
Factsheet
Developer:
Digital Confectioners
Based in Canada, USA, New Zealand, Wales
Project start date:
2009
Website:
depthgame.com
Press / Business Contact:
depth@digitalconfectioners.com
Social:
Discord
Twitter
Facebook
YouTube
Releases:
November 2014
Description
Depth is a multiplayer game which blends heart pounding tension and visceral action in a dark aquatic world. The periods of tension separate combat - which is visceral, chaotic, bloody, and fast-paced. Divers must explore the depths of the ocean for valuable treasure while fending off attacks from ravenous sharks. Shark players stalk and bide their time for opportune windows of attack, lunging in and ripping apart unwary divers.
History
Early historyDepth began its life way back in 2009, as a student project built as a mod for Unreal Tournament 3. In the early days of Depth, the premise of the game was very different. There was a large focus on stealth gameplay, and avoidance of sharks. The earliest concept of the game was a single player action/RPG where players would go on dives to bring back valuable artifacts to sell for cash. AI controlled sharks would try to eat them, and a largely defenceless player would be forced to use stealth in order to stay alive.
Between 2010 and 2012, Depth made the transition to Epic's UDK, and became a full-fledged game rather than a mod. The focus of the gameplay remained on stealth, but the single player concept was dropped in favor of a player versus player multiplayer game type. At this time the gameplay revolved around divers finding ways to out-smart shark players so that they could grab loot and escape with it. (Divers won if they got a certain amount of treasure back to their spawn point). The game was a lot of fun to play as a Diver, as it offered a heart pounding stealth experience that was quite unlike any other stealth game. But as fun as it was to play as a diver, it was confusing, and sometimes outright boring to play as a shark. The most common questions were "Where are the divers?", or "Where should I go now"? Nobody really knew how to make the shark experience feel fun.
This wasn't an easy thing to fix, either. It went straight to the roots of the Depth gameplay and affected every part of the game. Consequently, after more than three years of development, the hard decision was made to put the project on indefinite hiatus. There was a sense that the potential of the concept was not being fully realized, and that everyone needed to take a step back from the game and get a fresh perspective on what it was we were trying to accomplish.
ResurfacingFortunately that hiatus didn't last long, as Digital Confectioners, a team of experienced Unreal Engine developers out of New Zealand took an interest in the game in early 2013. A partnership with the original team was struck up, with the goal of getting the game finished and released.
The gameplay focus shifted towards fast-paced aggressive action, and asymmetrical multiplayer.
Videos
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
'Bull Sh***' trailer, December 2015 YouTube
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
'Whiplash' trailer, June 2015 YouTube
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
'Chivalry vs Depth' trailer, May 2015 YouTube
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
'Ship Wrecked' trailer, April 2015 YouTube, .mov
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
'The Big Catch' trailer, December 2014 YouTube
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
'Blood and Gold' trailer, September 2014 YouTube, .mov, .mp4
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
Early prototype trailer from GDC 2012 YouTube
If you create Depth content (including YouTube videos or Twitch streams), you can monetize it - no NDA or contract is needed!
Early prototype gameplay footage from GDC 2012 YouTube
Images
There are far more images available for Depth, but these are the ones we felt would be most useful to you. If you have specific requests, please do contact us!
Logo & Icon
Additional Links
BullSh***
Update website for the forth content update for Depth - 'Whiplash'. depthgame.com.
Old Bones
Update website for the seventh content update for Depth - 'Old Bones', . depthgame.com.
Fresh Blood
Update website for the sixth content update for Depth - 'Fresh Blood', which adds new divers, a new map, and more. depthgame.com.
Hide & Seek
Update website for the fifth content update for Depth - 'Hide & Seek', which adds the new Hide & Seek game mode and more. depthgame.com.
Whiplash
Update website for the forth content update for Depth - 'Whiplash'. depthgame.com.
Ship Wrecked
Update website for the second content update for Depth - 'Ship Wrecked'. depthgame.com.
The Big Catch
Update website for the first content update for Depth - 'The Big Catch'. depthgame.com.
Digital Confectioners
Development team for Depth. A game studio from New Zealand, focused on creating Unreal Engine based games for PC and console. https://digitalconfectioners.com/.
Supergenius
Art team for Depth. An art studio from Oregon USA. https://supergeniusstudio.com/.
Engine Audio
Sound team for Depth. A sound studio from Orlando USA. https://www.engineaudio.com/.
Level Designer
Level designer for Depth from Wales, UK. https://leveldesigner.co.uk/.
Team & Repeating Collaborators
Depth Team
Alex Quick
Creative Director
Justyn Dagg
Level Designer
Ron Prestenback
Gameplay Developer
Michael Shepherd
2D Illustrator
Myles Lambert
Environment Art
Alejandro Gorgal
Character Art
Ralf Straube
Character Art / Animator
Ben Wood
Environment Art
Jaret Illingworth
Level Designer
Nicholas Singer
Composer
Digital Confectioners
Bryce Haywood
Gameplay Developer
David Hill
3D Artist
Fiona Yang
UI Developer
Hari Kilgour
3D Artist
James Tan
Technical Director / Engine Developer
Keegan Gibson
Engine Developer
Kenneth Churcher
User Interface Developer
Leigh Beattie
Dev Ops / Server Infrastructure
Moni Masina
Animator
Neil Reynolds
Gameplay Designer / Gameplay Developer
Romy Gellen
Technical Assistant
Sam Evans
Project Manager / User Interface Developer
Sam Lockton
Quality Assurance
Will Scott
Quality Assurance / Community Manager
Engine Audio
Tom Todia
Sound Design and Implementation
Chris Latham
Sound Design and Implementation
Supergenius
Naomi Fish
Animator
Alex Yao
Animation Director
Robert Fink
3D Modeler
Greg Savoia
Vice President of Development
Daryn Olson
Character Technical Director
Brice Anderson
Animator
Cody Sauer
3D Modeler
Traci Cook
2D Illustrator / User Interface Artist
Adam Danger Cook
2D Art Director / 2D Illustrator
Paul Culp
CEO
Bryan Provencher
Vice President of Development
Damon Redmond
Senior Producer
Alexandria Condon
Character Modeler
Han Hunter
3D Modeler
Erick Cazares
3D Modeler
Mario Colindres
3D Modeler
Native Prime
Native Prime
Translation
Translators (Turkish)
Çınar Tuncer
Translation
Ömür Gencer
Translation
Oskay Demir
Translation
Unified Sounds
Steve Cox
Trailer Music
Danny McIntyre
Trailer Music
Also
David Pursley
User Interface Artist
Calvin Trinh
User Interface Artist
Nicola Holmes
Web Designer
Shannon Holmes
Web Developer
Ryan McKee
3D Modeler
David Pursley
User Interface Artist
Anders Fray
Level Designer
Jack Nesbit
Concept Art
Joe Tolliday
3D Modeler
Paul Fox
Additional Sound Design
Contact
Inquiries
depth@digitalconfectioners.com
Customer Support
support@digitalconfectioners.com
Discord
discord.gg/swfKHAMrgB
Twitter
twitter.com/DepthGame
Facebook
facebook.com/DepthGame

Depth® © 2009-2025 by Digital Confectioners® IP Holdings, Ltd. All rights reserved.
presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks