Hyper Neon Fishing is a game where players take on the role of a heroic bird, who dives deep into the Neon Ocean to restore color back to all of the Neon Fish using their disco-powered helmet. With the help of their first mate, Kru, players will ruin the evil Dr. Monochrome’s scheme while collecting some of the funkiest fish in the sea.
- Platform: PC with PS4 controller
- Engine: Unity
- Production Period: January 2017 – May 2017
- Team Members: Paul Klimaszewski (Lead Designer), Cole Kirkpatrick (Lead Artist & Animator), Sean Walsh (UI Artist), Nick Kinteris (Environment Artist), Gabe Pererya (Lead Programmer), Duncan Carrol (Gameplay Programmer), Zach Taylor (Gameplay Programmer), Lucas Spiker (Tools Programmer), & Elijah Dixon (Project Manager)
- Charlie Carucci – Combat Designer, Quest Designer, Product Owner
- Paul Klimaszewski – Lead Designer
- Cole Kirkpatrick – Lead Artist & Animator
- Sean Walsh – UI Artist
- Nick Kinteris – Environment Artist
- Gabe Pererya – Lead Programmer
- Duncan Carrol – Gameplay Programmer
- Zachary Taylor – Gameplay Programmer
- Lucas Spiker – Tools Programmer
- Elijah Dixon – Project Manager & Scrum Master
- Download and play Hyper Neon Fishing on itch.io
Personal Roles and Responsibilities
Combat Designer:
- Improved current combat systems
- Re-designed combat controls to be more intuitive
- Designed diverse forms of fish AI to allow for passive, defensive, and aggressive fish types
- Designed new combat interactions
- Designed and balanced spear throw mechanic (ranged attack)
- Iterated on the “neon blood” system to give players different ways to replenish their neon power
- Documented different combat strategies available to players with new combat systems
- Designed new types of fish
- Documented how each fish was meant to behave
- Assigned and balanced the stats for each fish (health, damage ability, speed, etc.)
Quest Designer
- Designed quest narrative and dialogue sequences
- Outlined major character personality traits
- Wrote dialog lines for quest introductions/conclusions and all gameplay events in between.
- Balanced quest challenges and rewards
- Design, documented, and balanced the quest objectives, their progression, and the rewards given to the player for finishing a quest
- Outlined upgrades available to the player and the resources they would need to obtain said upgrades
I had a lot of fun working on this game and I had a very supportive team that helped bring this game to life. We even brought this game to RPI’s 2017 Gamefest where other students and industry professionals got a chance to play through our vertical slice.