Modular fishing
Structured fish and fishing spots as configurable content so the roster and locations can expand without new code for every variation.
Case file 001 · Game development
3D Cozy Fishing Adventure
A cozy fishing game heading to Steam. I lead programming across gameplay and internal tools, with a focus on tactile fishing and systems the rest of the team can author without touching C#.
01 · The brief
FINN needs more than a working fishing mechanic. The moment-to-moment interaction has to feel tactile, while fish, fishing spots, conversations, and NPC routes all need to grow as production continues.
My responsibility is split between the player-facing experience and the workflows behind it. I build the gameplay foundations, then expose the right controls so teammates can create content independently.
The system is only finished when the team can use it without waiting for a programmer.
02 · My contribution
Structured fish and fishing spots as configurable content so the roster and locations can expand without new code for every variation.
Built a ScriptableObject dialogue workflow with flag-based branches, allowing writers to assemble conversation trees directly in the Inspector.
Created a custom path tool so teammates can lay out patrol routes quickly instead of hand-wiring movement setup.
03 · The work
Fish, spots, and dialogue are modeled as authored data. This keeps the runtime reusable and moves everyday iteration into tools that designers already understand.
Dialogue branches evaluate explicit story flags, giving writing and programming one small, predictable contract for narrative state.
Team-facing controls prioritize quick setup and clear Inspector feedback, reducing the hidden configuration that usually makes custom Unity systems difficult to hand off.
04 · In the game
05 · Stack & outcome
The result is a growing set of gameplay systems that remain editable by the people producing the content. Fishing, dialogue, and NPC movement share the same goal: make iteration faster without hiding important behavior.