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CatFish portada.png

CatFish

Third person game belonging to the stealth and platform genres.

Master's Degree Project

About

CatFish is a platform game with stealth elements. Starting from the concept of the game presented at the Global Game Jam 2024, the game now has a darker atmosphere and new, more varied maps.

Collect all the cursed skulls to offer them as tribute before the great throne while avoiding monsters through labyrinthine maps full of platforming sections.

This project was developed in Unreal Engine 5 by students of the Master's Degree of Game Design and Development at the Complutense University of Madrid (UCM).

My contribution

  • Game Concept: This project would continue to be developed during the months after the Jam (as a class project, apart from Scyla). Therefore, we had the challenge of thinking of a game that could be developed during the Jam weekend and that was easily scalable, in addition to being suitable for the Jam's theme: "Make me laugh". We also encountered the problem that we couldn't find and idea that would motivate the entire team, since the programmers wanted to develop stealth mechanics, while my design colleagues wanrted to do something funny according to the them. Finally I came up with an idea that convinced everyone: a stealth game with a great importance of humor, controlling a cat who tries to avoid irresponsible parents.

       Once the Jam was over, all the team members met to decide what changes to make for the final version of the game,

       thus becoming a darker game with a greater variety of maps, in addition to being more focused on the platform                     sections. 

  • Game Design: I was in charge of the parametrization of the main character (jump, speed, etc.), making sure that it was in accordance with the previously established animations and that the game was fun.

  • Level Design: I was in charge of the design (and assembly) of all the new maps (that is, with the exception of the throne room and the chapel, which were taken from the Art asset pack). I was also in charge of planning and balancing the platforming sections and enemy encounters on these maps. Later, my colleague from the Design team helped me with the art of the levels

  • Production: The Master's Degree's director asked us that a member of the team will be in charge of production tasks. So, I decided to take on this role, being continually in contact with the Master's director, as well as with the "external collaborators" (for game art, sound, etc.).

Other details

  • Technologies used: Unreal Engine 5, GitHub, Notion, HacknPlan

  • Free download link (Drive)

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