Call of the Wild: The Angler
An open world game about finding the best fishing spots and most beautiful views, catching big fish, and getting to know the locals.
Role
Technical Designer
Responsibilities
- Mission Design & Scripting
- System Design & Maintenance
- Progression & Onboarding
Tenure
January 2021 - October 2023
Genre
Fishing, Multiplayer, Nature, Exploration, Adventure
Platform
PC, Xbox, PlayStation
Status
ReleasedTechnologies Used
My work on Call of the Wild: The Angler was quite varried. I worked on everything from gameplay design to tools implementation, with my main focus being on designing complex systems to support our gameplay needs. I also worked closely with data and analytics and was in close contact with our beta testing community.
My favourite part of working on the Angler - besides the amazing team - was working on the fish spawning system. With the open world maps being so big and often changing while in development we needed a sollution to spawn fish all around the world with minimal developer hand-placement. This turned into the Fish Spawning System that combines tons of data points from the world (Temperature, time of day, altitude, water depth, water spead, etc.) to infer things such as food, shade, and more. Matching this up with the information we have about the different types of fish, we could spawn the fish based on (semi) realistic behavior of where these species could be found in the real world.
Responsibilities
- Mission Design & Scripting
- System Design, Maintenance, and Implementation
- Progression & Onboarding
- Analaytics
- Working with the community
Dev Diaries
Below you can find some links to developer diaries I wrote for the game.
- Fish Spawning : Procedurally spawned fish and the system that powers it.
- Legendary Fish : How did we design the Big Boss Battle fish?
- Onboarding: How we remade onboarding.
Screenshots