Roles: Project Lead & Systems Designer
Red Tide was a game I prototyped and pitched for a game jam at the game design post-grad course I attended. I worked with a concept artist and narrative designer to flesh out the pitch, and it got greenlit for production.
I designed and implemented the fishing, looting, and inventory systems in Unreal Engine 5.
Reeling Mechanic
I based the fishing mechanic off of Dead By Daylight’s skill check mechanic. A random range will pop up someway ahead of your cursor, and you have to click when your cursor is inside the blue skill check zone.
The reel UI is made programmatically using a radial material, so I can change the size of the skill check range at runtime and scale the UI without having to worry about resolution.
Fishing Loot Tables
I wanted to be able to catch certain fish only in certain bodies of water and be able to add new fish to those pools at runtime.
I created an actor component that I added to whatever actor I wanted to be fishable. This actor component contained a list of fish that I could add to at run time and a function that returned whatever item or fish you caught.
Fishable items have weights or rarities, so I can adjust how often you get certain types.