HookingFish
A downloadable game

Roles
In this project, I served as both a Gameplay Programmer and a Level Designer. I implemented the shooting mechanics, player controls, enemy behavior, and game state management (win, loss, pause). I also designed the game’s flow through levels and menus. Additionally, I worked on UI integration and visual presentation, including post-processing effects to simulate underwater gameplay.
What I Learned
I explored Unity’s Post-Processing Stack to create a believable underwater effect. I adjusted color grading, fog, vignette, and bloom settings to simulate the visual distortion you’d expect underwater, improving the overall mood and feel of the game.
I learned how to design and implement an in-game user interface that reacts to game states like winning, losing, or pausing. This included managing cursor locking and unlocking, time scaling, and properly controlling button interactions to create a smooth player experience.
What Makes This Game Special or Unique
The game features a progressive level system where players must eliminate all enemies to unlock the next level or win the game. What makes it stand out is how the game never cuts away to another scene for win or loss—everything happens seamlessly in the same scene using in-game panels.
It includes an underwater-themed environment enhanced by post-processing effects, which changes the typical first-person shooter feel into something more atmospheric and unique.
Controls
WASD to Move
Mouse to Look Around
Left Mouse Button to Shoot
R to Reload
Spacebar to Jump
Escape (Esc) to Pause the Game
Gameplay Objective:
Defeat all enemies to win and progress. If your health reaches zero, you lose and can retry or quit from the Game Over screen. Use the menus to navigate between levels, credits, or quit the game entirely.
| Status | Prototype |
| Author | Malachi-Wheaton |
| Genre | Shooter |
| AI Disclosure | AI Assisted, Code |



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