Players don a Virtual Reality headset and a custom DEEP controller to explore a beautiful and mysterious underwater world. Allow the game to sweep you into its relaxing embrace as it teaches you yogic breathing techniques that can alleviate stress, anxiety, and mild depression.
Watch the teaser
Watch the TED x talk
The custom controller measures diaphragm expansion in order to sense deep breathing. This information is fed back to the player in a variety of visual cues, intimately linking their consciousness and breath. The environment's layout gently encourages the player to slow their breath, to sink deeper and relax. It can be played for therapeutic or aesthetic reasons, and does not require the use on arms, legs or hands.
When the Oculus Rift first came out, Owen began making a personal meditation aid to help him in his practice. Like many people, Owen has suffered from anxiety and bouts of depression. For the last 15 years, he has used meditation and breathing techniques to help manage these problems. He sought to create a digital zen garden, a place he could escape to at the end of a tough day to unwind and relax.
He was surprised to find out that there was a lot of interest in the concept and began developing it for a wider audience. In the summer of 2014, after showing the work at Playful Arts Festival in Den Bosch, he was introduced to Niki. Niki’s art and ideas complemented and expanded the vision of the game. Owen and Niki are now collaborating together to build a new version of DEEP.
Owen Harris is a game designer, teacher and human. When not working on DEEP, he teaches people how to make games in the Dublin Institute of Technology. He also works as game designer with bitSmith Games. Owen sits on the board of Imirt, an organisation founded to improve the quality and visibility of Irish Games. You can follow him here and read more about his work here.
Niki Smit is co-founder of Monobanda PLAY, a Utrecht based game company that develops playful interactive experiences. He is a game designer and artist. Niki aims to explore and expand the boundaries of games and interaction and focuses heavily on researching and developing new forms of play and meaningful interactivity.
Andy Mooney is a musician, videographer and grand master at Paradoxical Recordings. He has studied jazz, digital music, and is an avid experimenter with the mediums of music and video. He has contributed music to various computer games, TV shows and a host of experimental films.
Bryan is a lecturer in the DIT School of Computing who loves teaching things like creative coding, virtual reality and game AI. A board member of the International GameCraft Foundation, Bryan regularly organises and participates in games jams. You can find more about Bryan’s projects on his blog or youtube channel.
Charles Putney is an engineer whose first experience with computing was with a Bendix G15 drum computer at Carnegie Mellon. More followed with CDC G20, IBM 360, Univac 1108, Apple II, and 386XXX. Charles worked on microprocessor programming and design for 6502, Z80, and 8051. His career in engineering started with Texas Instruments in the 1970s and continued with Becton Dickinson, Dataproducts, Hitachi Printing Solutions and Ricoh Printing Systems Europe. Now technically retired, Charles spends his time programming satellites and whatever else comes his way. Catch him on Code Project.
Cheryl is a software engineer by trade, but a maker, crafter, and tinkerer, by compulsion. Currently consumed by wearable tech, etextiles, and human-computer interfaces, she can often be found working on a multitude of projects in her local hackerspace, TOG. She sometimes blogs, but is probably most easily tracked down on Twitter.
Grainne has plenty of experience with crafting game props, being chief seamstress for the game Touched that was shown at Playful Arts Festival in 2014. She really enjoyed sewing the belts for the latest version of DEEP!