The theme was "roles reversed" so you are an angler fish with a goal to eat and while the level is dark you can eat smaller fish. But when the underwater volcanoes light the sea floor your food now hunts you.
— Game design: player movement, enemy movement
— Programmer: character controller, schools of fish, state machines
— Sound design
— Lighting.

Mighty of the Depths is fairly simple in it's mechanics but the most interesting part is the movement design of the schools of fish. I had experimented with steering behaviors for another prorotype and repurposed a wandering behavior for a parent object which the fish then follow with some sine-wave oscillated offset. I think the affect looks really fish-like and is relatively simple in it's implementation. One might even say - elegant.