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Smart Swarm

Survive underwater as a school of fish, showing collective intelligence and outsmarting predators in our ocean multiplayer game.

Do you show collective intelligence or “swarm stupidity”? In this group adventure you will experience the harsh reality of underwater survival. Collect swarm points together in our ocean multiplayer …

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Teaser text

Only teamwork helps when facing big fish. Together, as a school of fish, you swim faster!

Forget Nemo! In this group adventure you will experience the harsh reality of underwater survival. But don’t panic! On your own you are just a small fish, but together you are a strong school of fish. If only it wasn’t so hard to control the school sometimes! The only things that help are coordinating, calling out instructions, cooperating and grooving with each other. This is because swimming in a school you all depend on each other.

Will you show collective intelligence or “swarm stupidity”? Do you go and get food, or do you become food? Sharks don’t sleep!

Give the predators the cold fin. The faster you learn, the faster you’ll get into the flow. Collect swarm points together in our ocean multiplayer.

Detailed description & notes 

This show starts automatically. 

In “Smart Swarm”, the players turn into a school of fish and learn about the harsh reality of underwater survival, experiencing the importance of collaboration: with the controller each player can control their own fish. By the signal (bubbles), the very own fish can be identified.  

The school is held together by an invisible force, so all players have to cooperate to control the school as a whole. If all swim in the same direction the swarm is faster. 

The goal is to eat the yellow glowing food, for which you get points. If one fish eats, it counts for the whole school.  

After a certain number of points collected, predators appear — sharks. These must be avoided. The more sharks appear, the more points the school has collected.  

If one fish is eaten by a shark, the whole school dies. After a countdown, the game starts again. During this countdown, helpful hints are displayed, these can be read aloud by the presenter. The highest score achieved is saved as a high score and can be cracked in further events. 

Controller 

Controller_Interface_Schwarm.png

Team points – Are collected together by eating food. If one fish eats, it counts for the whole school.  

INFO – Displays the info about the control again. 

SIGNAL – Your fish spits air bubbles in the direction in which it swims. This is useful to identify yourself in the swarm and if you get lost. 

Joystick – Is used to control your fish on the dome. The navigation is relative to the dome: Steer upwards to the zenith, downwards to the horizon. Steering to the right or left you can circle the dome. Here, coordination in the group is required! 

Fact sheet

EDUCATION GAME

Languages German, English

Duration variable

Recommended age 10 onwards

Recommended number of players 3 – 30

Credits

Concept Sebastian André, Michael Scholz

Programming Sebastian André

Level design Sebastian André 

Graphics Julia Klein 

Project management Judith Gieringer

Text Julia Klein, Sebastian André 

Sound design & music production Daniel Strohhäcker

Music Sonic Yard 

Trailer Jonathan Regler

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