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 …

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
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
