Mystic Fishing
A fishing game about myth and survival, developed during a 30-day jam while balancing school. Focused on modular systems, atmosphere, and harpoon-based combat in Unreal Engine 5.

30-Day Game Jam – Ryan Laley Games 2024
Role: Level Designer / Gameplay Systems Designer
Overview
Built during a brutal month of balancing school and development, Mystic Fishing aimed to blend mythological storytelling with systemic gameplay. You play as a lone fisherman in icy Nordic waters, hunting ancient creatures of legend. We didn’t have time for full boss fights or lore progression—but we built a polished vertical slice showcasing atmosphere, fishing mechanics, and exploration.
[Insert Image: Key promo art or logo with misty ocean setting]
Original Concept
We originally pitched a myth-tracking, world-exploring fishing epic:
- Discover scattered lore about ancient mythic fish
- Prepare with bait, tools, and environmental knowledge
- Engage in boss-level showdowns à la Moby Dick
[Insert Image: Early pitch slide or whiteboard showing original gameplay loop]
What We Actually Built
With 30 days and school deadlines, we narrowed focus:
- A single handcrafted Nordic ocean zone
- Harpoon-based quick-time fishing combat
- A bait economy and fish behavior system
- Atmospheric audio zones and environment triggers
Development Breakdown
Week 1 – Pitch to Pivot
We immediately realized the scope was too large. Instead of cutting features later, we trimmed upfront and focused on a strong vertical slice.
[Insert Image: Scope reduction diagram or notes from planning doc]
Week 2 – Systems First
- Designed spline-based ocean layout
- Procedural fish spawns tied to bait type
- Physics-driven boat controls tuned for immersion
[Insert Image: Ocean layout or UE viewport showing spawn logic]
Week 3 – Combat Prototype
Combat went through multiple prototypes:
- Click-to-time throws
- Directional mouse QTEs
- A drift-lock harpoon throw that added tension (final version)
[Insert Image: Screenshot of harpoon combat, maybe debug or UI overlay]
Week 4 – Final Pass
We focused on environmental polish:
- Ambient fog and sound zones
- Music blending by location
- Trade economy and lore nodes (partially implemented)
Deliverables
- Playable fishing loop with four fish types and bait interactions
- Responsive boat movement and fishing QTE
- Atmospheric exploration in a compact but immersive world
[Insert Image: In-game moment or player-focused cinematic shot]
Lessons Learned
What Worked
- Modular systems made it easy to adapt and trim
- Scope control early kept us focused
- Emphasis on vibe and pacing helped it stand out
What Didn’t
- No time for the big boss-style fish fights
- Tutorial elements were light, players felt a bit lost
- Audio and UI were functional but not final quality
Summary
Mystic Fishing is a lesson in disciplined scoping and modular design. While the game didn’t fully realize the myth-hunting fantasy, it nailed the tone, loop, and pacing we set out to test—under heavy constraints.
[Insert Image: Final polish moment or clean screenshot of gameplay UI]