KEY CONTRIBUTIONS

  • Designed the upgrade and progression system for fishing deeper waters and larger fish

  • Developed gameplay loops focused on reward, pacing, and long-term player engagement

  • Created water shader VFX and environmental visuals to support the cosy atmosphere

  • Concepted and sketched visual designs for environments, characters, and fish assets

    Role: Game Designer, Art Direction, Concept Artist, VFX
    Engine: Unity
    Team Size: 5
    Project Type: Student Project, GGJ 2025

Just a Chill Fishing Game was developed during Global Game Jam 2025 as part of a GCU team. Built in Unity, the project explored how simple gameplay loops, progression systems, and visual tone can work together to create a calm and rewarding player experience.

I contributed to the game’s design, upgrade systems, visual style, and environmental VFX, helping shape both the gameplay loop and the overall feel of the project.

GAMEPLAY LOOP & PROGRESSION

The progression system was designed to create a simple but satisfying gameplay loop, where players complete fishing tasks, earn upgrades, and gradually unlock access to deeper waters and larger fish. This helped create a clear sense of progression while maintaining the relaxed pace of the game.

The focus was on making progression feel rewarding without disrupting the calm, low-pressure tone of the experience.

VISUAL STYLE & PLAYER EXPERIENCE

A large part of the project focused on building a strong visual identity that supported the game's cosy tone. I contributed to the early concept sketches for characters, environments, and fish, helping establish the visual direction before pixel art assets were created.

The goal was to create a space that felt approachable, light-hearted, and visually relaxing, where players could enjoy slower-paced gameplay and character-driven interactions.

DESIGN BREAKDOWN

The project explores how progression systems and small narrative interactions can support cosy gameplay design. Rather than relying on challenge or pressure, the design focuses on pacing, reward, and player comfort, using upgrades and visual feedback to maintain engagement.

This project helped develop my understanding of how gameplay systems can support emotional tone, showing how progression, visuals, and player interaction work together to shape the overall experience.