Sip Fisher is an incremental cozy fishing game where you use a straw to catch fish and buy upgrades from selling what you caught. As you continue to sip, the lake is gradually drained of water, revealing new features underneath and avenues for exploration.
Sip Fisher is a project that a group of friends and I worked on over summer break of 2025. We were heavily inspired by A Game About Digging A Hole's simple game design philosophy, and wanted to create a project that emulated some of what made that game successful. Development ran through April 21st to August 27th
I mostly did level design for Sip Fisher, but I also had the opportunity to practice my other skills, including 3D modelling, environment texturing, set dressing and level tooling.
You can take a look at what I contributed to the project below
Exploration
A look into how I shaped the level using landmarks, parkour challenges, and hidden secrets.
Pools
Pools or 'ponds' strewn throughout the lakebed. This is optional content that contains rewards if the player decides to route their dock to them.
Evil Fish Encounter
The 'final boss' of the game. You 'fight' the evil fish by repeatedly sucking it up and then chasing it through the final cave of the game.
Foliage Painting Tool
A tool I made to enable myself and environment artists to place batches of environment props much more quickly
Screenshots of the level throughout development. This is by no means completely comprehensive.
5/9/25 - Very first version of the level. Learned that placing rocks in the way of the player is a good way to control the path the player takes throughout the map, without being too constrictive.
5/10/25 - first iteration of the level was far too small for the desired length of the game, so began experimenting with different sized spaces to see what felt right.
5/13/25
5/22/25
5/22/25
5/28/25
5/29/25
5/29/25
5/30/25
5/22/25
6/4/25
6/4/25
6/5/25
6/18/25