Hey guys! To entice you to check it out, here is an art breakdown for the fish!
In our silly game "A Fish-Based Game" we tried to make it so we could generate a giant variety of fish
We do this in three ways with the first being the fish behavior system!
This system had 3 different fish triggers that activated based on certain conditions these were: idle, get hurt, tap on the glass, and lastly a proximity one that went unused. Then we had 5 different actions with randomized values that generated actions these were: panic, swim away from fish, swim towards fish, move in direction, and stop(which we cut from the final game)
it was all made in unreal blueprints by @beadyeyes and this system was then also used to create the boss fishes that you fight in the game! it was great to not only have a system that generated fish for our game as well as breed it but the system was quite easy to use! In another timeline perhaps there would only be custom-designed fish in the pool!
These two fishes are used by the cheater Sarah and are meant to swim in a circle around the arena chasing each other!

And here are their behaviours!


Next time I'll be posting about the other two systems that made our fishes more unique the blendshapes on and the gradient mapping! as well as some resources for others to learn them! since I was an artist/designer on this I didn't get too much hands-on experience with the code for the behaviours!
with those next two systems, the possibilities of fish really are endless!