FATHOMS

‘A retro inspired 4-player horror tale, set in the cursed waters of the Devil’s Triangle’.

Director - Games Designer - Level Designer - Lead Visual artist


ROLE

My production roles on Fathoms were varied, very challenging but ultimately very rewarding.

I oversaw the project as Director; being responsible for steering the overall course of development (no pun intended), designing the core gameplay elements, narrative setting, branding and visual style of the game itself.

I took an integral role in developing the art and design of the game as Art Director. Creating and iterating on the overall visual aesthetic of the game and it’s materials. Making sure that designs were readable and that assets performed well in-game.

Environment, player and enemy designs were particular highlights of development; allowing me to really tailor the game into something rather unique looking. Designs were concepted and then modelled & rigged with Blender before being brought into unity.

I also developed the overall content plan for the game, designing the gameplay loop, player skillset and progression of in game systems and economies.

Within the course of 9 months, the small development team created a prototype that was fully playable, with up to 4 player online capable and turned out to be really very scary.

We developed an initial steam page for the launch of the game as we brought it to Gamescom 2026

Visit the steam page here

Design and Concepts

Production artwork and design concept images, showing the creation and look of Fathoms.

Fathoms Intro Cutscene. Scripted, edited, animated and directed by John McFarlane