DEEP is a collaborative project by game designer Owen Harris, Niki Smit, Andy Mooney and myself. Set in a fantasy underwater environment, DEEP uses a custom breathing sensor to encourage players to relax by using their breath no navigate the experience. DEEP has been experienced by thousands of people at international festivals such as Re:publica (Berlin), Cinekid (Amsterdam), DOK (Leipzig), NowPlayThis (London) and it was one of 23 projects featured as part of the Tribeca Film Festival in Manhattan in the summer of 2016. For more information see

I programmed the creature animations and behaviours for DEEP. Here is a talks I gave about how the creatures work I gave at the Dublin Unity Users Group: