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Overview

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State

Published on ITCH.IO​​​​

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My Roles

Systems Designer

Technical Designer

UX Designer

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Engine

Unreal Engine 4

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Production

13 Single-Week Sprints

Team of 9

SCRUM/AGILE

Game Description

YOU ARE IN DEBT! Play as Gobey, an anthropomorphic catfish who’s lost all his shells in a game of go-fish. The holder of your debt, a raccoon named Meatball, now expects you to pay it back ASAP.

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Travel from island to island, knocking out other bottom-feeders for their shells by smacking them with your handy fishing rod up close, or by yanking them around from afar. Then choose whether to risk your shells on gambling for upgrades, as you chip away at your debt and hook, line, and sink your enemies into the surrounding swampy waters!

VDD

Featured Contributions

Through the development of "FISH!", I was tackling a lot of different responsibilities such as being the team's only system designer, tech designer, and UX designer. Along with this, since our programmers were very specialized, I handled documenting, prototyping, and implementing all but 3 gameplay systems & mechanics. 

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Below are some of those features!

Intent

The concept of "FISH!" was developed bottom up, starting with the mechanic of fishing rod combat. As a result, this is the very first thing I prototyped to prove it's feasibility.

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We wanted to play into the goofy-ness of the unorthodox weapon of a fishing rod while utilizing its practically. With this, we settled on three major usages: Casting a line+hook onto an enemy, forcefully reeling them in towards you (giving the option of going straight into melee or pulling them into the water), and a melee "bonk" to commit most of the damage.

Melee
Cast/Reel
Prototyping & Iteration

The melee attack was relatively simple, having a tie to the animation itself to decide when it's eligible to hit and deal damage.

 

Through messing around, I came up with a relatively simple implementation for the casting and reeling functionality. Having the hook act as a homing projectile, it flies to the targeted enemy and latches on. Before launching, a cable component is created tethering the hook to the fishing rod itself, replicating the fishing line. When the hook is successfully attached to an enemy, the player can reel the enemy towards.​​

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With the functionality working, I focused on polish iterations such as the hook attaching to a socket on the enemies so that it moves with their animations and rotation, making the line more visible and fitting the art style so it didn't look too out of place (as the cable component normally does), and making sure the feel of using the fishing rod felt more snappy compared to the first prototype.

Initial Melee Prototype

Initial Melee Prototype

Final Melee Implementation

Final Melee Implementation

Initial Cast Prototype

Initial Cast Prototype

Final Cast Implementation

Final Cast Implementation

Initial Reel Prototype

Initial Reel Prototype

Final Reel Implementation

Final Reel Implementation

Documentation

Download
Systems List

Retrospective

This was my first time actually really working in Unreal Engine. In so many ways I'm so glad that this was my first big project in Unreal, since I learned so much and had to solve problems very creatively. I got to experiment and play around with random things in the engine which I used to my advantage.

 

While this overall made me very proficient in Unreal, it was a major undertaking since I was the main person documenting, prototyping, and fully implementing systems and mechanics as well as implementing everything in general for tying together the game loop. It was unfortunate there wasn't much technical interdisciplinary work (for example a more stereotypical pipeline of prototyping as a technical designer and passing it onto a programmer for further implementation). Due to this I scavenged for any pipelines I could get, so we managed to facilitate code reviews which helped the technical team a lot in the end. Because I was so invested in systems and technical design and because of time constraints, I didn't get to flex a lot of UX design as much as I wanted to. However, I'm very glad I managed to focus on a few things such as the upgrade machine and UI elements in the game.

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Overall, this was a very fun and goofy project to work on. This project singlehandedly taught me a lot about the engine, without which I wouldn't be as proficient. Additionally, I learned a lot about balancing many different roles and asks, as well as nailing down communication across all disciplines through meetings, meeting notes, documentation, and asynchronous communication.

Team Members

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Jeremiah "Jed"
Sink

 

Producer

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Brayden Riddell
 

Systems, Technical

& UX Designer​

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William Box
 

WFC Proc. Gen. Programmer

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Annie Granger
 

Animation &

Character Artist

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Brody Wenzel
 

Level Designer

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Peter Vander
Rhodes

 

Programmer

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Hayden
McManus

 

Environment Artist

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Caleb Craig
 

Sound Designer &

Composer

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