Icebird creates games for everyone who is passionate about exciting worlds filled with thrilling gameplay. The studio was founded by Aesir Interactive and Bit Barons, two experienced developers from Munich in Germany. The cooperation unites highly talented game designers, programmers and artists to develop, maintain and expand the Tactical Survival Game Submerge. With our partners we work to achieve a maximum of success while maintaining the highest possible quality, always focusing on what the player desires.
"Subsiege" (so far known as Submerge) emerges from the depth with a publishing deal and a new name. Headup Games announces in cooperation with the Munich-based...
We had several playtests during the past Weeks and received a lot of great feedback. So today we want to do a short recap, share some of the feedback...
Get ready to join us as new play tests are coming! To shorten the waiting time, have a look at our tutorial about the Submerge postFX.
Style your fleet in Submerge with unique units based on design guidelines and attitude of different manufacturers.
With the play test so close, we wanted to show you how to play Submerge. What your main goal will be, win and lose conditions and so on.
Folks, we have announced our gameplay test and now it’s time for you to make contact with our brand new nation - Mankind joins the battle among the...
Okay, yesterday might have been a little april fools joke but this time we are super serious. Get ready to join us in our gameplay tests.
We already told you a lot about Submerge, but today it’s time to show you some of our metagame features: The breeding system.
Meet our personal ZBrush wizard in the final part of our 3D design series.
Part 2/3 in our 3D design series. Also, get ready to come a lot closer to us.
Today's news is all about 3D modeling. Get an insight of the modeling process while watching our artist creating one of our assets.
...coming to take a huge bite off your units. Watch our artist paint the crimson jackjaw in a new part of our design series.
In one of the previous posts we were on the track of our unit design philosophies. We were writing very deep, philosophical things. But above all, it...
A new approach on the movement system based on the great community feedback given, regarding to our blogentry about swarm movement.
Extended video of the current level design with some updates compared to the last dev blog.
When you work as a leveldesigner, one of the first things that you will have to do is to translate the vision image into a first draft 3d scene.
The units of Submerge are the very core of the game. All interactions will include units, be it your own or your enemies’. They are always visible...
After the last Game Design post about the game’s theme, some of you discovered the point “moving in swarms” in one of the diagrams and wanted to...
Today, we are taking you on a trip to our art department. Our Concept Artists are talking about the difficulties in creating the basic look and feel of...
The very first thing to figure out in game development (from a designers point of view): What’s the very core of the game, what is it all about, which...
Submerge is a fast paced, tactical survival game with main focus on thrilling multiplayer matches. In a dangerous underwater world you control a squad...
Some early stages of the beautiful underwater flora that our concept artist has drafted.
New ingame footage and screenshot with new units and the human headquarter.
A new nation to fight against the huge and beautiful creatures in the deep oceans of Nautica 7.
The Mediadesign Hochschule in Munich, Düsseldorf and Berlin produces a number of high quality projects every year. One such project is Submerge, an Action...
Sponsored by Desura we are hosting from 15th to 19th August a tournament with Submerge at booth E044 in hall 10.1.The "Action Survival Game" Submerge...
Only 16 days remaining until the Gamescom starts. Aesir Interactive will be at hall 10 at booth number E044 showing you the Submerge Alpha.
We're going into the next phase. Level-designers and Environmental Artists begun working at a first level which was not designed for tests and game-design...
It's time for us to show you our actual in-game stuff we've developed so far. Some units, map features, some special effects and our connection system...
In this Tutorial we explain the workflows for Unity 3D of our art department in seven steps. We hope this article could be useful for other game dev teams...
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