Void Fisher (2025)
Game / Level / Narrative Designer
THEME
Space, ocean, preservation.
PITCH
Wander through the spatial ocean to rescue creatures threatened by a parasite destroying the ecosystem.

CONTEXT
Void Fisher is an 8 month long end-of-school project in ESMA. After the concepts presented at the beginning of the year (see Dance Among the Stars for my game concept), three of these were chosen. These projects were then split in teams of 10 and produced during the whole year.
Software used: YouTrack, GitHub, Unreal Engine 5, Google suite.
PRODUCTION
Game Design
Conceptualization
During preproduction, I was in charge of brainstorming, conceptualizing and iterating mechanics for the game. Since Void Fisher is a 3D fishing game in space, I had to find fishing mechanics that would work in a 360° environment without breaking the rhythm nor the universe… and avoid it being boring!
Prototyping & balancing
These mechanics then had to be prototyped in engine. From the fishing mechanics to the small races the players can encounter during their walkthrough, it surely was an interesting challenge!
Documentation
I was also in charge of the documentation: whether it is the GDD or the different sheets for the team, it was a huge part of my work to keep track of everything.

Level Design
Creating Void Fisher’s playground was a peculiar challenge -and a hard one too! Since the navigation is on 3 axis, I had to find different tools and stratagems to guide the players.
My main tool was the cosmic flows: an original feature that let players navigate faster in the environment, almost like a highway. The level is built around this road.
For more details, see “How to design an interesting level on 3 axis?”, an article I wrote about the different tools and tricks I used during Void Fisher’s level conception.
Narrative Design
Void Fisher’s narration is meant to be secondary: we wanted to put the spotlight on the action and dynamism brought by the controller and the exploration.
The introduction cutscene exposes the situation and goals to the players. Then, in the Spaceport (a hub where the players can see their quests and progressions), three NPCs are here to bring a more funny-tone in Void Fisher.
Finally, during their exploration, players can find artifacts after finishing a navigation challenge. These items are telling the story about what happened before the players came into the biome. They are optional for the players to read and find.

TEAM
Ophéline WEBER
Malvy DELABAN
Laura HOYOS-GUEVARA
Matthieu BOURREAU
Etann JEAN-BAPTISTE
Rémy ALMAR
Thomas RAMOND
Ryan DIAS SUTER
Corentin TALIEU
Romane GIBILI








