booth E044 in hall 10.1! Aesir Interactive is grateful for the sponsored prizes from Unity Technologies and would like to thank the people from Unity for their great cooperation.
Producer Wolfgang Emmer said: “We began developing with Unity in December 2010 – the development platform allowed us to quickly build a prototype, test innovative new gameplay mechanics as well as being an intuitive functional tool for new members of the team”
Tech Lead: Lukas Lang said: “With only three programmers and one UI designer, we needed to find a functional easy to use engine to work with. By writing our own Editor scripts we could easily expand Unity so everybody in the team could work as efficiently as possible. Unity's “GameObject/Component” model is so great that we used a similar architecture for our own server also written in C#/Mono.”