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Nuclear Fishing prototype

Engine

Unreal Engine 5

Date

March 2025

Role

Solo Project, All Roles

Software Used

UE5, Blender, Substance Designer, Adobe Illustrator

During March 2025, I decided to challenge myself by attempting to build a Nuclear Wasteland Fishing prototype. I had never made a fishing game before, and ran into some interesting obstacles I had to overcome.

In the game, there are several fish of varying rarities that can be caught, then there is a secondary rarity that determines the color of the fish, and a third that determines the weight of the fish. All 3 of these are decided by distribution curves to keep common rarity more common, up to legendary rarity being less common.

One of the obstacles I faced was with wanting to change the colors of the fish. While I could have made several textures for each fish, or just multiplied different colors depending on rarity, I wanted something different. I ended up figuring out that I can create linear color curves, add those to a curve atlas, and apply the different color curves to the fish body depending on the selected rarity. I was pretty pleased with how the system worked and will probably be doing something similar in future projects.

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